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Visionmaker

Visionmaker

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Visionmaker
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  • MoM is being nerfed and DS is fine where it is.

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/501002#Comment_501002

    Aura read on fast vaulting during a chase sounds dumb. The noise indication and the scratch marks should be enough obvious pointers on where the Survivor went as is. It would also hard counter the Lithe, Quick & Quiet, and Dance With Me combo that is 3 perks slots.

    I wish they'd stop with the aura reading perks. It's so cheap.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/502355#Comment_502355

    @Visionmaker you bring excellent points to be fair. Stealth could be buffed in other ways then, they could add more clutter?

    @Poweas To start, yes, I think it is well needed in some maps like the Game and Shelter Woods. Additional stealth alternatives/hide spots like lockers would be a good addition for the game.

    For reference, baseline Killer FoV is 87*. 15* extra FoV is 17% more than baseline. With Shadowborn, it'd be 34% larger.

    I dunno how much needs to be added to balance that.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/502340#Comment_502340

    @Visionmaker

    I know, I never said it didn't, but I'm just saying that it feels better overall to see more stuff.

    @NMCKE I understand, I am only bringing an important part of the conversation to light. Your perspective is agreeable and all, but there is no way it is being implemented without consideration to how it will impact game balance.

    There has been a large number of perks and killer powers added that counter stealth as it is, and only a few stealth buffs (to lockers). Furthermore, they are reducing safe loops in the future. An additional baseline FoV buff to Killers on top of all of this sounds unreasonable to me.

    @Poweas https://us.v-cdn.net/6030815/uploads/928/2YVQMEWUS0KN.jpg

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/502325#Comment_502325

    @Visionmaker

    It's isn't about nerfing stealth; it's more about how good it feels to see more stuff around you.

    @NMCKE It will nerf stealth. Your comfort doesn't trump balance.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/502303#Comment_502303

    @Visionmaker stealth would get no nerfs. If someone tries to stealth bun hiding right outside of the killers FoV then that’s not exactly stealth.

    @Poweas Increasing baseline Killer PoV to 15* up to 30* with SB makes stealth less viable. It is a nerf to stealth as much as pick up speed increasing was a nerf to flashlights.

    Hiding and moving according to the Killer's FoV is an important aspect of stealth. It will be significantly harder to lose or hide from the killer with 30* degrees extra FoV. It is ridiculous to deny that. The small FoV was not designed simply to irritate killer players.

    Let me ask you, how often do you lose survivors in a chase with your current FoV?

  • @JawsIsTheNextKiller said:

    We just need a note above their heads, team 1, team 2 etc. So we know we are against two teams of two for example. Sometimes I take an ebony mori thinking I am against a team of 4 and I'm not.

    I'm only thinking of the survivors here!

    People will just use that to lobby dodge, let's be real.

    I can picture it now: whiny children coming onto the forum with screenshots of their lobbies with SWF in it, crying about advantages without stepping foot into a match with them.

  • It's too small and not good. I think it should be increased to the current Shadowborns level. I believe the devs have mentioned it once.

    I mean.. I agree, the small PoV is unnecessarily obnoxious...

    But do we really need to make stealth less viable right now?

  • @holywhitetrash said:

    https://forum.deadbydaylight.com/en/discussion/comment/500752#Comment_500752

    it takes very little time and effort to complete most battle passes, probably only 4 hours a week... if that is too much of a time commitment then your life is probably to hectic to worry about cosmetics in a game

    battle passes usually offer a GREAT deal on cosmetics and the prestige of having those cosmetics since some people will not have them

    lastly if you can't play a game without owning 100% of it's content (especially in a game that intends to launch cosmetics ad nauseam) then you have an addiction that you should probably seek help for

    Well, first, that 4 hour per week estimation is an assumption based on games that are completely unlike DBD.

    Second, if we do use a comparison to similar events in the past, in the most recent event, Hallowed Blight, the objective tooks ages to complete. Far more than just 4 hours/week. Plus, these will be quests with multiple difficulty tiers. Furthermore, they released the Halloween cosmetics for purchase because arbitrary exclusivity goes against their direction for cosmetics.

    I purchased a game and continue to put my time and money to support its growth. I expect access to all of the content. Not most. Not some. ALL.

    If you can't play the game without the need to feel exclusive and better than everyone else, then you have a narcissism problem that you should probably seek help for.

  • SMH, some people wouldn't be satisfied until Freddy can fly.

  • They're putting the friends list into the game itself and SWF will be able to stay in a party after each game ends.

  • @BBQnDemogorgon said:

    What does furtive chase do? Just switch obsession?

    Makes your TR lower every time you hook the obsession, I think. But it switches the obsession to whoever unhooks the obsession.

    So basically it's an anti-tunneling TR reduction perk. Sounds like it pairs well with MYC.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/500767#Comment_500767

    That basically answers this thread i think right? Buy it, play it, buy another one because of playtime??

    @Visionmaker

    @Milo I think so. If you look at the leaked images of the Battle Pass that dropped a while ago, it had iridescent shards in it as a reward. If the Battle Pass is purchaseable by shards, essentially buying one BP will help you get the next one.

    Or you can unlock it through "play time", whatever that means. Either way, hopefully it is feasible to obtain as a free/base game player.

    @FireHazard They said that the Rift/battle pass rewards will be skins and that the pass is not pay to win.

  • They said "play time", not exactly shards. So I think the shards is a possibility, but not a guarantee.

  • @TAG said:

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

    For those who missed the initial discussion:

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

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

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

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

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

    -Devs are also considering giving Freddy Dream Snare Traps that will slow down a fully asleep Survivor for a certain period of time if said fully asleep Survivor steps in one; they are deciding if they want to make it base kit alongside the fake pallets or an add-on

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

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

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

    Just to add, I think survivor action speeds are no longer slowed in Dream Mode.

  • Three weeks later and people will still claim survivors never get nerfed and Killers are neglected.

    Relax. If you're here for more than an hour, you'll see there are entitled people on both ends here.

    GET USE TO IT, killer are suppose to be 90% of the power role, no buts or ifs, it shouldn't matter what survivors do half of the time

    Glad you're not on the dev team!

  • Yeah, it looks like it'd be fun to attend. I fully expect appetizer boards and wine.

  • I want the Rift, but I want it done right.

    I hate exclusive/time limited cosmetics. They need to be available for purchase after the end of a rift, whether it be immediately or a few weeks/months after.

  • They're reducing safe loops and making more unsafe/mindgame loops.

    And they're reducing infinite/long loop windows.

  • @weirdkid5 said:

    No, they said it would be timed stuff. It would be great if they put it in the store.

    That would be nice. Unlockable only through Rift in the first three months as bragging rights, then available in store some time after.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/500647#Comment_500647

    @Visionmaker You're too much of an optimist. They put that on there, along with the "NO PAY TO WIN" to generate positive hype for it. It'll never end up as good as they make it seem to be.

    Well, if I'm wrong, I hope it's at least cheap if it turns out as greedy as everyone else expects.

  • See you in two days.

  • It said 'accessible via play time' underneath both Free and Paid.

    So I'm guessing you can purchase access through Iridescent Shards, which would be fine to me.

  • People reported this a while back. I'm surprised it's not fixed yet. That's really annoying.

  • That doesn't look intended.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/498896#Comment_498896

    Except survivors can choose to continue objectives if it’s apparent a killer aint leaving that hook. Whereas for a killer doing this it is already abundantly clear that they will lose, eventually going against teams that will pop all gens whilst a killer persists with such a dumb strategy

    By the way you describe it, it sounds like you lose every game as killer, lol.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/498365#Comment_498365

    This I could support also, but this doesn't solve the underlying issue with hatch closing in that killer is guaranteed the kill unless they mess up.

    Of course. But I'm okay with it because now the hatch opens for the last survivor no matter what. It's a fair exchange.

  • I'd like to see the stats at Rank 1-4.

    Saying that 4-mans approach even the majority sounds like a placebo. But I don't play red rank killer anymore, so I have no say.

  • I like how it is now.

    Actually, one change is that I would like for the hatch to only spawn after 4 gens being done and not based on survivor deaths.

    That way, it's more of a toss-up.

  • Your Spirit is looking cute though.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/498177#Comment_498177

    Completely? Giving solo's VC of course.

    Obviously that's a non-answer given the devs stance on the matter. And just saying "more information for solo's" is too vague to address.

    So first things first. We aren't really trying to address VC itself, but rather the mechanical advantage it gives players causing them to be boosted. However, the coordination factor through communicating plans directly is NOT problematic. That isn't to say that plans aren't useful, just that you can have a balanced game where only a subset of the population is properly coordinating like that.

    However this isn't nearly as true for the raw data aspect.

    Anyways I propose 3 changes (I have proposed them before btw):

    1: Survivors will have an icon somewhere stating what action they are doing at the moment. This can show: Nothing, rescuing, healing, being healed, repairing, sabotaging, cleansing a totem or opening a chest. When the action ends it will flash if the action was fully completed and will simply change back to the nothing state without flashing otherwise. So for example you could know if a hook has been 99%ed vs fully sabotaged.

    2: Survivors will know if another survivor is in the Killers terror radius or in a chase with the Killer. The chase thing is just like for the obsession, so this has been proven the be doable without ruining the atmosphere.

    3: Survivors within 24 meters of a hooked survivor will have their aura revealed to the other survivors

    Important things to note about this is that:

    A: All of these pieces of information are things that are extremely easy to communicate quickly. This is unlike exact location which will often be hard to describe in a pinch.

    B: These are the most immediately relevant pieces of information for preforming you own action. This lets you know if you are safe to do your objective. Do you know where the Killer is? Doesn't matter, he's busy so wherever he is you're safe to do what you're doing, and if he's not busy then you'll know to be on your guard

    C: None of this information would be unknown to everyone otherwise. You already know if you are in the Killer's terror radius, you already know if you are near a hooked survivor and you already know what you are currently doing. So none of this provides an advantage of SWF players.

    D: This is enough information to make informed cooperative plays even without VC assistance. You want to distract the Killer so someone else can make a hook save? You'll know that they are in position to make the save and they will know you are in a chase distracting the Killer. Will they know it's your plan? Who know's who cares, it's enough information to capitalize on.

    E: It pushes players to do the right thing. You are far more likely to start doing gens if you see that no one else is. And you will know if the Killer is camping a hooked survivor in order to punish it, or that he isn't and you should rescue them. You even get told if there is no one in position for the save pushing you to be that person. Kindred does it better of course, but it still counts for something

    Does this perfectly solve everything? Obviously not. But it's far better than just trying to push them out of the game. And it minimizes the use of things aura to solve problems, so even if it is a lot of information it likely wouldn't feel that way in practice.

    If all of these changes were implemented it would be very hard to tell the difference between a SWF group and Solo's. And at that point we've done enough.

    I agree and I like how thought out your suggestion is.

    I just want to add that DBD can mimic how other games tackle the solo vs party play differentiation. This includes asymmetrical team games, multiplayer horror games, and even completely unrelated genres like MMOs. Every game has a way of bringing players together and encouraging teamwork, without resorting to idolizing solo players and ostracizing parties.

    People need to accept that DBD is a multiplayer game. The rigid isolated solo experience has been dead since launch. It is optional and it will stay optional.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/498204#Comment_498204

    They're updating Enduring so it only affects pallet stuns. It will no longer decrease the stun time for DS.

    And they're shaving 2s off the stun time to compensate...

  • When did they say they wanted to "fix" Claudette?

  • @brokedownpalace said:

    Cool idea but I think it would be easier if they just implemented a Randomize button on the load out screen.

    Or do anything with the loadout menu.. Lots of QoL is missing.

    Almost three years and we still can't save loadouts.

  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/498079#Comment_498079

    There 2 blendete in this match, should he ignore 50% of the team? What a stupid suggestion, really really stupid and pathetic.

    Maybe try ignoring the Blendette, probably running all meta perks, that was pointing and taunting him from the safety of the Killer shack?? What a stupid thing to do to chase someone and commit over half the game despite being set up and outmatched. Really really stupid and pathetic.

    FYI, you were the one bringing up performance, insinuating that there wasn't optimal play from the Claudette. You showed us the video and that was clearly false.

    Again, there were eight pallets. Each map has at least 15-20. Yes, they're clustered badly here, but that also means they're sparse in other areas of the map. Unless they redesign the center and cornfields to contain pallets, the outskirts will always have the potential for bad RNG.

  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/498038#Comment_498038

    It was a blendette. Even I lost track while watching it in slow-motion, what do you expect from a human beeing in real time?

    He doesn't need to be perfect, but he is clearly playing poorly. If I was hearing correctly, this was the last stream of the night and he was probably tired. If he couldn't see Blendette then maybe he shouldn't chase Blendette. Get what I'm saying?

    Claudette got lucky with pallet spawns, but it's not surprising given it's a corn map. The same happens with Shelter Woods. Pallets can't spawn in the middle of the map so they concentrate in the outskirts. True practically set himself up to fail.

  • He had the opportunity to down her at the first pallet with chainsaw and could have downed her before the third if he wasn't greedy at the first. He misplayed at the seventh pallet by the farmhouse and let her slam him. He tried to mind-game only three times and Claudette still outplayed him each time.

    He found eight pallets total, which is almost half of the pallets in the map throughout a 3 minute 30 second chase through the outskirts, applying zero pressure. In that time he looked at one generator. ONE. Meanwhile, Claudette looped each pallet 2-3 times (except one) and was highly efficient.

    Idk ######### you're watching, but True did not play well and committed to a chase with someone that clearly outplayed him. Bubba's advantage is in the corn where there are no pallets at all and he tilted himself.


    ... and his stream are calling these "infinite loops". Wow!

  • I can't see how banning SWF and shoving them into a separate game mode is any more perfect than improving balance as we have now.

  • Yeah I'm not even gonna bother to question it lol.

    I'm gonna sit here and drown in corn with my shorties Legion and Hag.

  • Slug people that you tunnel for a minute (or in your case, less than twenty seconds I'm sure), run Enduring and power through it, or punish the unhookee.

    It's occasionally powerful but counter-able and fair. It's perfectly fine where it is.

    I even stopped using it on my survivor even though it's my favorite perk because many killers don't give me the opportunity to use it.

  • It's probably too expensive.

    Ghost Face is more iconic anyway. We don't need another generic neighborhood map.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/495203#Comment_495203

    I love how people will simultaneously use "swf is the only reason the game is alive" and "only a small percentage of people play swf" for the same argument. We've got the former. I wonder how long till the latter shows up in this thread.

    4 man SWF makes up a small percentage of the player base. Even less are Squadettes.

    The rest of us have at least ONE friend to play with in this game, lmfao. That's 45% of players playing with one friend or more. So yes, toxic SWF Squadettes are almost nonexistent and deleting SWF would delete the game.

    in SWF Comment by Visionmaker
  • @Fab said:

    https://forum.deadbydaylight.com/en/discussion/comment/495085#Comment_495085

    The Killer assumes the power role. They SHOULD be in charge.

    lol

  • @Condorloco_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/495142#Comment_495142

    Well, we have never known the real numbers on how many killers vs how many survivors are out there playing. But common sense tells us already: killer queues are almost instant in any platform, at any rank (except for R1, maybe). Survivor queues are usually way longer.

    Um... It's the complete opposite for me. There's a thread on queues and none of what you say is supported by the commentary there.

    Even now, my survivor queues are near instant, while my killer lobbies stay empty for minutes longer.

  • @ASurvkillivorer said:

    Yes, we SHOULD be punishing people who want to avoid a 500 ping killer and vice versa.

    I lose IQ every time I read this forum.

    Oh yeah remember that guy from before who was extremely toxic? Well you are forced to play with them again! yay for common sense!

    lmao like people only dodge for ping. What a load of #########.

    Killers don't have to play versus survivors that tea-bag and say "ggez baby killer". But the Killer that called me a ######### and told me to kms? Nah, I should totally be forced to play with him again.

  • @Condorloco_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/495085#Comment_495085

    Easy answer, because you'll run out of killers. A large percentage doesn't enjoy at all playing vs SWF stacked with 2nd, 3rd, and 4th chances. If they punish those killers for leaving obvious SWF lobbies, well, good luck with your queue times.

    Balanced gameplay from both sides of the coin would lead to less DC'ing and lobby dodging, I think.

    Thank you, the answer we all knew, but never wanted to admit.

    And some survivors don't want to play against 3-5 blink Nurse, Prayer Beads Spirit, etc. But we're not sitting here pretending we'll run out of survivors. So it's not about PING or GRIEFING, it's about balance concerns and wanting to cherrypick easier games.

    Now with that in mind, I wish for a dev to answer my questions from any of my posts from today.

  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/494286#Comment_494286

    Yeah I get lobbys as survivor faster aswell.

    Maybe a lack of survivors?

    I'm guessing so? Even today, it's waaay longer than survivor queue. Took me over 5 minutes.

    Maybe fresh killer lobbies have a cooldown before they can be entered? Or just no one wants to play survivor?

  • 60 minutes of countdown :)

  • @Peanits said:

    This is not something we're considering at the moment, we are focusing solely on disconnects from an ongoing match right now. While it would be nice to punish people who dodge lobbies for an easy match, there are too many factors that cannot be accounted for. For instance, if the ping is bad, you should not be punished for leaving in the lobby. Or if you recognize a player who was griefing before, you should still be able to leave without being punished. Punishing people who excessively disconnect from ongoing matches is much safer since they would have had the opportunity to leave during the lobby if they see something bad.

    @Peanits It is your (BHVR) duty to punish people for griefing, not the killer's arbitrary choice. Furthermore, survivors can't leave in the lobby because they can't see the killer's profile. We have established this. This is why they turn to D/Cing. It is the survivor's only way of dodging killers.

    Again, answer me this: why are KILLERS allowed to leave against griefing survivors when SURVIVORS are not allowed to leave against griefing killers? You need to stop using that as an excuse. Why can't survivors view killer profiles if you wish to prevent griefing? And why are you simplifying the issue to just ping and griefing? You know for a fact that those are not the sole resaons why killers lobby dodge.

    Your priority should be developing a feature where the Leave Lobby button is hidden until a player has over 150ms, if you want to stick by your guns in pretending this is a ping issue. Stop using D/Cing survivors as a scapegoat; both are problems that you are capable of acknowledging.

    I know your team will not address dodging lobbies because you have been defending it using faulty reasoning this entire time. You have never even admitted that it was a problem to begin with, and it appears that you never will. Can you answer me truthfully why that is so?

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