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ba_tetsuo

ba_tetsuo

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ba_tetsuo
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  • @Peanits said:

    Thank you for the detailed feedback. I'll try to go into detail on the pallet bits because I can see that's a recurring theme here.

    Right now, we're working on changing the way pallets and their loops spawn. The current system just plops down pallets in valid positions without taking into consideration how strong they are. This can feel wildly different from round to round. You might get a bunch of unsafe pallets one match and then get nothing but safe pallets the next. With the map reworks coming up, pallets are going to be generated based on their strength. You might have more pallets overall, but they will be much less safe and possible to mindgame. Or you might have fewer but safer pallets. Overall it should feel much more even and less RNG dependent.

    Regarding double pallets specifically: This is caused by the pallet spawning system as well, though this isn't necessarily unintended. A while back we made some changes to the spawning system so pallets would be more evenly distributed across the map. Rather than having a dozen pallets clustered on one side, making it incredibly safe, they were spread out so specific areas because riskier for the survivors after they used the pallets. To do this, the game will only spawn pallets as long as they are not within a certain distance of one another.

    Each map has a range of pallets (minimum and maximum pallet count). If the minimum number of pallets for that map has not been reached and there are no more valid pallet spawning locations, the game will then break the rules and spawn the remaining pallet(s) wherever it can. This is why you might rarely get a double pallet. The silver lining is that when this happens, you have the absolute minimum number of pallets for that map.

    This is something we're actively working on and should be much better going forward.

    Regarding the last bit: We do not design killers just for fun. Power is also taken into consideration. The two are not mutually exclusive. The hillbilly is a good example of that, they are both fun to play as and against while still being powerful. Overpowered is a bit of a stretch; that would by definition mean that it's too powerful. The goal is always to make something powerful and fun. As we've done in the past, we're going to be looking at some of the weaker killers and looking into how we can change them to make them more competitive. Freddy is next up with a complete rework coming with the mid-chapter update.

    Gonna' wrap it up here because this is turning into a novel, but for a TL;DR, we're looking into just about all of this already. Bear with us.

    "Each map has a range of pallets (minimum and maximum pallet count). If the minimum number of pallets for that map has not been reached and there are no more valid pallet spawning locations, the game will then break the rules and spawn the remaining pallet(s) wherever it can. This is why you might rarely get a double pallet. The silver lining is that when this happens, you have the absolute minimum number of pallets for that map."




    Why is it even possible for a maps minimum number of pallets to be greater than valid spawn locations? Valid spawns should literally be the most amount of pallets that can spawn.

  • Shes a generic M1 killer with an instadown, basically. Run Enduring, SF, Bamboozle. She feels slow because of her height.

  • Just give the killer a 5% movement buff when chasing the obsession.

  • Yea, all the pins should apply on first hit, or reset FF on 2nd hit so that you don't burn your entire power to use it.

  • Most of these changes seem fine. The only one I'd pick a bone about is Thanataphobia. I'd rather see


    3/4/5% penalty to all actions per survivor. I'd also like to see it count dead/dced survivors.

    This way the killer gets rewarded for doing their job efficiently, instead of incentivizing an inefficient playstyle (not killing people).

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/514389#Comment_514389

    Wouldn't be surprised if you actually did receive a ban for this if it was reported.

    It's intentional griefing, doesn't matter if the game ends or not.

    Well, you're just wrong. If EGC is active, then the game has a definite end. They went to a corner, and the killer used that situation to get a kill. There's 0 things bannable about that

  • @BACKSTABBER said:

    @Peanits Remove ptb feedback thread and bug reports, we like to post in general discussion instead cuz more active/visibility

    So devs can read it easily

    This. There are exactly 2 dev comments in 3 pages of discussion

  • @Captain_Spaulding said:

    Yes but all killers need the the *strong* DF and gens need to be worked on for more than a second to repair the regression of the kicked generator, not just tap it. The reasoning, at least for me, for all killers to be able to make gens regress more is because something needs to be done about gen repair speed in general. Ruin is worked through so easily these days that it's a joke perk now. I haven't used this perk in so long and even with it the gens go quick.

    I've been saying this a lot lately. Gens shouldn't stop regressing until you've hit a skill check.

    As for speed of repair, being injured should have some effect on survivors. Even if its just a 5% reduction to vaulting, healing and repairing.


    Those 2 changes would go a long way towards slowing the game down.

  • @ReneAensland said:

    NOED in general shouldn't exist anymore considering the massive nerfs on second chance perks.

    Noed is adrenaline's counter. Nerf one, nerf the other

  • I'd buff the numbers on thanataphobia to be 5% per survivor, and have dead survivors count

  • @Watery said:

    https://forum.deadbydaylight.com/en/discussion/comment/511332#Comment_511332

    Yes... I did read it.

    I’m stating my opinion on the subject. I’m aware that some people see it that way, but look at it objectively. 

    Voice communication programs are not cheating. It would happen regardless; there’s nothing that the devs have on the agenda for it, since it’s a balanced feature. 

    All I did was ask if people have questioned whether or not it’s themselves, or they’re just blaming it on the game.

    But let me be absolutely clear in saying this;

    SWF doesn’t need to be changed. The solo experience should.

    EDIT:Here’s Peanits data:

    https://us.v-cdn.net/6030815/uploads/364/U742KKVK0NQU.jpeg

    EDIT2: If you’ve noticed... Solo players take up fifty percent of the game. 

    You get two survivors around 30 percent of the time. Three survivors ten percent of the time. You get killer less than ten percent of the time.

    I don’t see the point is this whole nerf SWF movement when other issues need to be handled. It’s not an exploit, the devs have a DISCORD for this game that you can make a SWF in.

    Cool. So 4 man swf is the super minority. Lets limit swf to duo then. That will appease the killer community, and impact the smallest amount of survivors

  • Doubtful. "It'll be fixed before live". Then once it hits live, "PTB testing showed that survivors didn't like having to look at anything or be required to make any meaningful decisions in the game, so its no longer a bug, but a feature."

  • Immediate problems I see with ghostface, whether they're bugs or features, @Peanits or @not_Queen can you guys confirm?

    1. Power Immediately cancels, instead of a 1 second delay.
    2. Power is canceled by downed/hooked survivors
    3. Power is canceled whether survivors have LoS or not, as long as he's in the camera view.
    4. Power can be canceled when GF can't even stalk survivors (example, in corn)


    Things that would go a long way towards making GF playable:

    1. Survivors have to point in GFs general direction, while having LoS to cancel his power.
    2. If GF doesn't have LoS on the survivor, the survivor can't cancel his power.
    3. Make the exposed meter not deplete until its fully charged. (GF never sat in one spot. He's knock on your door, run behind your house, etc. before killing you)
  • Man, this thread says so much that I've been wanting to put to words. I can't put it better, so I won't try.


    I will chime in with this though. I have never played a competitive game (fighting or otherwise), in which a basic character is not viable simply because they're meant to teach the game. As someone who's played street fighter for 25 years, Ryu has always been competitively viable, even though he's only there to teach you QCF, QCB, and DP motions. Guile has always remained viable even though he's only really there to explain what a charge character is. Zangief is nothing more than "This is how a 360 motion works", yet sees top tier play.

    Overwatch has been covered, so lets move to a different game. Dragon Ball FighterZ. SSJ Goku and SSJ Vegeta are the two most basic characters in the game. They are the marquee ryu and ken of that game. They are widely considered as 2 of the best anchors in the game. They're basic, yet 2 of the best in the game.

    Basic gameplay =/= unviable at a competitive level. There's nothing about trapper thats different from any other m1 killer as far teaching you the game, unless you're suggesting that m1 killers shouldn't be viable in general.

    As for making trapper viable at higher ranks, here's a few suggestions:

    1. Make his traps function similar to hag, where he starts the game with all held and doesn't have to collect them and place them one at a time.
    2. Make dark dye base kit.
    3. Allow him to reset traps without needing to pick them up first.
    4. Trapper was loosely based on Jason, who is notorious for always being right behind you. In this regard, let trapper teleport to trapped survivors.
    5. Let Trapper, and I cannot stress this enough, trap objectives. Let him put traps in unavoidable places so that you're forced to disarm them to get to the objective. Example: Let him put a trap right next to a generator, or right under a hooked survivor. This would actually force survivors to disarm his traps, buying him valuable time to get around the map that he doesn't otherwise have.
  • Honestly, with the ######### numbers on Thanataphobia, it should just be a baseline survivor penalty.

  • Honestly, I think any killer without a long range movement ability should be 115%

  • Yup. I've played very few games recently that didn't contain a disconnect. I keep reporting them, as "Disconnecting early to avoid defeat" is reportable, but we all know nothing is being done about it till Dedicated Servers

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/504075#Comment_504075

    It is NOT a must.

    Did you actually read ANY of my comments regarding developing better SKILLS at determining whether particular chases are risky or not?!?!?!

    This would be a fine argument if survivors didn't have ways to negate multiple hits in a chase

    in Ruin Comment by ba_tetsuo
  • @[Deleted User] said:

    Better solution: tweak the gameplay so Ruin doesn't feel necessary on every killer outside of Nurse/Billy/Spirit at high rank. There has to be some margin for error for killers at the start of games that doesn't involve relying on a totem spawn point. Simply walking to the wrong side of the map at the start can cost you two gens.

    This. Honestly at this point, I just walk at my ruin at the start of the game and find 2-3 survivors

    in Ruin Comment by ba_tetsuo
  • What will it take for people to accept it? It will take them realizing that its existence does not hinder them in any way. They are not required to purchase it, or participate in the free track.

  • Or just let killers place the hex where ever they want.

    in Ruin Comment by ba_tetsuo
  • @FireHazard said:

    The movie itself would nee to acquire every single license in the game as well.

    That task isn't very easy...

    Not really. Would just need to only use properties owned by bhvr. You wouldn't want to fit every killer/survivor from the game into the movie. You'd want:

    Beginning - 4 survivors are characterized IRL

    Middle - Survivors are kidnapped and dropped in a trial

    End - Some survivors survive, some dont.

  • Spend first part of the movie character building.

    Show scenes of the 4 survivors with their family, eating, maybe one of them lives alone and is a junkie, etc. As the movie progresses, the 4 start to see things out of the corner of their eyes. Shadows flickering, crows following them. Make it super spooky and paranormally.

    About half way through the movie, the survivors disappear. Show a few shots of their families talking to the police, etc. Cut to the trial. Odds are good that you'd want to use an iconic killer, my vote would be trapper.

    Then its your traditional horror slasher flick. Survivors figure out the only way out is the pair of gates located on a sprawling abandoned estate surrounded by wrought iron fence. They get there and pull the release, only to find that the power doesn't work. You know the rest.


    Some of them make it out, and get to return to the real world. The ones who die? Well, they're stuck in the entities realm to run it over and over and over.

  • Honestly, I think a reduced FOV would require survivors to pay more attention to their surroundings, and buff stealth killers such as pig.


    I could at least see a reduction during gen repairing

  • I believe thats a bug they just haven't gotten around to fixing yet. @Peanits OR @not_Queen can either of you confirm?



    Soundcloud link incoming

  • Press f1 while having the character selected

  • Use the in game report, not that it matters much.

    WaIt FoR dEdIcAtEd SeRvErS

  • There are two types of M1 swings in this game.

    Short Hit: This is a quick click that checks if a survivor hitbox overlaps a killer hitbox. If it does, you get a hit and the animation tried to visually match the hit as much as possible. Since it doesn't care about facing, and only checks for hitbox overlap, this could be theoretically called auto aim.

    Lunge Hit: This is a long click that moves the killer forward. If the forward movement connects with a survivor hitbox, this results in a hit. Since it lunges forward, this attack can be missed if you don't lunch at the survivor directly.


    The 2nd one is probably the one you're missing with. There's no auto aim on this, you just need to practice swinging around corners more or check/replace your mouse if you're sure your aim is correct.

  • Freddy will have this, actually. When you're asleep, instead of the terror heartbeat, you hear the la-la-las

  • Literally the exact same place as me. See here for some evidence to see if yours matched:

    https://forum.deadbydaylight.com/en/discussion/64984/stuck-inside-a-pallet-as-killer

  • Who cares about tunneling? Show me a survivor that doesn't tunnel gens. They'd sit on the from 0-100 if given the chance

    "Its our only objective"

    A) No its not, totems.

    B) Killing survivors is our only objective.


    "There's 4 different survviors"

    There's 7 different gens.





    Anyway, no, there's no counter play. But it forces the survivor to sit in a locker doing nothing till the timer runs out. You can also do nothing, or you can fake the walk away, or just go after someone else.

  • Yea, I had the exact thing happen to me. Were you on The Game and by the basement stairs?


    @douggie123

  • The battle pass does not hurt the people that don't like it at all. Its only cosmetic rewards, and there will be no "stealth" skins for anyone *ahem* Claudette. If you don't like it, don't buy it. You're non the worse for its existence

  • @[Deleted User] said:

    Either get a stack, or be able to get another stack from hooking one of the same survivors again.

    When someone DCs and you're Myers, the person who DCed has his remaining evil split between the remaining survivors.

    A lot of the time people DC it's to "deny" the killer points. Reducing the effectiveness of DCing would lower DCs in the first place, as well as mitigate their impact.

    I cant count how many times I've tried tombstone myers, and get 2 DCs so I'm literally unable to reach EWIII

  • Just point at the blendettes. Bet the killer doesn't go after you

  • Someone ran the numbers on it, and on average, the p3 bloodweb was equal to or worse than p0 webs in nearly all cases

  • Yea, I run Overcharge literally for this reason. Overcharge is a hard skillcheck to hit. I'm not asking for a hard skill check to hit. I'm asking for an immediate regular skill check to get the gen to stop regressing.


    Stopping Gen Regression should take at least as long as starting it.

  • Man, I hate how that is handled. If all the valid pallets for a map have been spawned, it should not spawn additional pallets.


    Also, if there's a min/max pallet count, why not have the max = number of valid spawns.

  • Honestly, devs should implement something where there's a skill check as soon as you touch the gen. This would stop gen tapping, as well as people tapping during a chase to stop gen regression

  • @Mediva


    Here's the thing. When you click Ready and load into a game, you are agreeing to play a game of DbD. Not "I'll play if its not X/Y/Z"


    The reason you DC doesn't matter. If you DC because you don't want to play, you shouldn't have readied up for a game to begin with. What if a killer DCed every time they saw back to back loops and a ton of pallets? Or if theres 4 mom/ds/bt/adrenaline?


    I hate flashlights, Should I dc any time I get blinded?

    Some games are fun, some suck. Hold the L, don't be a #########, and finish the match you agreed to play.

  • @FeelsVeryBadMan said:

    Imagine complaining about DCing when you're playing Prayer Beads. Sorry, but I totally understand why people DC against that.

    You're saying that it's not fun for you, but ask yourself this: Is it fun for the Survivors?

    DCing when you get downed or when it's a killer you don't like is not okay, but playing against something that has little to no counterplay justifies DC imo.

    PS: I do not support DCing in any way, but I totally understand when people DC against something like this.

    DCing just because you don't want to play the match is unacceptable period. Whether its a killer, addons, map, you didn't get the perfect start, whatever. Unless something IRL comes up, don't queue for a game if you're gonna leave it

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/497690#Comment_497690

    This is true, although if I find you by chance nearly a minute later, I just have to wait a few seconds and the timer runs out. If it only deactivates when someone else is hooked, it'll never deactivate.

    I do feel like reducing the timer isn't 100% the way to go with it since making it shorter would make it easier to slug the guy that was unhooked and wait out the timer, but I'm still keeping an eye out for feedback nonetheless.

    Just put an or clause.

    60 secs or until another survivor is hooked

  • @Dr_Trauts said:

    The devs will never buff legion again, accept they're dead and move onto another killer

    @Dr_Trauts I'm not even asking for a buff at this point. Using @Peanits math, a 1.3 second stun is the same as a 4 second slowdown. I'm asking for a QoL fix for legions power

  • @NeaJovovich said:

    The game is Killer balanced in pub matches/solo queue.

    The game is titled to Survivors in 3+ SWF in only about 60% of the matches.

    Not talking "red ranks" cuz not everyone is red rank.

    So basically, Survivors DC cuz the match is unfun - Killer, Add-Ons, Map, Hex camping, etc.

    Killers get to play the entire round, Survivors don't. They role feels like a chore if their teammates aren't playing well.

    The more Survivors that die off, the easier it should be for Survivors to win.

    "The more Survivors that die off, the easier it should be for Survivors to win."

    What kind of bass ackwards logic is this? Sure, lets punish killers for doing well on top of everything else.


    Players are DCing because they can't hold the L, and BHVR isn't punishing them for it. Simple as that

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/496903#Comment_496903

    Be my guest, ask the Devs to do it. I absolutely do not mind.

    This is a really dumb argument, but sure, I don't mind facing Wraith only to see him blinking. Personally it's no big deal to me, and I would like to be surprised to see such a thing.

    When I can use wraiths model combined with legion's power, you can tell me which skin not to use. Claudettes model is nothing but a skin that players use because of the advantage her clothes offer. There is no inherent benefit to claudette other than that.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/496830#Comment_496830

    Claudette is part of the game. How about I tell you don't play Legion, or don't play Nurse, or don't play whatever.

    How do you like that?

    If I could slot Legions power into another Killers model, sure.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/496848#Comment_496848

    Holding the game hostage is a problem, well it used to be. I suppose if they changed it so that the EGC collapse timer was maybe 1 minute longer, only in situations where it's a 1v1, then that would give the last survivor enough time to open a gate without getting caught maybe.

    I think the 2 min is simply too short unless you are very lucky where the gates spawn opposite sides on a huge map against a slow cannibal or something.

    I could agree with a 3 minute EGC timer if it didn't slow down while survivors were downed or hooked.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/496833#Comment_496833

    If they keep the game as it is, I would rather they just remove the hatch completely. I would have more success escaping the match through an exit gate with no timer then I currently do with the BS EGC timer as a solo survivor.

    A timer is literally the only way to ensure that neither side holds the game hostage. If your post was about extending the timer, then we could have a discussion. But the game needs a definite "Do this in X amount of time or you lose".

  • If you don't want killers to prep vs your claudette, don't play claudette.

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