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Ula

Ula

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Ula
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  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894392#Comment_2894392

    They tried implementing something like you propose with killer powers, the result was people abused it to get people off the hook while they're effectively a M1 killer.

    Oh, I wasn't aware of this, thanks! But what do you mean by "people abused it to get people off the hook"? Isn't that the desired outcome? The current issue is it's impossible to unhook in some conditions and I think that sucks.

  • Revealing the aura of a face-camping killer is a nice idea, but I think it's not enough because of stealth killers and insidious.

    I though once that using afk crows on an hooked survivor would be neat, but it would probably not be explicit enough for most survivors.

    There are few killers that can't use their powers near hooks (Pyramid Head's trails, Twins, Artist). Disabling more killer power next to hooks could be interesting, I mainly think about bubba (yes that would hinder a bubba chasing a survivor that loops near a hooked survivor, but this situation is a mistake from the chased survivor and is in the advantage of the killer in my opinion).


    Another issue that makes facecamping strong is that you can be grabbed from rescuing survivors while being healthy. I remember Otz made a poll on one of his streams months ago, and he said he'd like that you can only be grabbed from unhooking if you're already injured and I think that would be fair.


    On dbd mobile, there's a loading page that pop ups often, telling survivors they should do generators asap when someone is being face camped. However, facecamping is very commun on dbd mobile, and survivors always run to their death despite they should know not to do that. There was an attempt there by bhvr, but it's clearly not successful.

    (I have 700h on dbd on pc, and probably close to 200h on dbd mobile)


    Finally, if facecamping gets weaker, these players will certainly seek and find another cheesy strategy, like stalking from afar the hook with ghostface, iridescent head huntress watching the hook, one shot deathslinger, etc.

  • @ays12151 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893305#Comment_2893305

    Red Addons should change power mechanic sometimes, doing something unique. It's doesn't mean, the red addon should be strong.

    Iridescent Flesh is very fun addon and it's important. Sometimes this addon is winning the game, sometimes not.

    About Carburetor Tunning Guide, this addon is still bugged and tremendously decreases your Chainsaw movement speed, but BHVR will fix that.

    In my opinion addons to change on Cannibal

    SHOP LUBRICANT (You can use this addon 1 time during 20 matches, it's garbage)

    DEPTH GAUGE RAKE (Just remove movement speed penalty)

    THE GREASE/LONG GUIDE BAR (Revving longer isn't useful thing in normal game play, in camping it's good, but we do not want camping right.

    I think that would be super cool if iridescent flesh gave extra speed for each successful hit in a row (until the end of the chainsaw sprint).

    I didn't know the big speed decrease from carburetor was a bug. Even if the speed penalty was removed, it doesn't feel good to use all 3 stacks to break a pallet :/

  • There's a feature on dbd mobile that I really like: you can see your teammates' perks in the lobby! That would help a ton.

  • @Valik said:

    I wish, but the executives seem dead set.

    Which is a shame, because the entire system would become a lot more attractive to everyone if it was simple a 'Blood-Points-Per-Minute' based matchmaking system with a hidden Karma value that it has a bias towards.

    Good players are able to accrue 30k+ BP in the span of a few minutes. Bad players can go entire matches with less than 10k.

    This would also have the benefit of giving Behavior plenty of reason to tweak scoring events to reward skilled playstyles and punish bad ones... with a Karma system that makes toxic players play with more toxic players, and wholesome players play with more wholesome ones - the better your 'karma' the faster your que times. The higher your average BPPM, the higher your opponents and teammate's BPPM.

    Which also has the benefit of letting players know where their 'hidden' matchmaking score lies by simply letting them look at their post-match Bloodpoints.

    The BP/minute based matchmaking is interesting, but bp-farming builds and even bp-farming games will be an issue. For instance as a survivor, you can bless 4 totems to get 6000 bp in boldness, wasting time you could have spent doing a generator, but it's more efficient bp/minute wise to bless the 4 totems.

  • Sabotaging hooks is decent to get boldness points too, that's 500 boldness point per hook. You can bring a toolbox or saboteur for that.

  • When I got matchmaked with people with <10 hours in the game while I have 700h in the game, I think I'm right when I say the mmr isn't right. I haven't played the game much since December so maybe this kind of situation has changed.

    Although I agree there's also a problem of misconduct. For instance, I wouldn't be surprised that at some point we might lose post-game chat to make it like dbd mobile (predefined "GG", "GGWP", "Close one!", etc. and stickers) since they clearly said they do not want to add post-game chat for console players.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893349#Comment_2893349

    I am aware why it is in the game. The problem is they didn't develop the game with swf in mind after adding it.

    Solo should have been buffed years ago at a base level and killers buffed or at least not nerfed to compensate. But nah.. they ignored it and focused on the kill stats with a weak solo game present to boost them.

    Just look at pinhead. Weak vs swf who can keep the box solved vs solo players who will pick it up next to the killer or ignore it until everyone is being chained. They nerfed him quick smart when they shouldn't have.

    I completely agree, and these balancing will take a lot of time.

    My point on why showing if a team is a swf is an issue is because it will just increase matchmaking time on average, and survivor queue time is long enough on afternoon-evening.

    Also, I don't know if the "filling" is still a thing (I remember they told that if someone leaves a lobby, it will be replaced asap, barely taking into account mmr for replacing). If it's still a thing, that's another concern for showing swf.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893295#Comment_2893295

    If swf wasn't an issue then killers wouldn't have a reason to dodge, just saying that.

    Swf adds an advantage on survivors, no doubt on that. However, disabling swf would just mean a lot of the player base will quit dbd, because they will look for another game to play with their friends, and it's always more fun to play with friends! This is why I think the game should balance the game considering survivor can communicate, and also add communications between soloq like they proposed in their last survey. Also I agree that many killers would dodge swf lobbys more frequently if its clearly showed to them at the current state of the game.

  • @Swampfox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893267#Comment_2893267

    certain add ons do help bubba alot but his U.R. are rarely used atleast by me and it just seems like i dong get a choice of add ons to play around with because im losing the add ons with out really getting to use them. i just feel trapped trying to get more of the purple and green addons yet not any others bc there just not as good.

    I totally agree. The iridescent flesh is pretty interesting but not good enough to be worth playing, and the other one is just garbage.

  • @Valik said:

    It should be reworked to grant flat healing speed nerf/buffs - not random skill checks.

    The major problem this perk faces is that it can actually get someone killed early on - and relies heavily on random chance to prove viable later. It's possible you can heal multiple health states without netting a positive skill check.

    ~

    The Greatest ability at your disposal is your ability to expand your knowledge.

    -60% Healing speed.

    While healing another survivor, succeeding at skill checks grants a token up to 8.

    For each token, increase healing speed by 15/20/25%

    At max tokens, skill checks grant 10% bonus progress.

    "There's no limit to what you can achieve, as long as you back with hard work." — Adam Francis

    ~

    Or the skill check mechanic could be reworked to be more consistent.

    I don't think increasing the odds of getting skill check would be the best solution, but it would be better than what we have now, so I'm down for this change.

  • To me, bubba is fairly strong as long as he plays with double chilli addons, or award-winning chilli + green mark. Otherwise, he just can't play around most loops and makes him pretty below-average.

    I think he needs another addon rework. I'd love that every killer had addons doing unique effect, not having some addons being upgrade or downgrade of other addons.

  • @BaroneMaximus said:

    https://us.v-cdn.net/6030815/uploads/TSY5FZ1OTVEL/immagine.png

    https://us.v-cdn.net/6030815/uploads/ZNASSQ8YLH9M/immagine2.png

    https://us.v-cdn.net/6030815/uploads/C2TLXR8LF5EU/immagine3.png

    The devs said: "2 escaped, 2 sacrificed is the perfect balance" But then why am i not pipping out of a "balanced match"?? When i'm a 100% sure the 2 guys that escaped clearly 2 pipped out of this. THESE are the kind of things that make me believe that this game is survivor sided even when it's a 1v4, where the 1 has to sweat his a** off and the 4 can basically just chill on gens and nothing else. I've been so many times on the edge of leaving this game because i don't feel awarded in ANY way when playing it and i'm quite sure that i'm not the only one feeling this way.

    The emblem system is outdated. For instance, if you demanifest while chasing someone, it will count as a lost chase toward the chaser emblem. Others emblem are very arbitrary in my opinion toward ranking and points.

    I just don't mind about emblems, maybe you should too.

  • Asthmatic: You suffer from the Exhausted status effect for the entire trial. When running, your breathing and grunt of pain are increased by 50/75/100%.

    Sweaty: You leave pools of sweat behind you while running, occasionally blur vision and reduce skill check success zone by 5/10/15%.

    Heavy lifter: You can carry a survivor in the dying state to get him in cover. While carrying a dying survivor:

    • The carried survivor can recover health (like normal);
    • You see the aura of other survivors;
    • You move at 60/70/80% move speed and can not sprint.
  • Even if the killer vaulting a window notification had no cooldown, I highly doubt people would use Alert. Meh, but why not.

  • @SS007 said:

    What's the point of grinding rank 1 then ?

    On dbd mobile, ranks aren't shown in post-game screen even though ranks still exist there. This is one of dbd mobile's feature I expect to see coming to regular dbd

  • To be fair, once Claire will be fixed, she will be 3rd in my tier list. She deserves more love :'(

  • This is absolutely not biased.

    my-image.png


  • Overall I think these changes are great.


    For Legion, the 3 seconds of fatigue out of frenzy instead of 4 is a real deal that helps him a ton. Legion's 5 chained hit in frenzy isn't a big deal, it won't happen in every game. Still it makes a gimmick that I find interesting.

    Of course the exploit letting Legion farming chained hits on hooked survivors should be fixed.

    Also I'm a bit confused with the BFFs addon because of how hard it is to get the 30 tokens for a low reward. I don't mind it staying a gimmicky addon, but I though that reducing Legion's chained hit to get the insta-down as a reward could be interesting, like:

    20 tokens -> 4th chained hit in frenzy is the insta-down

    30 tokens -> 3rd chained hit in frenzy is the insta-down


    For Ghostface I'm fine with the changes. I just think the Drop-Leg Knife Sheath (the addon that adds 10% move speed for 5 seconds once GF marks a survivor) is a bit ridiculous.


    The fact that all add-ons have unique effect (there's no addon that makes the exact same effect as another one but with different strength) is great! Most addons look worth playing with, even brown ones. I wish all killer's addons were designed that way.

  • @Mister_xD said:

    because one was extremely overpowered and the other one mediocre.

    why would you want to nerf an already mediocre perk?

    It's not about performance.

    Do you think it's fair that a bubba facecamping a survivor right at the start gets a free 2 kill thanks to noed?

    And that is because you can't rescue a survivor in front of a decent bubba and you have barely the time to smash 5 gens while someone is getting facecamped, so you can't do dull totems.

    This is the best exemple I have to say noed sucks in its current state, and this kind of exemple is very commun, and it usually even turns into 4k when I go solo queue.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764878#Comment_2764878

    No, this is what happens if you nerf a Killer who was already pretty meh and don't give them a single goddamn thing to compensate for it.

    DS wasn't meh to me. Yeah he always had a bad ability to put pressure on the map, but his chasing ability was insane comparing to others killers. What other killer can completely shutdown windows as reliably as DS except nurse?

    His low kill rate only came from survivors smashing gens on big maps.


    However I agree this nerf is bad, because they should have added an ability to DS to help him moving around maps imo. Like why can't he use his speargun like a hookshot to travel faster? (That could look really ridiculous ahah)

  • It is better than nothing, yet I don't think balancing the game on hooks is good either because survivors can just suicide or dc to mess the hook count.


    About how bhvr looks at the kill/escapes stats, here's my though:

    I feel like they are looking at the data mixed all together which looks kinda balanced, but I'm conviced that with a focus with precises parameters, some major gap would be highlighted (for instance stealthy killers are strong against new-ish survivors, and awfull against very strong survivors).

    I also see too many people only looking at top players for balancing thoughs, and forget about the begginer-friendly aspect of dbd, which is currently dreadfull.

  • @ThatOneDemoPlayer said:

    I'm pretty sure that'd get the game banned in multiple countries

    I have no clue how this works outside of france, but here it would be fine. The game is already pegi 18 (meaning for 18+ yo) which is the maximum.


    @R1ch4rd_N1x0n said:

    The game isn't supposed to be that gorey, that's the thing. While I wouldn't mind it personally, it probably wouldn't happen.

    I find it sad that survivors' head aren't blown up when the rbt pops up. I'd LOVE a gory rework.

    I know that would require a ton of work to make this, and there are a ton of issues and priorities that must be adressed, but I have the hope that one day we will have a gore update

  • @Zlaraki said:

    Does anyone know how to use a item? I picked up a map, I read it for like 20seconds and after that I didnt know how to use it. I picked up a flashlight, pressed right/left mouse click nothing happens. Would be nice if they put all this in a tutorial. my default e button does nothing as well.

    Items ares used with right click (m2) by default. You should check if the item isn't depleted, items have charges that are consumed when used.

    You probably had a green map which... I don't even know what it does except showing you the aura of generators you already touched within the map's range.

    Don't hesitate to look at items descriptions in your lobby. If you have a friend, you can practice in private games, you will have every perks, items and addons available there.

  • Myers is outdated. He can be the worst killer or one of the most busted killer in the game (tombstone piece myers hello) and yeah that sucks.

    However I don't understand the hype around propnight... I wouldn't spend more than 5€ at this game, it's too expensive for what it's worth imo.

  • That would be a mess in europe with people speaking french, english, spanish, german, turkish, russian, etc...

    And there would be a huge issue with people trolling and abusive language. I don't want that feature and if it was in the game, I would disable it.

  • I dislike it, because if a swf could only have one bt and one ds, tunneling would be too easy, and it sucks to have a friend not able to play with you.

    I think the game should be changed to discourage killers to kill one survivor early, balancing the game in such a way that 4, 3 or 2 survivors have equal chance to win.

    in SWF Idea Comment by Ula
  • @KingOfGhost said:

    I do feel you but they can't add nor they will. You see the only way to play against a bot is if you are the killer and the 4 survivors are all bots. It's very hard to create an AI for a game like this because you need to add a script for most of the things in-game. But let's say they add one very simple then what happens.

    If it is a survivor bot then it will sit on gens if another survivor is on the hook it will take the safe( and/or longer) root to them and if are in the chase they will run in a line drop every pallet they see.

    If it is a killer bot then it will go from gen to gen looking for survivors ( they may use the power if they are simply like trapper or bill ) when in the chase they will follow the survivor without mind game or strategy and if they have unhooked a survivor they will not carry a bit.

    In the end, a bot in this game will be very hard and unfun for the normal game i think they will be very good a practice tool.

    But these "ai" (I prefer calling them bots for less ambiguity) already exist in the tutorial and in dbd mobile.

    Yeah, why does dbd mobile have the vs bot gamemode and not dbd?

  • To complete a bit why Mooks says it's best to upload on youtube your proof: there is a feature to upload media on a report ticket, but I never successfully uploaded a picture or a video with it.

  • One thing I kinda dislike when setting up the kill with bloodwarden is waiting until the end of the timer. I once slugged a survivor until bw would last until the end, but that waiting felt so awkward.

  • @zsplitts said:

    Hey everyone! What is the SINGLE best advice you would give to a new player (either from the perspective of a killer or survivor)?

    Hi, for me, watching streams and yt videos to learn from experienced players is the best advice I can think of.

  • I have bought the coomgorgon the day before it was gone from store. Certainly my biggest sin on dbd

  • Nobody mentioned billy? Even though he can be frustrating, I LOVE playing him. I'm not even a billy main, nor a killer main, I just find playing him super satisfying <3

  • @IWFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666187#Comment_2666187

    Does Ghostface have this same niche? Being able to ignore collision while stalking.

    yeah, this works the same with ghostface

  • Imo bubba is mostly fine. I just dislike how bubba relies on the chilli addons (mostly the purple one) and has plenty of useless addons.

    Although his ability to deny any save if he is facecamping is problematic, but that's for another topic.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664550#Comment_2664550

    I see the devs are committed to making nobody want to play killer by insisting that killers give up everything that they have going for them to make it easier on the survivors. Seriously, Moris are nearly useless now and yet they still want to change them?

    If you think this utterly lopsided treatment of making the game fun is a good idea, I have a bridge to sell you.

    Being changed doesn't necesserely mean get nerfed. Yeah moris are close to pointless at the moment. Hopefully they will make it more significant in the gameplay. I'm really curious on that one and looking forward to what they'll do to moris.

    If they mess up the mori rework, I'd be disapointed, but it won't be a huge loss either.

  • Hey, might be a late reply, but yeah I like your ideas.

    I have another idea, adding a team score to get more depth to the sbmm calculation. That team score could simply be the number of survivors that escaped, but it could also involve the number of generator done. I didn't think too much about what a team score could measure with a good consistency, but I think there's ideas to be found.


    The main idea is that if you sacrifice yourself to let the other survivors escape, the game still awards you points towards the sbmm. The team score could have as much weight as the individual score to calculate the sbmm.

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