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TheOwl

TheOwl

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TheOwl
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  • I respect your view. However, many of the reasons you mentioned are why DS is receiving a change. The current DS's problem is that it encourages reckless behavior from many survivor players, with many simply ignoring all danger when they have DS and using it as a time of invincibility. You even touched on some of these behaviors yourself. If a survivor with DS gets unhooked and chooses to perform another action (pretty much anything except running or hiding), they are not truly being tunneled. They are making a conscious decision to put themselves in danger, so DS should no longer be active. 

    The DS change is a much-needed one, and I feel that the reworked version will still activate in most situations. Nothing will change when using DS to protect yourself from killers who are truly tunneling you. The change is only going to affect players who used it when they were not being tunneled.

  • Honestly, the situation you described is why I don't particularly appreciate seeing teammates with keys when I play survivor. I've been left to die many times by key users, and a lot of those times, I feel as though more players would survive if everyone stayed in the match instead of escaping via the hatch. 

    About a week ago, I played a match on The Game where another player brought a key into the match. There was one generator to go, and three of us were still alive (I hadn't been hooked yet). The killer spotted me, and we went on a pretty lengthy chase. There was more than enough time to complete a generator while the killer was chasing me, and this is what I thought my other teammates were doing. However, it turns out that they were looking for the hatch, and they both left the match using it. I ended up dying in the end as the killer knew where the hatch was and left me to close it, and I couldn't open the door in time. It was still an interesting match, but the ending was disappointing. 

  • @Frontdoor6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2038052#Comment_2038052

    My other perks are BBQ, Nurses and Whispers because i'm terrible at tracking without them

    At the end of the day, you've got to use a perk setup that you like. Still, if you are open to trying something new, I recommend replacing either nurses or whispers with a second generator defense perk, especially if you are having trouble keeping gens safe. I feel that nurses and whispers tend to do a very similar job when it comes to tracking injured survivors, so you would likely benefit more from replacing one of them with another perk. 

  • Ruin is much stronger than thanatophobia (and really any other slowdown perk in the game) when it manages to stay up. Still, it needs to be unfound and continuously protected to be of much use. The second a survivor finds it, the totem won't last much longer. Honestly, the luck-based nature of totems is why I don't particularly enjoy using them.

    Out of curiosity, what does your entire perk setup consist of? Is ruin/thanaphobia the only slowdown perk you use/have access to? A good alternative to help build early game pressure is corrupt intervention, or you can use something like pop goes the weasel or thrilling tremors for mid-game pressure.

  • That is my understanding as well. Essentially, the changes seem to be a small buff as the exit gate switch is blocked for at least 10 seconds regardless of hooking anybody, and if you do hook everyone, the switch is blocked for 42 seconds total versus the 40 that was visible on the PTB. 

  • I will not disagree with you about Pop and BBQ seeing a lot of use. They are both good perks that a killer can not lose throughout a match (unlike totems). However, I do not think either of them is overpowered, and they are both good for the game's health. Both perks discourage camping and encourage moving away from the hook, which is always a good thing. 

  • @leafninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2021349#Comment_2021349

    Wat is a fog whisperer? Keep seeing that on here but never understood wat it meant.

    A Fog Whisperer is a Behavior endorsed content creator. They get various perks (such as in-game currency and giveaway codes) from Behavior for playing the game. If you'd like to read up on them, here is a link to the program thread: https://forum.deadbydaylight.com/en/discussion/49385/fog-whisperers-program-launch

  • For the most part, I do not mind going against streamers, and I do not alter my playstyle when versing them. Most streamers are casual players, and I try not to let the ones who play too aggressively bother me. It is also a good learning experience to look back on a streamer's VOD after the match and see how you can improve your gameplay. 

  • It depends on what you are looking for in a killer. If you are seeking a powerful but still accessible killer, I would select Oni. He is a fun killer that you can jump right into for some pretty good results in the game. On the other hand, if you do not mind learning a killer, I would choose the Blight. He requires some learning but is incredibly fun to play and is one of the best killers in the game with his map pressure. I feel that his perks are also more useful than the Oni's. 

    Regarding the Deathslinger, he is a great killer, but like Blight, he has a learning period, and I think even after learning everything there is about him, the Blight is still the better choice. The Twins aren't a bad killer, and I have fun with them, but their power really encourages a specific playstyle, and I feel that you do not really have the freedom to try different builds and tactics with them if you want to be successful. 

  • I also came here to see whether the game or my internet was the problem, as I was also getting the "disconnected from host" message. Hopefully, the servers are back up and running soon. This is the first server issue I've experienced in quite some time.

  • I agree with what many are saying. If the game is causing you mental harm, it may be better to take a break from it completely. However, if you have a strong desire to continue playing it, I would only play as many matches as you feel comfortable with a day and then move onto another game. 

    Personally, I play maybe 4-5 matches a day between survivor and killer, and I find this to be an enjoyable range for me. I also focus on getting blood points and improving my own abilities over things like kills, hooks, or surviving. My primary reason for playing is to complete daily rituals and challenges, and if I happen to win while doing that, I consider it a bonus. Additionally, when playing, I also keep the mindset that people who choose to taunt me or engage in behavior that is often considered toxic (whether survivor or killer) are not doing it to hurt me personally. They likely play that way against everyone, and their actions are completely out of my control. 

    Keeping all of these factors in mind has allowed me to really enjoy the game again after taking a long break from it.

  • Great finds! To add another cosmetic issue to the list, the Clown has a problem where his bowtie remains the same purple color throughout all of the ringmaster suit variations (even his prestige), and it doesn't change as it should.

  • I appreciate your positive attitude! 


    I feel that the odds were very much against you in that second match. Not only were you playing The Clown, but the survivors were all much higher in rank, sent you to Haddonfield, and seemed to be in a four-person party by the looks of the similar ranks and perks. I don't think that blood lust would have helped you in that match, either. I cannot imagine that match was a very enjoyable experience. 

  • Thank you for sharing this information! 


    Honestly, after looking at the developers' statistics, I can understand that the Nurse is not a popular pick because of her difficulty to play, but I'm surprised to see that the Plague is so unpopular. I think she is a fun killer and also quite strong in the right hands. 


    I agree with many others that the developers' answer about OoO is concerning. Leaving whether the perk is balanced or not out of the conversation, I feel the perk is simply not fun for killers. When many players (including fog whisperers) complain about having an OoO user in a match, I think it strongly suggests that the perk is not enjoyable and even frustrating to go against for many players and should receive a rework.  

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1702131#Comment_1702131

    Welp, those totals sure help easily with the calculations.

    10k, huh?

    Yeah. Overall, I think it is an outstanding bonus for simply logging into the game. However, it won't really help with buying the Halloween cosmetics (although it would be good for buying a new character).

  • DbD annoucement.png

    The in-game announcement states that we'll get about 10k shards for logging in daily. I'm glad that the developers are doing something to try and make the event more enjoyable. :)

  • I appreciate some content creators trying to help get these codes to everyone, but console players are at such an absolute disadvantage when trying to redeem them. I've seen a couple of fog whisperers do the method where they hide the last two digits of the code in an attempt to give everyone an equal chance, but it isn't working, and a tiny amount of console players seem to be having luck. 


    I agree that the codes should be unlimited use for a limited time after being shared. This way, everyone who is trying to get a code will still get one. It seems like the developers are attempting to try something new here with this system, though, so I wonder if they are even open to changing it?

  • I'm looking forward to hearing about any changes that they make, and I'm also excited about the upcoming bloodhunt. Hopefully, they can make the event worthwhile to play because, in all honesty, there isn't much of a reason to be playing it right now. 

  • Making players watch a specific streamer for a Halloween charm code doesn't bother me as the developers want to promote their partnered content creators. However, the fact that these codes are limited is not good at all. Because of this, people who are actively trying to get the code (and watching a fog whisperer stream) may still miss out due to the limited nature of the codes. Due to some of these partners' large fanbases, I can see the codes being gone within seconds of a reveal. 

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669525#Comment_1669525

    The game is balanced around solo queue.

    It wasn´t intended to be played as SWF team with Voice coms.

    With all due respect, I disagree with your view that the developers balance the game around solo survivors. Long ago, it was, but the devs are well aware of the popularity of SWF now, and a large amount of the changes coming into the game seem to be in response to this and seem to keep in mind that people like to play in groups. 


    It may not have been the developers' intention for people to play with voice chat, but it has been happening for years, and there is no way that they are not considering this fact when making balancing decisions. 

  • I agree with what people are saying. Solo queue is just intolerable to play a lot of the time. I just got back from taking an extended break from the game, hoping that things for solo survivor would improve, but it doesn't seem to have gotten any better. It isn't even the killer that causes you to have an unenjoyable game a lot of the time. It is horrible teammates that make the experience so miserable. Too many people disconnect and instantly kill themselves on the first hook that it has gotten to the point that I'm surprised when somebody doesn't do it. 


    I also agree with your point about why people play SWF. If playing as a solo survivor was more enjoyable, fewer people would be playing in an SWF group. 

  • While I understand going against SWF groups can often be frustrating, there is a reason people prefer to play together, and SWF is so common. Instead of the changes you offer, I think the developers need to make solo play more enjoyable and start discouraging disconnections and suiciding on the hook. The number of disconnections and people killing themselves on the hook is very high right now, and players want to play as part of a group to have an enjoyable match.


    I played three matches tonight, and it was enough to make me take a break from playing survivor. One match had a teammate who worked with the killer and another teammate who disconnected. In the next game, two teammates disconnected after being downed for the first time. The final match was against a killer who face-camped people in the basement, and my teammates died trying to get the person rather than working on gens. None of these experiences were enjoyable and describe the kind of issues that solo survivors face frequently. It is often not fun to play as a solo survivor, so people play as part of a group. 


    I'm not saying that going against a four-person SWF group is fun, but there is a reason people play as part of these groups, and I don't think it is fair to punish them just for playing together. The developers need to make people want to play solo survivor by offering more incentives and fixing the issues I mentioned above. 

  • I agree with FogBringer.


    I think that the Cybil skin needs some improvements, but there should be only one thread to discuss it versus the 5+ there are now. Having so many threads about the same thing makes it hard to have an in-depth conversation about the cosmetic and what exactly needs changing. It also makes it hard for the developers to investigate this topic if they feel something needs changing.

  • I doubt Konami saw the Cybil face model as it currently appears to many people. It looks better on lower settings, and that appearance is likely what they approved (unless they approved the design from the prerendered video). Hopefully, the developers can adjust the cosmetic as they improve the way hair is rendered in the game. Cybil's hair makes the rest of her face look quite off-putting, and I currently cannot bring myself to buy the cosmetic because of it. 


    As for Lisa's earring, it is what it is. Personally, I do not mind the missing earring as I do not believe it is visible on her character model in the game (only in the prerendered cutscenes), so it is not an integral part of her design. Her outfit is also much more battered in DbD then in Silent Hill, so you could argue that she just lost the earring during her time in the entity's realm. 

  • I've been checking into it, and rather than this being an issue with the face model of Cybil, I think it is more of an overall problem with the way DbD renders hair. When playing with low settings on PC, the outfit looks quite nice, but when you go any higher than this, the hair disappears, causing issues with the appearance of the cosmetic. 


    I'll include a couple of screenshots side-by-side below. The one on the right is how the cosmetic appears on low settings, and the one on the left is on ultra (although the cosmetic appears this way on any setting above low). 


    Cybil DbD.png


  • Personally, I would have liked to see the skin appear just as it did in the video Behavior released earlier today. The Lisa skin was an instant buy for me, and I got very excited about this skin after viewing the video Behavior put out, but when I went in the game to actually see the skin, I couldn't pull the trigger on buying it. 

  • The face itself doesn't even look that bad in-game. It's quite nice when looking at it from the side, too, and I'm fine with the developers doing their take on Cybil. I do have issues with the cosmetic, though. I think most of the problems are coming from the hair. She needs more of it to cover her forehead as it looks quite large currently, making everything else appear odd. I'm also not fond of the clear divide between the neckpiece and body (which is visible at the collar of the shirt). 

    Realistically though, I cannot see the developers revisiting and editing this cosmetic. I imagine that the devs need Konami's approval anytime they do work on one of their characters, and editing the Cybil skin wouldn't be a priority because of this. 

  • I would recommend getting the Plague. Her ability to make everyone broken gives her pressure throughout a match and allows her to quickly down survivors. Additionally, her perk, Corrupt Intervention, is excellent for stalling early game generator completion when appropriately used. 

    The Clown is not a completely terrible killer, but he is really in need of buffs. His ability doesn't do him any favors at specific loops, and it can only ever affect the survivor that he is currently chasing. This fact means that he applies little pressure outside of a chase. However, his perk, Pop Goes The Weasel, is one of the best generator stalling perks in the game, and If you cannot find this perk in the shrine, I would eventually get him just for that. 

  • @not_Queen said:

    We have been maintaining minimal support on Steam forums because of the lack of manpower. Mandy and Luzi have been troopers to support the Steam forums even if they had to look over official forums.

    Maybe in the future we are going to review this policy, but for now (and since we opened our official forums) we are concentrating on the official forums as they are more inclusive for the users of all platforms.

    As wonderful as these forums are, I do agree with the OP that the Steam forums would benefit from being kept up to date in terms of the announcements page. Some players are not going to check out this forum in comparison to the one on Steam and sharing news there more frequently would go a long way to making it livelier. You could even include a line on the bottom of every announcement telling players to check out this website for the latest news.

    I can understand that it isn't a current priority due to how few moderators you currently have. However, it is my understanding that you've selected new moderators that should begin their duties soon, so perhaps it would be possible to delegate the maintenance of the Steam forums to some of them? 


    @dragonesszena said:

    I feel like Steam forums are rather notoriously bad and generally only filled with people having technical problems/bugs and trying to figure out how to solve them. Would be nice to have recent news on there buuuuut idk how many people actually look at the steam forums beyond when they're looking for aforementioned tech support. That's the only time I ever look at them personally. But, I could easily be in the minority there.

    I lurk through the Steam forums pretty frequently, and they are actually quite active. Perhaps not as busy as this website, but certainly not dead. The biggest issue I found with them is that people can occasionally be pretty mean-spirited there, but I think that has something to do with the lack of available moderators that @not_Queen mentioned. 

  • As others have said, you should not receive a ban if you are rarely disconnecting. However, I would recommend at least staying in the match AFK as you are far less likely to receive a ban for this than you are from disconnecting. You may even be able to help keep your remaining teammates alive as the killer will still need to hook and sacrifice you which is something they would not need to do if you left the match. 

    To address your concern about receiving reports for going AFK, many players will realize that you had something urgent come up and had to walk away from your computer so they won't report you. That outcome is in comparison to intentionally disconnecting and having the developers' system count it towards a ban automatically.  

    Having said all of that, as somebody who has dealt with both disconnecting teammates, and teammates who have gone AFK, I can say that both situations are not exactly enjoyable to be in, so it is best to avoid doing either as much as possible.

  • As a survivor, Alert is one of my favorite perks, and it is in pretty much all of my survivor builds. It gives such incredible map awareness and can help keep you alive throughout a match.  

    Another favorite perk of mine is Bond, I don't like to run Self-Care all of the time, so it is nice having a perk that can help me find teammates to heal me. 

    I think that both of the perks I brought up are in a good spot in terms of balance. Alert is already powerful, and while Bond could perhaps use a small range increase, the current version of it does the job very well, (especially when paired with Open-Handed).

    On the killer side, Pop Goes The Weasel is one of my favorite perks. Although it may not seem as strong as something like Ruin at first glance, it has won me matches that I don't think I would have won without it. However, it would be nice if the perk had either a longer timer or was on a token system as the current timer does make it hard to kick distant generators when you are playing as a slower killer. 

  • Honestly, even as somebody who only plays solo, having the option to play in a group with friends is a significant selling point, and removing SWF would genuinely hurt the game. Even if I do not take advantage of it, I like having the option to play with friends if I want. 

    DBD is a very social game, and I feel that SWF is as much a part of it as playing solo. The game just wouldn't be the same without it.

  • Truthfully, what you are experiencing could have something to do with players coming back to the game after taking a break rather than them deranking. I'm not saying that nobody ever deranks, but it is possible that these players are simply back for the bloodhunt, and are at a much lower rank than they should be due to the seasonal rank resets.

  • I think that the perk will have the timer as announced, and I also feel that the information you heard is perhaps incorrect.

    If they remove the timer, the perk would be way too powerful, and even stronger than it is now. The new version is already more effective in the sense that it is unavoidable if the killer picks the survivor up, and with no timer, killers would not be able to safely pick up previously hooked survivors for the rest of the match if they have DS.

  • From what I've read about this change so far, I feel that it is fantastic, and will be good for the health of the game, for both sides.

    It gives killers the momentum they need during a match and allows them to play a little more relaxed since they don't have to worry about getting hit with a decisive strike before they get their first hook on a survivor. They can also counter it now whereas before it had no real counters.

    On the survivor side, it offers powerful protection against getting tunneled right off of a hook, which is a genuinely unenjoyable thing to experience. It will also pair very nicely with other perks like tenacity or unbreakable to prevent those cases where a killer will slug to avoid the perk.

    I primarily play as a solo survivor, but I do play enough killer to know how frustrating DS can be during a match, so I do not use the perk myself. However, I would not be afraid to add this changed version to my loadout since I do not enjoy having a killer focus me down.

  • The only killer I've gotten to prestige three is the Clown, and that is simply because I like the look of his bloody cosmetics. I don't feel bad if I perform poorly in a match when wearing a prestige item, and if you like the look of the bloody cosmetics, you shouldn't be afraid to wear them. I've never been insulted for using P3, and I've even gotten some compliments since some players don't see very many Clowns.

  • @tomikomPL said:
    Hi,

    I have a question like in title. How can i use Decisive Strike as obsession? Do i have to wait for it when i am struggling or without struggling? Or do i have to press some button? I am new here and i was first time an obssesion today :/

    If you are the obsession, your decisive strike skill check will automatically appear once the killer picks you up, and you will not need to struggle to use the perk. However, if you are not the obsession, you will need to struggle until your struggle meter reaches a certain percentage for the decisive strike skill check to appear. The percentages are 45% for tier one, 40% for tier two and 35% for tier three.

  • I play solo but can understand why others like to play with people they know, in a group. Playing as a solo survivor can be incredibly frustrating at times, but playing with friends can help to eliminate many of these frustrations.

    If SWF was no longer in the game, I think that it would likely start dying. At the very least, wait times would get longer for killers. The developers already stated in the past that the majority of survivors are in SWF groups, and many of these players are not likely to stick around if they can no longer play with their friends. I wouldn't be surprised if it also led to a rise in survivors friending each other in the pregame lobby so that they can use voice chat.

  • Hopefully, the developers can narrow down a fix for it soon. I'm still experiencing the infinite loading screen glitch frequently as well, and it is discouraging. I get it either when I'm trying to join a lobby, or when a match is loading.

    I agree with @The_Crusader about it getting worse when the Legion went live. I never experienced this issue before then, but now I have it multiple times a day.

  • Truthfully, I think BBQ & Chili has enough counters. You can either temporarily move inside the range of it, hide behind a generator that isn't on, hide in a locker, or walk in one direction and count four seconds and then move in another to confuse the killer. You can also run distortion to counter it when you don't feel like doing any of those previously mentioned methods.

  • Truthfully, I would like to play against a killer like the one you fought. I don't see many Myers, especially those who have infinite evil within three, so it would be a pleasant change of pace.

    From what you say, the killer didn't camp anyone, and everyone had the chance to escape so I would call it a good game. The killer likely saw the one flashlight, two toolboxes, and one med-kit in the lobby and prepared accordingly thinking that you would be a hard group to face. It does seem he was correct as you all did work well together.

  • To those who may be interested in participating, the preparation rooms are filling up slower so if you want to try playing a match now may be the time.

  • Essentially, this is a play a match with the developers' type event. Players need to fill out a form and then join a preparation group to play with the community team. You also can't play more than one match with them.

    I signed up to try and play a match as it seems like it would be quite a bit of fun, but after filling out the form, you need to join a preparation group on Discord to get into a match with the developers. This group only accommodates four players at a time, and people are quickly hitting the join button to get into this group so most PC players probably won't get a chance to join a match.

  • I would respectfully disagree that Alert is not useful in the current meta. Looping is the meta which is undoubtedly true, but you cannot correctly loop without being around a pallet, and this is where Alert comes in handy. It stops you from running to a location where the killer broke the pallets, and this knowledge can prevent you from going down in a chase.

  • Alert is a great, and genuinely underrated perk. Not only does it show you the killer when they break something, but it also helps you keep track of which pallets are getting broken which is good knowledge to have for chases. Additionally, killers are always going to break something during a match so the perk will frequently find use.

  • I understand that players may find both No One Escapes Death and Decisive Strike frustrating, which leads to them frequently being brought up together in conversation. However, I do not think I'll ever understand the comparisons between them. One is a perk that can be taken entirely out of the match before the killer can use it while the other is a perk that you can only counterplay. Additionally, the developers have openly shown that they feel NOED is in a good spot concerning balance, while they are currently brainstorming a rework for DS which indicates that they do feel it needs editing to better fit into the current state of the game.

    Regarding Insidious, I find that players who would camp with Insidious would do so without it, so I don't think its removal will eliminate the problems that players most often connect with it. Besides, all you need to counter it is map awareness. If a survivor is hooked and you don't see the killer patrolling the map, and also don't hear the heartbeat, you should be more cautious before approaching the hook.

  • @Milkymalk said:
    What's so difficult about only hiding the end screen from SWF members, or better, only SWF members who have other members still alive in the game? Non-SWF players can't tell the others anything anyway unless they in a hurry added each other before the game specifically for this reason, which is a huge hassle and hardly worth it.

    I think the developers gave us good reasons during the stream as to why this change needs to affect both solo players and SWF parties. The system would be circumventable if solo players still got the information as it is not incredibly uncommon for players in a lobby to know one another, even when they are not in a group together. Additionally, the game doesn't distinguish between SWF groups and solo players in the endgame lobby, so there is no way for them to implement a system that affects one and not the other.

    As a solo player, I'm happy with the change as it opens up the possibility to see some exciting perk builds that players were perhaps hesitant to use before. As @not_Queen said during the stream, "It is for the greater good."

  • The event was confirmed by not_Queen in this post: https://forum.deadbydaylight.com/en/discussion/40632/moonrise-lunar-new-year-event-announcement#latest

    There will be 9 cosmetic items that you can obtain during the event, and they will be available to buy for Auric Cells after it ends.

  • I would not consider that toxic behavior. Most Nurse players slug, especially at the higher ranks, to help build momentum and achieve victory, so it is something you come to expect. Being slugged isn't exactly an enjoyable experience for the survivors, but I would blame myself, and my team for all getting slugged before blaming the killer for doing it.

  • Yes. What you described is holding the game hostage for the survivor which is reportable, and bannable, under the griefing category.

    If you are curious, you can find that rule here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system

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