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Toybasher

Toybasher

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  • @Mozzie said:

    We still don't have proper matchmaking, stats screen or VOIP in the game 4 years into it so this shouldn't come as any sort of a surprise.

    IIRC the devs never had any plans for VOIP. New matchmaking is supposedly on the way.

  • @mentalpopcorn said:

    Lockers are too safe for too many reasons... Being able to just take DS and jump in a locker completely safe is kind of insane too

    I think DS is a necessary skill but you shouldn't be able to just avoid all confrontation because of a red box. DS should just not work in lockers. Timedlr continues as is. It would fix the problem in all ways. It wouldn't effect DS as it's intended to work but doesn't allow for survivors to get away for free unless the killer wants to wait a whole minute (which let's be honest, isn't realistic in ANY high rank game)

    Untitled Image

    Tombstone should work vs lockers too. (Only the full Judith's, not the tombstone piece.) I'd argue 70% of Evil Incarnate achievement attempts that fail at 3/4 survivors dead is because the last survivor just yeets into a locker. They're dead no matter what but they choose screwing you out of your achievement. (The other 30% are split between the last guy getting hatch or disconnecting mid-mori, which doesn't count for the achievement either.)

  • Doctor: Madness is more debilitating and "Insane" in general. Doctor just warping in and staring at you with no red stain or heartbeat ain't foolin' anyone.

  • I remember seeing another idea for gens where repair speed is either decreased when not looking at the gen, or increased when looking at the gen (Can't remember which) as a slight buff to stealth killers. (Survivors can't just spin their camera around when repairing the gen if they want to get it done quick)

  • @Human said:

    Perfect lol. Game's dying? Just replace people with bots! Noone will notice. Genius move

    Username checks out, you can't stop the machine rebellion! Skynet can't be stopped! The rise of the machines is inevitable!

    Untitled Image


    Seriously though, I think it's a good idea so a DC has less impact on the match. Technically DCing on death hook is actually the most effective tactic available when downed. You're dead anyway, so by DCing you can deny the killer a Pop activation, BBQ aura reveal, blood warden proc, (Which once happened to me) etc. as well as screw him out of points and pips.


    It's rare to see people use it offensively like that as a tactic, but it is possible to do and I've gone against a few 4-mans who would all DC on death hook despite playing very well otherwise. The Blood Warden thing I mentioned earlier happened about a year ago after a streamer had a teammate's distortion go off in the exit-gate, (Which indicates I had Blood Warden, since it shows your aura when you are in the exit gate) so he DC'd on the way to the hook to deny what would have been game-ender. THAT is pretty BS and was a literal example of a "Tactical" disconnect for a gameplay advantage.


    I don't think that should be a thing.

  • @Orion said:

    From what I heard, they're going with the AI route instead of the husks, thankfully. Husks are so abusable it's not even funny.

    Either one is fine by me. I just don't want DC'd survivors becoming uninteractable wastes of matter. Like if I down the last survivor, and he DC's, I should still be able to hook him for the BBQ stack or use my cypress mori on him for a daily ritual.


    I know my language might have been harsh but waste of matter is a perfect description for the DC'd survivor body. You can't hook it, you can't mori it, you can't stalk it as Myers so the stalk-juice the survivor had is gone forever, (If you're running addons with high stalk requirements that missing stalk-juice might just prevent you from hitting EW3) you CAN look at it, you can teabag it as ghostface, but that's about it.

  • IIRC in the old, old, old, old, old, old days, the hatch actually worked like that. I'm talking about the weekend beta I somehow got in when Trapper was the only killer, killer couldn't kick gens, etc.


    Hatch would spawn shut at 5 gens left, and if you had a key, you could literally get a 4-man escape without doing a single gen.

  • Yeah, that's a good point since the guidelines mention this is about the 4.1.0 mid-chapter patch. I still think it's a worthy question though, considering exactly one year ago, on this month, the devs announced a "husk" system where DC'd survivor bodies can be picked up and hooked, we still don't have it yet.


    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/128/LZA4TNB7FCXS.png

    We are back with our third Developer Update, a blogpost which focuses on some of the most frequently discussed issues and the steps we are taking to resolve them, upcoming features, and general improvements coming to the game. As we have done previously, we’ll be revisiting our topics from the previous Developer Update and share our progress before jumping into new topics.

    UPDATE ON PREVIOUS TOPICS

    The Nightmare Rework

    We have revealed new details about Freddy through the Third Anniversary livestream as well as a follow up stream this past Thursday. If you missed either of these streams, you can find the archived versions linked below.

    Our team has been hard at work tweaking and polishing Freddy since our last Developer Update, and we are almost ready to share a playable version with you. The Nightmare rework will be available for testing in the Player Test Build on Tuesday, July 9th along with the other changes in the mid-chapter update, including the Springwood map rework.

    Third Anniversary Livestream: https://youtu.be/JyWcUp8RcSE?t=1840

    Freddy Rework Livestream: https://www.twitch.tv/videos/448233426

    Matchmaking

    Since the launch of the new matchmaking algorithm, we have seen far fewer reports of excessively long queues times. While we are happy with the results so far, we are continuing to investigate the remaining edge cases. The matchmaking system remains a priority for us and we will keep iterating on it until we are satisfied with the results.

    Following the 3.0.0 update, many people experienced longer than normal Killer queue times. In short, the longer queue times were caused by an abnormally large number of players playing as Killer, resulting in not enough Survivors to fill their lobbies. While queue times are expected to be longer when a new chapter launches, it seems to be exacerbated when a Killer is not accompanied by a Survivor. Additionally, the Bloodhunt and subsequent Anniversary Celebration appears to have caused more people to switch sides to maximize their bloodpoint earning. We will keep these factors in mind as we move forward, but we will also be making changes to the Survivor bloodpoint scoring to help alleviate this issue in the future. More details surrounding the scoring changes can be found below.

    In a future update, Survive With Friends groups will begin being matched based on the average rank of the group. This will give us better control over matchmaking and provide a more consistent experience regardless of who created the group.

    Hitboxes and Hit Registration

    When a Killer attacks, the game checks a cone shaped area in front of them to determine if they hit or missed a Survivor. If a Survivor is inside this area while the Killer swings their weapon, the game will register the attack as a hit.

    All Killers share the same attack cone in order to maintain consistency; this ensures that your regular attacks feel the same no matter which Killer you play. From the Survivor’s perspective, this could cause some attacks to appear like they should not have hit even though the conditions were met. A Killer with a smaller weapon (such as the Hag) would have the same reach as a Killer with a large weapon (such as the Trapper). In the 3.0.0 update, we reviewed the attack animations for all Killers and modified them to match the attack cone.

    This is our first step towards resolving hit registration issues; basic attacks should now more accurately reflect the size of the cone. Following this change, we will be targeting desynchronization issues. As mentioned previously, migrating to dedicated servers will give up better tools to handle desynchronization, reducing the edge cases where the Killer and Survivor feel too far apart for the hit to connect.

    New Topics

    Disconnection handling

    With the current peer to peer system, all players are connected directly to one another. This can make it difficult to determine why someone lost connection. There are various issues that could happen between the host (the Killer) and a Survivor, causing the Survivor to lose connection. Determining who is at fault can prove very challenging on a peer to peer system since the issue could be the result of either player’s connection.

    Following the migration to dedicated servers, we will be better able to detect who is at fault and handle the situation accordingly. Since all players are connected to a server rather than directly to one another, if one player experiences a connection issue, we can be sure that the connection issue lies between them and the server.

    This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing. Additionally, the other Survivors in the match will receive a quitter bonus to compensate for losing a teammate. Should a Killer disconnect, the match will immediately end, and the remaining Survivors will receive emblem points assuming they had healed and escaped the trial, keeping any items and add-ons they have equipped. Any offerings used will be refunded if the match is cancelled shortly after starting.

    Following dedicated servers, we will shift our focus to a new system to punish disconnects. This new system will feature a growing “lock-out” timer for each time a player disconnects from a match, preventing them from re-queuing until their timer expires. Survive With Friends groups including a player who is currently locked-out will be unable to queue until the lock-out timers for all Survivors in the lobby have expired. The length of the timer gradually decreases so long as the player does not disconnect from additional matches.

    While we are aiming to have this new system launch at the same time as dedicated servers, we may need to hold off until the following mid-chapter patch. We will keep you posted on our progress as soon as we have more info to share. For the time being, we will continue punishing excessive disconnectors using our existing system.

    Bloodpoint Scoring Changes

    One of the most consistently discussed topics throughout the years has been bloodpoint scoring and progression. Over the coming updates, we will be introducing a variety of changes to bloodpoint scoring.

    We will be reviewing scoring for the Survivor side in order to bridge the gap between Survivor and Killer bloodpoint earnings. New scoring events will be added for wiggling while being carried by the Killer and for healing other Survivors with a medkit, creating new opportunities to earn bloodpoints. Survivors will also be rewarded with survival points based on how long they survive in the match. Various existing scoring events will also be revisited and tweaked to provide a more rewarding experience, including an increase to the amount of points awarded for cleansing totems. These changes will offer players more freedom to play whichever side they like without impacting their bloodpoint earnings. We will be monitoring the impact they have and continue to make changes if necessary.

    This concludes the third edition of our Developer Update. We have a lot of big changes on the way and are working hard to get them in your hands as soon as possible. Hopefully we were able to address some of your top concerns, and we look forward to reading your feedback. As always, we’ll do our best to keep you posted. Until next time…

    The Dead by Daylight team


    "This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing."

  • The question about adding DC bots to non-mobile was also deleted.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484843#Comment_1484843

    didn't know this was added. You would think the devs would have learned from the feedback on Hag's disfigured ear...but, then again, I wouldn't expect that much from the balance team given the head's comment about Clown.

    Edit: it's probably the sound design team, but regardless of who decided it was a good idea, all the developers are in on not catching it before it went live, no offense.

    I know Hag's ear was changed to remove the ringing. As someone with tinnitus ######### that noise. It would be VERY STUPID if the ringing sound is back for Knock-Out. Can anyone confirm if it plays the ears ringing or if it just muffles your audio for a bit like Hag's ear?


    I like the idea of the audio muffling to simulate getting a concussion and being disoriented, just the ear-ringing is unneeded and annoying.

  • There's the video I mentioned in my post!

  • @NoShinyPony said:

    This reminds me of the good old "sacrifice all survivors in the basement" challenge where survivors dc'ed all the time to deny the killer the challenge. (dc penalties weren't activated then.)

    Also one more example to add to the endless list of "Why this community has the reputation it has".

    Even with the DC penalties survivors can still DC anyway if they think cucking you out of something that has taken you 30 attempts is worth the ban. (And for most toxic survivors, YES. YES IT IS VERY MUCH WORTH THE BAN)


    Can we please get DC husks so if someone quits I can slam their DC'd corpse on the basement hook to get the challenge done, DC's be damned?

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490314#Comment_1490314

    Name 1 killer perk that deactivates when you do your objective.

    You people will complain about anything, and what about End Game?

    If someone has DS available End Game will you still complain?

    Of course you would, because you're changing scenarios by the day.

    Furtive Chase shuts off when the Obsession dies. Same with Dying Light.


    When you kill survivors with Thanatophobia you lose the slowdown.


    When you hit a survivor, Zanshin Tactics deactivates for a bit.


    There, I just named 4.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489592#Comment_1489592

    All of these deactivation conditions and prerequisites don't address the underlying issue. This is a Survivor experience, but every complaint and balance suggestion is about improving the experience for The Killer. Tunneling is already effective, powerful and easy to accomplish. Yet all of these posts are ultimately about making it even easier to tunnel.

    And I've seen myriad videos from a lot of whiny crybaby streamers that show a very skewed perspective. When they tunnel and slug someone and laugh about leaving that person on the floor for 60 seconds bc they know they have DS, those videos aren't posted in their highlights.

    As a killer, I have never accidentally run into the same person within 60 seconds of being rescued. And this is probably because I don't tunnel, I don't camp, and I never go back to the area of where someone was recently rescued. I'm not saying that the people that do run into people within 60 seconds are doing that I'm just pointing out that in my experience I never have this problem.

    https://www.youtube.com/watch?v=g2UKAqmJSH4 https://youtu.be/AemY6nr_GCU?t=206
    261 votes and 68 comments so far on Reddit

    These are 3 examples (I can't find 2 more but I remember one where Deathslinger got DS'd from a hook-grab, and AngryPug I think getting Locker-DS'd literally 3 times in a row back-to-back-one-after-another) of where deactivation upon certain conditions would make sense. It's impossible to "be tunneled" if you're unhooking someone and I grab you.


    These things don't happen every match (I'm not a red-rank killer) but it's definitely annoying when it does. Especially if the survivor players are trying to take as much advantage as possible out of it.


    Would the changes make it easier to tunnel? In a way, yes. (IF the survivor is progressing the gamestate after unhook by doing generators or divebombing a hook. But is that really arguably tunneling?) Do I want the changes because I want to tunnel everyone to death? No. I want the changes because getting DS'd from a hook-grab is infuriating because there's no real counter-play. Everyone says "Go after the unhooker" but we have situations where the unhooker will DS you, do the unhook, his unhooked friend body-blocks him with BT through the exit gate, you down him at the last second, then HE DS's you, (Although that one can be considered tunneling) etc. and there's just no real winning in that situation.


    I've already touched on DS in the endgame (for the unhooked survivor) in my original post. Dunno what to do about that. I know killers can try to burn DS by tunneling intentionally but I hate the idea of having to tunnel on purpose on the off-chance they might have DS so it won't proc in endgame.


    In your opinion what is the underlying issue and how do we fix it? I think DS just needs some changes so it can't be used offensively (Doing gens, rushing a hook, etc.) but only defensively (I.E. killer returns to the hook and actually tunnels you.). I can't think of any better solution that wouldn't make DS completely useless or too powerful. Tying DS to the Terror Radius like Borrowed Time for example (If there's no TR when unhooked, DS never activates) would make DS useless vs people who return to the hook or use insidious. If the DS countdown only went down when outside the killer's terror radius survivors could follow the killer around and keep DS up literally forever.


    Having certain actions preemptively end the DS timer just sounds like the best solution since it would still punish actual tunneling while preventing people from just progressing the gamestate while under the DS shield.

  • @Strongman23Robärt said:

    In my opinion, the mori after 2 hooks isn't an option. Why not just hook the survivor for the third time then and get more points instead of mori after 2 hooks? I think the only change considering mori wouldn't affect mori, it would be removing the yellow mori completely and granting the killer an option to kill the last survivor without the mori offering. Maybe just change the moris to being rare for real, cause i have atleast one of them in my every single bloodweb. I understand the point that mori is annoying and unfair, but it would be just stupid if it the survivor becomes moriable after the second hook.

    Sometimes you just want to kill someone for a change rather than sacrifice them. I like the animations.


    Even if it's only on death-hook, you still can Mori them regardless of what's going on in the match. Maybe there's no hooks around since they broke from sacrifices or you're facing a sabo/flashlight squad or the survivor is under a pallet and you don't want to risk picking them up and getting sabo'd/flashlighted/palletted. Or they have DS up.


    I think the time "saved" is debatable since the mori animations are usually pretty long vs pickup and carry to hook.

  • Bit unrelated but I think if you're in Madness 3 and snapping out of it, if the Doctor zaps you, (Either via static blast or shock therapy) your Snap Out Of It progress should be reset to 0.


    It's really weird you can be 99% of the way done, Doctor can zap you 100 times in a row, and you'll still have 1% to finish.


    I get that they want progress retained if you let go of the button or fail a skill check (Which regresses some of it for failing the skill check) but Doctor actively electrocuting you should either reset all your progress (Maybe only for Static Blast since it tiers you up every time?) or some of it per zap. (Shock Therapy)


    It makes little sense and survivors can use this by snapping-out-of-it mid-chase at pallets and stuff because they want to flashlight you and Madness 3 disables items. Even though you're zapping the heck out of them between pallets, they'll still be making steady progress on it.

  • For DS I think it should rapidly drain the timer or have it shut off early if you touch a gen, heal someone (being healed and self-healing is fine though.), touch a totem, (EDIT: On second thought, what if someone's doing the totem because they want to activate inner strength and heal? Maybe only lit totems since you're trying to destroy a killer's perk slot?) start unhooking, start saboing a hook, etc. MAYBE using a flashlight but that's pushing it.


    There you go, DS is still anti-tunnel (Killer returns to the hook, etc.) but once a survivor decides he feels safe enough that he can continue progression of the match by working on a generator, he's forfeits protection of DS.


    You can still run from the killer. Other survivors can still heal you, you can search chests and Jigsaw Boxes, cleanse at a Plague Fountain, snap-out-of-it, grab a Freddy Clock, etc. (things done in self-preservation that don't progress the gamestate) and you'll still have the same protection of DS as always.


    Just if you get unhooked, immediately run over to generator and start repairing it, or try to unhook a survivor, you can't argue you're being tunneled at that point if the killer finds you. I hate a pet peeve for when survivors are on gens, you go over, and they just hide in a locker so you can't slug them, or someone "Hook-Yeets" with DS up, you grab-interrupt them mid-unhook, but get DS'd anyway.


    DS would still offer good protection from genuine tunneling, just it can't be "abused" (I can't really call it abusing a perk, but it's the best way I can describe it) as 60 second god mode window to do the objectives or make borderline suicidal plays. (Rushing up to the killer as he hooks someone to unhook in his face before the hooked survivor's scream can even finish, since if he DOES grab you, you'll get to DS him.)


    I have heard someone mention this system should also deactivate DS if you're healed back to healthy, and I disagree because I think if you get unhooked by someone with We'll Make It, they heal you, and a BIlly chainsaws back to the hook and chooses to go after you rather than the David that unhooked you, even though you're at full health, it's still tunneling. However this WOULD mean you can't use DS after being unhooked with Adrenaline, but I think this is more of an issue with DS in the endgame and not adrenaline.


    I do think DS at the exit gates is pretty annoying but the "meta" at endgame is for a killer to camp (I can't blame him since there's no generators to defend at that point and leaving the hook usually results in a rescue) and try to grab unhookers.



    That's my 2 cents on DS. I do think it needs some changes. Keep it at 60 seconds, just those 60 seconds are to be healed, make distance from the killer, etc and once you decide you feel safe enough you can start progressing the match by working on gens or unhooking, you're no longer afforded the protection of DS.


    "Locker-DS-Tech" would still exist, but that's if you're genuinely tunneling. Survivors can't work on a gen, then hop into a locker as you get close anymore.

  • My guess is it was changed to try and make it more obvious attempting to unhook makes you die faster if you fail.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485267#Comment_1485267

    i mean both effect the killers powers now anyways. so the arguement is invalid hahahaha

    @CrowFoxy they have been changed both of them

    mothers helpers decreases chainsaw charge time after being stunned by a pallet for 30s

    black grease decreases rate of cooling when a flashlight is shon on you.

    (black grease is still to situational, but is a lot better) (mothers helpers is now basically old sparkplug or whatnot, good for countering pallet drops with enduring, to increase charge speed during a chase, by intentionally tanking a stun and auto breaking with enduring (you keep your charge when stunned) and faster charge speed, then catching up and using faster charge speed.)

    Wait, they were changed?

  • @bjorksnas said:

    Why has this perk spiked in popular use all of a sudden, it feels like every other game I have at least one. Is it because auras are wonky from the killers pov and it just seems like a good time to abuse it or something.

    You solved your own question. The bright pink aura is easy to see but the red one is almost indistinguishable from gens and totems. Once again, survivors use an "exploit" (not really exploiting, but it's definitely "Oh wow auras are ######### Lmao I'm gonna use OoO and the killer will have a very hard time telling, GG EZ") and it's Tech.

  • Notice how 95% of those bugs you mentioned affect killers. If a bug affects survivors it'll be patched like the next day. Unless it positively affects survivors like the Wake Up speeding up all actions bug.


    Case in point:

    Untitled Image


  • @stikyard said:

    I'm baffled, if BBQ is so easily countered and doesn't disrupt the gameplay of every survivor, then why do I face it 85% of the time?

    My loadout is typically... Dead Hard / Spine Chill / Lightweight / Borrowed time. If I have them.

    Sometimes I try to run... Mettle of Man / Breakout / Dead Hard / Inner Strength. I usually don't get MoM to proc and I cheer for joy if Breakout actually helps!


    Because it's a consistent and pretty reliable tracking perk that helps killers maintain momentum and provides a guiding hand where to go next after hooking someone (Which is important with the immense time pressure killers are on, especially low-mobility M1 killers like Clown or Wraith). Whispers is a pain to use. Spies From The Shadows is poo-poo and when they buffed the range on it to 48 meters it was nerfed back to 36 meters the next patch. Nurses Calling won't help you find non-injured survivors. Stridor sucks with the buggy audio and once again won't help after a hook. Bitter Murmur's aura reveal pretty much only matters when all gens are done and the game is over. Rancor's weird location reveal thing is similar to Bitter Murmur where it only procs after a gen pop, but the Mori is pretty neat. The BP bonus is icing on the cake.


    Maybe if other tracking perks were a bit better for keeping momentum up post-hook, you'd see less people running BBQ.


    And honestly survivors should be happy about BBQ since it discourages camping (The aura reveal) and tunneling (Each survivor awarding one stack).


    Remember you have a few options. The fake-out pretend to walk one way then run the other tactic, hiding in a locker, running distortion, etc.

  • Same here. Was going on in the PTB and I wasn't worried about it since the same happened in the Stranger Things PTB and Silent Hill PTB but it wasn't an issue in live, so I assumed it was some PTB-specific bug but this time the hitching has carried over to live.

  • I think NOED can be seen as a counter-part to Adrenaline, but it's an asymmetrical counter-part similar if we were comparing the T-34 and Panther in Company Of Heroes. Both are medium tanks, but they're used differently. (T-34 will almost always lose to even the Panzer IV, and 100% the Panther in a 1v1, but that's because the T-34's shots have good AOE on them and are designed for killing infantry, while the Panther has high pen but low AOE and is more of an "Anti Tank Tank" if that makes any sense.)


    I wouldn't call Adrenaline a second-chance perk but it's definitely frustrating to play against since it kills all pressure when it procs. A 4-man with Adrenaline often don't even bother healing each-other and spend more time on gens which results in shorter matches.


    NOED is a bit crutch-y but there's counterplay, do the totems! Remember a match doesn't end when the last generator pops. The game doesn't roll the credits, "Killer lost", etc. when the last gen pops.


    Also note the devs themselves have stated IIRC they want to aim for 2 deaths, 2 escapes as an "ideal match". This implies the generators will be finished and the gates will be powered at some point in the match, even if the killer "Did his job".


    You can have matches where nobody even died but the killer got 8 hooks. (Hooked each survivor twice) Did the killer fail at doing his job in that case, even though he pipped? What about if he got a 3K but it was by facecamping everyone to death on first hook and depipped? He DID technically kill more survivors than the first killer, but in my experience the first killer "Did better" since he got better emblems, got way more bloodpoints, etc. Yes nobody died but he ended more chases, got more hits, likely pressured generators better, etc.


    I don't think 5 generators meant the killer failed at their objective. What even is their objective anyway? Arguably to kill survivors, but they likely depip even if they 4K if they facecamp everyone to death. It can't really be to "Defend the generators" since while doing so is very important to make sure the match doesn't end super quick, if you never hit and hook anyone you'll also likely depip even if you drag the match out an hour.


    Maybe I'm too much of a slave to the emblem system but I hate this argument that NOED rewards bad killers. I don't think adrenaline rewards bad (or really even good, since it procs even if you did nothing, let everyone else die, and killer shuts hatch, which is the same with NOED btw) survivors either. They're just perks in the endgame that are both frustrating to play against since they can snatch what seemed like victory away from you.


    My ONLY issues with NOED are there's no way to easily track remaining dull totems, and killers who facecamp out the gate with 5 gens left, then use NOED to get an extra kill. But the NOED facecamper thing is more of a player issue than a problem with NOED itself since if you nerfed the heck out of NOED these players would still facecamp anyway, they'd just use Rancor instead for the glorious free insta-down and mori on the obsession and bloodwarden to block the gates so they have more time to facecamp.


    I will note that I seem to play better with NOED even if I never reach the endgame. Maybe just having it equipped is a bit of an anti-anxiety thing for me and I'm not as stressed since I always have my "ace in the hole" if things go sour, and I seem to play better since I'm not as worried.



    EDIT: For a totem counter I want it part of small game, or as a little shrine thing with a candle holder thing in the basement. Match starts with 5 candles lit representing the 5 totems, and each totem destroyed extinguishes a candle. There's no actual warning if the killer has NOED or not before endgame, it's just a way to track remaining totems on the map.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484052#Comment_1484052

    https://forum.deadbydaylight.com/en/discussion/comment/1483333#Comment_1483333

    It still works, multiple people have posted screenshots today and I've had 3 teammates this week tell me correctly who the killer was pre-game. I run solo survivor so I don't change anything but it ruins the surprise. I asked multiple times this morning why they locked killers before patching that program out and @Peanits and @Almo ignored that question despite being in the thread all morning.

    I mean with THIS patch. I just checked a cheater's forum. (NO I do not cheat, nor will I ever cheat. I do lurk to see what type of stuff is going around or if anti-cheat is doing it's job) Both one of the programs that shows who the killer is and a killer SWF-in-lobby detector were both marked as patched.


    Someone on Otz stream claims there's still one other method to see who the killer is via packet sniffing or something but I haven't see any evidence of it. It might exist but the expertise required would be far more than your typical script-kiddy would be able to handle since it wouldn't be available in the form of an easy-to-download program.

  • @GreyWolfofNorth said:

    I think the idea is to make it so speed limiter is actually used. 50% bloodpoint bonus for no downside if used with it.

    Yeah but Speed Limiter is still an addon. If you combo LoPro chains with Speed Limiter you still don't insta-down.

  • Same here. It was in the PTB too but I didn't really worry about it because it was also in the Stranger Things PTB and when that was pushed to live the problem wasn't on the live build, so I assumed it's just some weird PTB only issue but nah it's live too this time.


    EDIT: I'm running on a HDD, 16GB ram, 1080ti GPU. I forgot my CPU but it's an i7 of some sort and should be able to handle this. Whatever is going on it only started after this update. I have already tried verifying my game cache.

  • Supposedly the log files are now encrypted which makes these programs not work anymore.

  • Can you clip it? That sounds hilarious, as if you're shooting them with some kind of unstoppable force. Do they fly back?

  • I've noticed SEVERE issues with hitreg.


    0 votes and 3 comments so far on Reddit
    0 votes and 2 comments so far on Reddit

    I wouldn't be surprised if it accidentally got enabled with this patch. Like not only dedicated grabs, but dedicated hits, complete with the blood wipe.

  • Probably something similar to the "Blink Window" for nurse. Basically when you have to time your button prompts correctly to get maximum time out of the chainsaw extensions, the addons will probably give you extra lee-way when the meter runs out so mis-timing and pre-maturely ending the chainsaw will be less of a problem.

  • You can't kill the messiah!

  • @MojoTheFabulous said:

    How someone thought it was a good enough idea to even consider adding to the game baffles me. Its rarity just adds to my confusion.

    At least it's only green. Freddy has a purple addon that causes hemorrhage for crying out loud. (If it came with a built-in bloodhound so brighter blood visibility I think it might be worth the rarity since it'd be a perk slot as an addon but it doesn't.)

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482499#Comment_1482499

    Why should survivors be treated any different then killers and not locked in as soon as they hit ready and they have to work with the survivor they picked, then like you said at 30 sec both sides are locked and can't change anything all they are doing by locking killers and not touching survivors is making killers go all out on there builds or dodge lobbies.

    Which one sounds more fun a Killer going all out with a mori, dodging a lobby or give both sides time to adjust the killer/survivor they picked before both sides are locked in?

    Because with the MMR system you could pick Clown or a killer you don't play much or are bad at to get inexperienced low-MMR survivors, then swap to your P3 50 Freddy and crush them easily.


    IIRC (Maybe I'm wrong.) the whole point of survivors being visible is so the killer can adapt/react to them and what they're bringing. If everyone swaps to Blendette with flashlights and key the last second I can't equip franklins or lightborn even though I was otherwise willing to swap out a perk slot for them. Survivors are technically mostly cosmetic. I just want the survivors themselves and their items locked at 30 so you can't swap at the last second. Changing your cosmetics, perks, and addons are fine, but by changing survivors you are able to quick-swap to an item.


    I just find it frustrating since usually these players tend to act super toxic. Yes this means I am stereotyping quickswitchers as toxic but it's usually what happens in my experience, especially if they're quickswapping to someone who's P3 Legacy.

  • In other words, new anti-ruin tech discovered.


    Seriously though, hope it gets fixed. Was it always like this or only after the latest patch? (4.1.0 I think. The hillbilly and bubba reworks for any future readers)

  • @AhoyWolf said:

    You can't see auras on Ormond now...

    The new auras are awful.

    You never really could. Either way yeah another reason to hate Ormond.

  • @Sinister0208 said:

    I agree STBFL should be M1 only, but Surge shouldn't as it only works for a certain range and has a cooldown. Why do they feel it needs another condition for activation when Infectious doesn't have any beside TR.

    Maybe @Peanits can answer.

    They'll probably nerf infectious next so Basic Attacks only work with it.

  • I want a Zeus or Asclepius skin for Doctor.


    Or maybe an Asclepius skin for Jeff. (Same beard and Zeus for Doctor makes more sense.)

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482339#Comment_1482339

    Leaving the ability to last second switch on killers that may not even have full/competitive loadouts is pretty lame, particularly if they're selecting what they're going to bring from their limited arsenal based on what they see.

    A perfect solution would be at like the 15, 25, or 30 seconds remaining mark (I'd prefer 30 or 25) survivors are "Locked in" and can only change cosmetics, perks, offerings, and addons. They can't change survivors or items. You still can change your perk build, etc. but you can't swap from Baby Dwight to P3 Legacy Jake with a key at the 6 second mark. You'd still have plenty of time to equip an item or change survivors for like 30 seconds + the time it takes for the lobby to fill. After that you're committed to your item and survivor.

  • @JustAnotherAnon said:

    "Oh, boy! I can't wait to move 0.2 meters faster when there's a flashlight in my face!"

    -No one, ever

    It'd be a decent addon actually if it also increased action speed a fair bit, and lasted for like 10 seconds after the flashlight isn't on you. It'd punish pallet blinds a bit by making you break the pallet faster and such. it'd also throw off flashlight save timing, give you a mini Bloodlust 1 if someone's clicking mid-chase at you, etc.


    It wouldn't be meta but it'd be worth running if you see several flashlights considering the rest of Hillbilly's addons are also pretty meh.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482205#Comment_1482205

    They did but there is a new one that worked as of last week any word on that @Peanits

    IIRC that was fixed with this update. I just checked a certain shady website and a few people were complaining about it. (Good riddance!)

  • Buckets of paint to throw at the killer, bags of marbles you can throw down to make the killer slip under certain conditions, maybe some kind of exposed wiring you can turn on to zap the killer. etc.


    I wouldn't mind more interactables if this meant less pallets. You'd have the same amount of tools, just different types.

  • Items "consumed by the entity" because of Franklin's are not actually destroyed but only turn invisible and can still be picked up.

  • @Голубой said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480546#Comment_1480546

    If this game puts in a bot for a disconnected player, I will stop playing.

    I'd rather not have the killer get free pops/devour hope stacks/etc because he gets to farm a bot. ######### that.

    Then don't DC then! You can't even get devour hope stacks since the husk would auto-sacrifice when hooked, and a Bot would still do gens, unhook, loop, etc. You're basically saying survivors should be the ones that get to decide if a killer deserves his perk stacks or not.


    EDIT: I see this argument alot and it pisses me off to no end. "The killer shouldn't be able to benefit from the body when a survivor DC's" and I ask "Well why not?" and the reply is ALMOST ALWAYS "Because the killer doesn't deserve it." who's to make that judgement?

  • @SnakeSound222 said:

    I think the reason the devs haven't done anything about Hatch DCs is because they're waiting until the husk system is ready. They should do something for it now (like delay the Hatch opening when the third Survivor DCs or something like that) because it's really dumb when it happens.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/128/LZA4TNB7FCXS.png

    We are back with our third Developer Update, a blogpost which focuses on some of the most frequently discussed issues and the steps we are taking to resolve them, upcoming features, and general improvements coming to the game. As we have done previously, we’ll be revisiting our topics from the previous Developer Update and share our progress before jumping into new topics.

    UPDATE ON PREVIOUS TOPICS

    The Nightmare Rework

    We have revealed new details about Freddy through the Third Anniversary livestream as well as a follow up stream this past Thursday. If you missed either of these streams, you can find the archived versions linked below.

    Our team has been hard at work tweaking and polishing Freddy since our last Developer Update, and we are almost ready to share a playable version with you. The Nightmare rework will be available for testing in the Player Test Build on Tuesday, July 9th along with the other changes in the mid-chapter update, including the Springwood map rework.

    Third Anniversary Livestream: https://youtu.be/JyWcUp8RcSE?t=1840

    Freddy Rework Livestream: https://www.twitch.tv/videos/448233426

    Matchmaking

    Since the launch of the new matchmaking algorithm, we have seen far fewer reports of excessively long queues times. While we are happy with the results so far, we are continuing to investigate the remaining edge cases. The matchmaking system remains a priority for us and we will keep iterating on it until we are satisfied with the results.

    Following the 3.0.0 update, many people experienced longer than normal Killer queue times. In short, the longer queue times were caused by an abnormally large number of players playing as Killer, resulting in not enough Survivors to fill their lobbies. While queue times are expected to be longer when a new chapter launches, it seems to be exacerbated when a Killer is not accompanied by a Survivor. Additionally, the Bloodhunt and subsequent Anniversary Celebration appears to have caused more people to switch sides to maximize their bloodpoint earning. We will keep these factors in mind as we move forward, but we will also be making changes to the Survivor bloodpoint scoring to help alleviate this issue in the future. More details surrounding the scoring changes can be found below.

    In a future update, Survive With Friends groups will begin being matched based on the average rank of the group. This will give us better control over matchmaking and provide a more consistent experience regardless of who created the group.

    Hitboxes and Hit Registration

    When a Killer attacks, the game checks a cone shaped area in front of them to determine if they hit or missed a Survivor. If a Survivor is inside this area while the Killer swings their weapon, the game will register the attack as a hit.

    All Killers share the same attack cone in order to maintain consistency; this ensures that your regular attacks feel the same no matter which Killer you play. From the Survivor’s perspective, this could cause some attacks to appear like they should not have hit even though the conditions were met. A Killer with a smaller weapon (such as the Hag) would have the same reach as a Killer with a large weapon (such as the Trapper). In the 3.0.0 update, we reviewed the attack animations for all Killers and modified them to match the attack cone.

    This is our first step towards resolving hit registration issues; basic attacks should now more accurately reflect the size of the cone. Following this change, we will be targeting desynchronization issues. As mentioned previously, migrating to dedicated servers will give up better tools to handle desynchronization, reducing the edge cases where the Killer and Survivor feel too far apart for the hit to connect.

    New Topics

    Disconnection handling

    With the current peer to peer system, all players are connected directly to one another. This can make it difficult to determine why someone lost connection. There are various issues that could happen between the host (the Killer) and a Survivor, causing the Survivor to lose connection. Determining who is at fault can prove very challenging on a peer to peer system since the issue could be the result of either player’s connection.

    Following the migration to dedicated servers, we will be better able to detect who is at fault and handle the situation accordingly. Since all players are connected to a server rather than directly to one another, if one player experiences a connection issue, we can be sure that the connection issue lies between them and the server.

    This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing. Additionally, the other Survivors in the match will receive a quitter bonus to compensate for losing a teammate. Should a Killer disconnect, the match will immediately end, and the remaining Survivors will receive emblem points assuming they had healed and escaped the trial, keeping any items and add-ons they have equipped. Any offerings used will be refunded if the match is cancelled shortly after starting.

    Following dedicated servers, we will shift our focus to a new system to punish disconnects. This new system will feature a growing “lock-out” timer for each time a player disconnects from a match, preventing them from re-queuing until their timer expires. Survive With Friends groups including a player who is currently locked-out will be unable to queue until the lock-out timers for all Survivors in the lobby have expired. The length of the timer gradually decreases so long as the player does not disconnect from additional matches.

    While we are aiming to have this new system launch at the same time as dedicated servers, we may need to hold off until the following mid-chapter patch. We will keep you posted on our progress as soon as we have more info to share. For the time being, we will continue punishing excessive disconnectors using our existing system.

    Bloodpoint Scoring Changes

    One of the most consistently discussed topics throughout the years has been bloodpoint scoring and progression. Over the coming updates, we will be introducing a variety of changes to bloodpoint scoring.

    We will be reviewing scoring for the Survivor side in order to bridge the gap between Survivor and Killer bloodpoint earnings. New scoring events will be added for wiggling while being carried by the Killer and for healing other Survivors with a medkit, creating new opportunities to earn bloodpoints. Survivors will also be rewarded with survival points based on how long they survive in the match. Various existing scoring events will also be revisited and tweaked to provide a more rewarding experience, including an increase to the amount of points awarded for cleansing totems. These changes will offer players more freedom to play whichever side they like without impacting their bloodpoint earnings. We will be monitoring the impact they have and continue to make changes if necessary.

    This concludes the third edition of our Developer Update. We have a lot of big changes on the way and are working hard to get them in your hands as soon as possible. Hopefully we were able to address some of your top concerns, and we look forward to reading your feedback. As always, we’ll do our best to keep you posted. Until next time…

    The Dead by Daylight team


    It's literally been an entire year since they announced it and nothing has happened.


    https://www.youtube.com/watch?v=mquQq7wUWL4


    Mobile added it literally a month after release.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478452#Comment_1478452

    1) i don't think i should be limited to 55 mph, i can choose to exceed this posted legal limit but I must accept the penalty if I am caught doing so.

    2) by your logic, if people should be allowed to dc without penalty then you can't talk about toxic behavior at all because then you are denying people playing the way they want to.

    3) The Devs have said that tunneling and camping is allowed, if you define looking at you for a long period of time as toxic then everyone playing myers is toxic. but they aren't are they? only to you it is toxic. I never said they were a good tactic, just that it is a tactic and not reportable since the DEVS have said so. the DEVS have also said that if you disconnect from a match that is against the rules. There is a feature you can use but if you do you risk being "caught" by the game doing something against the rules.

    4) I have never said you should not be able to dc, but I believe you should not disconnect manually except in very specific circumstances which are game braking bugs or issues like being stuck in the geometry or something else just as bad like being hooked but spectating the killer which causes the game to never end.

    5) when the reason for the disconnect is any of the following: "He looked at me wrong!", "he nodded his head at me." "he tunneled me!" and more of this. it's all bs because you get your feelings hurt. a recent post showed a streamer's vod where he was pulled off a gen, hooked, the killer went away downed another while the first was unhooked and healed then jumped on the same gen he was pulled off of originally. then the killer came back looking for anyone they could find. well even with the other survivor leaving the gen, his spine chill going off, he just claimed tunneling. That is laughable. Most of the time when you get tunneled it's accidental and part of the game. have you ever followed scratch marks to find the guy that just got off the hook and you didn't even go back to the hook? and then been accused of tunneling? oh yea i have and another time i chased someone for much of the match, and even though i didn't get a chance to hook them because i was getting chase time in, and I was accused of tunneling them the whole match! because I am supposed to be the one that makes sure he gets a great game experience? he was a rank 4, I was a rank 15.

    Just because you have the ability to does not mean you should use it. if I owned a gun should I shoot anyone i feel like? no I shouldn't but I CAN if I wanted. People abused the fact they had a dc mechanic, and thus why the penalties were put it. people used to be able to see who the killer was, and they'd litterally disconnect to depip the killer. how is this action fair hmm? It isn't. they did it before to gain a benefit out of it, a 4 or 2 pip removal for causing someone that didn't want to depip to depip. they gained a benefit that they lost rank so they'd not face higher ranks and they get to make someone loose rank at the same time. this is also something against the rules (to derank to intentionally face easier opponents).

    Stop making assumptions about how I play just because I know something doesn't mean that I do it. I do not tunnel or camp intentionally but the definitions of both fluctuate from player to player. but as said before, apparently chasing someone the whole match but not hooking them is tunneling. but you know what? if you want to condone violating the rules of the game as written by the devs and company that own the game then you can kindly leave any lobby I am in and you are as well. I will not leave because i'm not going to wait again, but you are more than welcome to leave and wait yourself because you are the one that will break the rules as stated.

    Can you link me the post with the streamer's vod?

  • @Tricks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480638#Comment_1480638

    I think for a hook you get 2500 points and for a DC it's only 650 or something. So the killer gets less than the final hook reward and the survivor gets nothing because they dc'd so everybody loses.

    Not only that, the Quitter Bonus is in Brutality which you earn by hitting survivors and breaking stuff (gens, pallets, walls) and not Sacrifice.

  • @Mikeasaurus said:

    I just don't understand survivors who DC on death hook then proceed to 'gloat' about their denied kill. I mean, who really lost in that situation? Me, as killer who gained chase points and hook points, or the survivor who just earned a nice big 0 BP because their ego was hurt.

    Technically you did lose. You lost a BBQ aura reveal or Pop proc, Blood Warden proc, etc.


    For the ultra-sweaty squads BP means literally nothing, just that the killer doesn't win is all that matters.

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