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Witas

Witas

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Witas
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  • @Fibijean said:

    Yep, the new system was recently confirmed to be planned for implementation within the next month.

    Wait, really !? Did they specify this during the 4th anniversary stream ? I was doing a drunk watching of the stream with friends, Im slowly realising just how much I missed because of that 🤣

    Either way, that's cool.

  • I guess the reason there wasn't really any chat control was because "Around The Campfire" isn't really an official, big dbd livestream. It's just devs playing around, which you could see reflected both in well ... What they were doing and in the viewer numbers. It was just a small stream where devs wanted to have fun, I don't blame them for doing this rather unprepared, and as for idiots ... You can never fully stop them anyway, that's the kind of people they are.

  • @Peanits said:

    Not really afraid, no. We aren't setting out to make the new best perk every time we add one. We've always been sure to avoid making things pay to win, of course, but we also want to make interesting perks; things that let you make niche builds, allow you to make use out of something you might otherwise ignore, or make you reconsider the perks you'd run against it.

    Simply put, it's easy to make the new best perk and ship it, but that is not and has never been the goal.

    You are never setting out to make the new best perk, and I think you really should, the meta is really stale. Get some fresh air into dbd, be it by nerfing the current meta perks or, preferably, by adding actually good perks and buffing the old bad ones.

  • @not_Queen said:

    @Some_Dood64 You got me at Carl the Cashier.

    @MonsterInMyMind It is not a new prestige it is locked in legendary outfits. It means that it will instantly equip all part of the outfit if you select one. They are a new category in the store so yes, they will be purchasable outfits.

    The question that matters the most is how expensive they'll be. It's already a paid game with paid dlcs, paid cosmetics and a paid battle pass. A 20 dollar skin does not belong in a game like this, it's starting to look like a f2p business model, except that the game is not f2p :v

  • @DelsKibara said:

    They can't just nerf meta perks, because then new meta perks will pop up.

    There will ALWAYS be a meta. It's just on how much variety there is to that Meta that is the question.

    Doesn't mean it's a good idea to never change said meta :v

  • @BattleCast said:

    I don't even think they are aware.

    In the 4th anniversary stream, Mathieu Cote said this game had an "ever changing meta". lol.

    Can't remember where exactly he said this, but I remember it VIVIDLY.

    He said it's because he's Mathieu, he never thinks what he's saying. Anyone remembers him discouraging the players from playing his own game ? Anyone remembers him saying that it's good that his game is frustrating ? Anyone remembers him saying that killer audio issues are less important than survivor issues because they can't fix all of them anyway ? I love this dev team, they're all great people that I spent wonderful 4 years with (with many more to come), but Mathieu Cote is ...

  • @Raven014 said:

    It is a perk that is usually comboed with killers that can lose a chase quickly, like Wraith. Every time he cloaks, he gets a stack. With bubba though, a common build is Nemesis with PWYF. It allows you to change obsession, which makes PWYF infinitely more useful. Get stunned, lose a chase 3 times, then down them, rinse and repeat. It allows you to keep 2 stacks really easily, which is big against a bubba.

    Yeah I tried playing like this but every time I got genrushed into oblivion :P

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1316364#Comment_1316364

    Yeah bubba could use some changes with the add-ons.

    For pig, eh I don't know I don't play her much

    Clown does need more just for map pressure purposes but we'll see how it goes,

    Legion I would like it if they got rid of when you miss a hit and you immediately because in a way its hard.

    I don't have an issue with Clown being strictly a chase killer, but he'd have to be an absolute beast in said chases for it to work. Either way, he needs some more buffs.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1314129#Comment_1314129

    The one on the left is a pre-rendered image, where the LOD is only limited by how much time you had to render it. It's not the same as the actual gameplay. Here's what she looks in the actual game:

    https://us.v-cdn.net/6030815/uploads/T9SNUX78UY0T/image.png

    The character model used in Dead by Daylight is the same one used in the cinematic trailer, but the level of detail is reduced so it's able to render in real time. Here's what she looks like in full detail, if you want to do a proper side by side comparison.

    https://us.v-cdn.net/6030815/uploads/4SGE7A4HF8S3/deadbydaylight-chapterxvi-survivor.png

    For the record, the Dead by Daylight subreddit is completely independent. We do not influence them or the way they moderate in any way. If you have an issue with it, I would suggest bringing it up with someone from their team.

    By the way, will the upcoming "graphics rework" also include character models and animations, or will it focus solely on the enviroments ?

  • The blendettes.

  • @Todgeweiht said:

    Pyramidheads perks are just so, so lackluster

    • Deathbound seems good, but wont work on killers that make a lot of noise
    • Forced penance may be a decent perk for basement builds, but nothing else, unless a survivor is running MoM
    • Trail of torment lasts too little, 15 seconds is literally nothing and the 80 seconds cooldown is too big for such a short duration, lets not forget the fact that survivors can see the aura of the generator kicked, basically telling them you are there, its more detrimental than anything

    Yeah, but how would we fix them ?

    Personally, I'd increase forced penance's duration to a minute, trail of torment's to 30 seconds and for Deathbound I'd either increase the numbers all around or change the effect to be something actually scary (like Exposed)

  • @Flyguy115 said:

    the new killers perks are meh at best, especially with how loud he is . oblivious will be almost useless.

    Yeah my first impressions are the same, and it's really annoying to be honest, We haven't had good perks for killers in far too long

  • Im surprised barely anyone's mentioning Scott, I don't really follow any DBD streamers besides a few, but from what I've seen he's really good

  • @Peanits said:

    Correct, as the progression system on DBD mobile is completely different from the PC and console version. You don't level up with bloodpoints on mobile like you do here, they level up characters with XP. A double XP offering on mobile is basically like a double bloodpoint offering, and those already exist. For PC and console, your player level is more of an indicator of playtime than progress, so having a multiplier for it doesn't make as much sense.

    You do get shards though, which is your primary currency for everything besides leveling up, I wouldn't mind seeing an offering like this :P

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206726#Comment_1206726

    Sure but yeah, you get that sweet charm and plenty of killers and survivors only run those end charms purely to show they did it, so thats the value of making it to the end

    But that's more just a thing people do, it doesn't excuse these final cosmetics being bad if you ask me 🤔

  • It does nothing as of now, but the devs have showed interest in Devotion rewards, I wouldn't count on it coming anytime soon though (By "not anytime soon" I mean 2021 at the earliest.)

  • @ZoneDymo said:

    I think they do that specifically for that reason, its not terrible interesting, a lot of the good stuff is given early on which is imo very nice of the devs, means its not htat bad not to make it to the end

    Sure, but while making early stuff good quality is nice for the casuals, you also gotta respect the dedicated players' time investment, this cosmetic doesn't do that ... By both being the exact same cosmetic as last time (as in, a Feng head) and by being just plain meh ...

  • @ceeroover said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205857#Comment_1205857

    Yeah, because running around with Inner Strength searching for a totem is so much more efficient.

    No, but doing generators is. Slap on Iron Will and have your health state make literally no difference if you want, or use Inner Strenght for the far easier and quicker heal. The amount of situations where wasting 32/40 seconds to Self Care is worth it is so slim this perk is never worth running. It's the same thing with Urban Evasion, another newbie trap, this perk really only helps you against Huntress and Deathslinger, making it slightly easier to dodge their projectiles, because playing immersed is inferior to playing boldly (Im not talking about being a cocky #########, but just playing well in general, which includes not hiding the second you hear a heartbeat...)

  • No matter how many times I see stats like this, seeing self-care as the most used perk always hurts 😪

  • @Peanits said:

    That has always been the ideal change in my eyes. That way if you want to get the instant down, you need to do it from far away and aim well, not just follow someone around and toss it as soon as they vault a window or drop a pallet.

    Though as someone who has played a lot of Huntress, I would probably hazard to say 32m instead of 24m. 24m is only a tile and a half, and that's not too uncommon for the Huntress.

    Keep in mind that not a lot of people can actually hit 32m+ shots, It'd be easily to make this addon plain useless for 80% of the players, but then again, it's a competetive game so it may be a nice kick in the butt to get them going on improving :D I honestly think that it's fine no matter which way you aproach it.

  • @Almo said:

    Year to date, all maps/all survivors/all ranks, the worst escape rate is Dwight.

    You've know made me curious about the others, I'd love to see escape rates per survivor !

  • Whether or not you like Chains of Hate is up to you, but there is no way it can be called the worst DLC, this title has to go to Darkness Among Us, Legion was a horryfing mistake in every way.

  • I think he worded it poorly, he didn't mean frustration literally, he meant frustration more as tension and what comes with it, the spiteness, the "arghh" (as he called it). It's a part of every competetive game, but I do agree that in dbd especially it fits great, it's just unfortunate that quite often the frustration doesn't come from the other players directly (as it should), but from the game itself, nowadays more than ever with dedicated servers being the way they are.

  • @Peanits said:

    That's just a bug fix, not a nerf. You're locked into the animation at that point, you can't cancel the hook and go for that other guy.

    When it comes to Hangman's trick rework overall, I have to agree with the majority, it was 100% op on the PTB, but nerfing it into the ground was, in my opinion, not the correct way to handle it, it had a chance to become an actually decent tracking perk. I know it's "supposed" to be a strictly anti sabo perk, but sabo, while way better, is still a very niche strategy (with how fast gens can get done, rushing them is ALWAYS the dominant strategy, but that's not the point), when you combine that with the fact that killers have eyes, and most of the time you see someone running up to the hook, this perk is absolutely useless 90% of the time. It's especially painfull now that you've given us a taste of potential 😪

  • Keys are not balanced, nor are moris. They should both be reworked imo, they may be fun, but they're broken, which is never a good thing in a competetive game.

    Moris could easily be fixed by just deleting the offerings and giving the killers a yellow mori by base, they would no longer have an impact on the match, while still giving players the option to see these gruesome finishers, this would tie very well into mori animations as Rift rewards/shop articles (as they do seem to be coming)

    Keys are a bit more tricky, I like the idea of them having different effects through addons. As for opening the hatch, I feel like keys should still be able to open hatches when you're the last person alive by base, with the option to open hatches while multiple survivors are in-game being granted by an ultra rare addon.

  • I'll join in too !

    My favourite survivors: Jake, Jane, David, Jeff, Kate

    My favourite killers: Trapper (stopped playing him recently due to gens tho :*v), Oni, Deathslinger (fell in love with that feller), Ghostface and Plague

  • Agitation, I just love it, both it's time efficiency and slapping survivors while carrying someone else :D

  • I'd love that ! Im not too sure whether or not we'll get it, they propably would've said something by now, but that'd really cheer people up in this time of crisis.

  • Assuming the survivors are all "Ok", on balanced maps I feel like most killers have a chance assuming the player is also "Ok". The only exceptions would be Clown, Bubba, Legion and Pig.

    As for which maps I think are balanced, Autohaven and Macmillan maps are imo the best, with my personal favourite being Coal Tower, which is, In my opinion the best balanced map

  • @K1LLR0CKNR0LL said:

    Anyone else here currently unemployed due to the virus? Anyone that is I hope your alright and everything works out. I got one month and I doubt unemployment benefits get approved very fast.

    Im sorry for you mate, hope everything will work out ! Atleast you have lots of time to play dbd 😗

  • Because currently the different versions aren't compatible, there is no crossplay, it is very much a possibility though and I wouldn't be surprised if we got Crossprogression along crossplay. Keep your fingers crossed :)

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162535#Comment_1162535

    When they get healed off the ground, you can down them again. You could milk 8 downs off one player this way.

    Like ... Why ? That's literally harder than just playing 1 match lol 😅

  • @Almo said:

    Maybe people are doing the "Knock down 8 Survivors in one match" challenge.

    And what does that challenge have to do with slugging exactly if may I ask ? If anything slugging makes this challenge harder, since I belive it's a master challenge.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162236#Comment_1162236

    Lol, by that standard you shouldn't choose either. Myers has trash perks too.

    No. He has a very good perk (STBFL), a not great but viable perk (Dying Light) and a perk that can be amazing when built/played around correctly (Play With Your Food). Imo he has one of the better perks in the game.

  • I agree with Peanits' opinions on these killers, one thing worth adding though is that Oni's perks are all trash except Nemesis being very situationally usefull in some perk combos. So I'd pick Myers.

  • Yup, basement hooks are very rarely worth going for. Gen speeds are too ridicolous.

  • No, there should just be double bloodpoint gain by base, because the grind is insane and will only keep getting worse.

  • Smaller and less op maps. Map design and size are one of the biggest issues in the game.

  • @Peanits said:

    We cannot confirm anything one way or the other yet. We know that you guys are interested in crossplay and crossprogression, but we cannot say whether or not that will be possible.

    Crossplay announcement for a year 5 stream would be the best present :O

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149300#Comment_1149300

    Only that one shack, for now at least. If it ends up being a huge hit, it could always make its way into other maps as well. Though from what I've seen, a lot of people have reservations about touching the shack in any way.

    For a good reason, it's a good tile, but Im all for trying out new things, as long as it's TRYING. The last thing we (as a community) want is ruining something good, if it can be better, go for it ! But if you don't have any ideas, don't force anything. Don't fix it if it ain't broken :D

  • @Peanits said:

    They are only available on the new map for now. We're using them there first to experiment and see what works, then we'll take what people like and apply them to other maps as well later on.

    So it's only the Saloon shack that has the breakable wall ? Was hoping it'd be in all shacks atleast :(

  • Same here, feelsbadman

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146716#Comment_1146716

    There's only so much you can do with universal challenges. Something like "Earn X bloodpoints" or "Get Y Iridescent Emblems" is fine, but there's only a very limited number of things shared between killers and survivors.

    Is that neccesarily a bad thing though ? Like I wrote earlier, in my opinion having the challenges not mess with the base gameplay too much is a good thing, I understand that they are more limiting for designers, but 1 or 2 more per level definetly wouldn't hurt, and they definetly would alleviate the problem atleast a little.

  • @Almo said:

    Gideon's is one of the most Killer-sided maps in the game... despite the number of safe pallets.

    It's not about balance. This map is just so incredibly boring and unfun. ALL the pallets are safe, either the survivors use them all up before the gens get done (in which case killer wins) or they do gens beforehand (in which case survivors win). There are obviously edgecases, but 80% of the time that's how matches on The Game play out, there is very little skill and very little opportunity for comebacks from either side. In my opinion this map 100% needs a rework.

  • @Peanits said:

    First and foremost, no, we don't hate killers.

    Second, this was something we were very transparent about back during the first Tome. Originally we had an even distribution of survivor and killer challenges, but this caused a lot more people to play killer than normal. When that happened, killer queue times went way up, making it difficult for people to do their challenges. Now there's slightly more survivor challenges than killer challenges as to not mess with matchmaking too much.

    Then why don't you make more "universal" challenges ? This way players of both roles can complete most of the challenges without "upsetting the balance". They're also arguably the easiest to design well, not requireing any quirky strats/playstyles that make you throw matches is always nice.

  • @Peanits said:

    It's not being ignored. It never has been, even. We mentioned right away that we'll be watching how the changes affect the game and make adjustments as needed. The first part of this are the toolbox changes. Whether or not it'll need further changes beyond that remains to be seen.

    I still think it's a matter of maps being too big/having too many safe things and not necessarily gens going too fast. Gens don't go fast at all once the killer snowballs/pressures survivors a bit, but doing so is literally impossible on maps as huge as Temple of Purgation/Rotten Fields or maps as secure as Crotus Prenn Asylum (unfortunately, the vast majority of maps suffers from atleast one of those problems), from my experience something like Coal Tower seems to be ideal in terms of size and something like Azarov's Resting Place is great when it comes to pallet/window strenght (but that's mostly due to it using almost solely "base" tiles, which are by far the best designed ones).

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125044#Comment_1125044

    I think the issue here is a matter of expectations. The EGC is not really meant to help you get kills, it's meant to get rid hatch standoffs and end the game so survivors can't hang around all day and waste time.

    That seems like a waste, Im on board with it not helping you get kills (atleast not directly), but reducing it to a mere "game ender" isn't doing the feature justice (even if it originally was designed only with it ending the match in mind), EGC has the potential to be a tense crescendo with some tweaks, but whether or not it even activates being dependant solely on survivors eliminates this potential entirely. (And no, the killer going all the way to the gate and opening it themselves is usefull only in extremely rare scenarios. 99.9% of the time it only serves a "I give up, leave" purpose)

  • Seing 46% use self care hurts ... Such a bad perk lol

  • @POTUS45 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1122825#Comment_1122825

    isn't iron maiden already a perk? how is that coming this DLC?

    From Witas's post:

    " Nancy's Inner Strenght. (which is getting a counter this DLC)"

    I was talking about Hex: Retribution, which gives survivors who cleanse dull totems the oblivious status effect, maybe not a "hard counter" per say, but it definetly makes it a bit less great all around :P

  • @Peanits said:

    Just to make it clear, not all perks are designed to be the new best. Specifically making things that are going to be the new best is how power creep happens, and that's not something we want. Often times we'll make perks that offer alternative ways to play. Something like Head On might not be that powerful, but it's fun to use and adds some variety to the game.

    Sure, but some should be designed to be the new meta, the game's getting really stale with the lack of good enough perks for people who like to play competetively. The last really good killer perk we got was Plague's Infectious Fright, that was almost a whole year ago, survivors are in a bit better spot, with the last meta perk being Nancy's Inner Strenght. (which is getting a counter this DLC) The meta needs shakeup in my opinion, so much so that I wouldn't be against disabling some powerfull perks for a duration of a chapter ...

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