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bm33

bm33

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  • I had 2 uncleansable totems in one match because there were 2 hay throwers/harvesters on Coldwind map, one totem was dull and the other was Devour Hope. They really need to triple check totem spawns before releasing patches because it feels like each time there is a totem bug that can be on any map, not just ones they reworked, and it takes way too long to get fixed.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1872946#Comment_1872946

    I like how people complain about Myers and not Haunted Grounds

    I've seen multiple people say they won't cleanse lit totems if they don't know what hex it could be because it might be Haunted Grounds even though it could be Devour Hope that is so much worse once the killer gets enough tokens.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1872935#Comment_1872935

    Kinda dumb of them to do that considering they most likely only have a couple of gens left and they're playing against an m1 killer.

    Survivors complain about NOED because it snowballs a game when all gens are done and all they have to do is cleanse totems during the match. Instadown/moris with gens left severely breaks those survivors spirit. πŸ˜‚

  • Is it T3 that lasts forever or moris healthy survivors? If so the survivors probably have bad experiences, probably figure they don't have a chance so why bother and decide to get killed so they can just move on to next match.

  • I think on end game screen it'd be nice to have info on what survivors did - totems cleanse, % gen completed, safe unhooks, time in chase.

  • As others have said testing other features to make sure they aren't bugged. Have had multiple patches where killer that wasn't announced to have any changes was bugged at live release. Maps that weren't reworked have bugged totems or areas where players get stuck. In this ptb there are random cosmetic bugs on Meg, Claudette, and Trapper. Also playing perks not in the announced changes are how people have found out perks are either not lighting up at all during a match or are staying lit up all match when they shouldn't be.

    They could be testing perks that were changed. They might not have Undying on Clown, Wraith, or Trapper (3 killers with announced changes) but they do have it on Spirit. They may be playing Nurse and want to see if new maps have spots she can't blink.

  • Either make colorblind options or STOP having important game mechanics rely on specific colors.

  • If they're choosing cornfields they may be seeing if the bugged totems are still there. While there are reworked maps/killers there are bugs that can happen to other maps/killers that it's good to play to find bugs to report BEFORE the patch goes live. Also gen rushing they're playing how they would normally, this is also good to see if changes are good/bad when played normal not just goofing around. Main problem is half those on ptb play normal to test and are mixed with other half that just want to mess around/look at new stuff.

  • Slow down Freddy/Doctor or slugging Billy/iri head Huntress. Slow down Freddy/Doctor just have match that survivors can't progress just go on way too long because they also won't kill the survivors. Slugging Billy/iri head Huntress because they usually manage to down the team and just have them all bleed out.

  • Add on to also block a gen for x amount of time after missed skill check could be good.

  • I had a match on Coldwind with two uncleansable totems - two hay thrower/harvesters and each one had an uncleansable totem, one a dull and other Devour Hope. Feel like every map update causes uncleansable totems, even on maps that weren't the reworked map. They need to triple check the totem spawns before going live because they take waaay too long to fix uncleansable totems.

  • Last rift was ridiculously grindy. Gift the rift and extra 10 days was only reason I completed it. Really if I wasn't helping my brother grind through for his rift I wouldn't have even finished mine - he had paid for premium early on when he shouldn't have and wanted to earn his auric cells back.

  • This post (https://forum.deadbydaylight.com/en/discussion/187573/console-optimization/p1) was made after a 30 page one was closed and all we got was a "we'll pass it on to the team." Since it seems to run better on ps5/Xbox series x they're probably not going to bother optimizing it for ps4/xbox1/switch, they'll just keep saying they're "looking into it."

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866506#Comment_1866506

    Your sentences aren't even coherent anymore, idk what your trying to say so, whatever floats your boat ig

    It's from the Princess Bride. πŸ˜‚

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866627#Comment_1866627

    That's the thing about a lot of maps though, you either need to get lucky with clipping and grass (which they are shadow nerfing evan with by removing more and more foliage with graphics updates) when placing traps or hope to get really oblivious survivors! I often like to snowball with basement though so tar bottle is a complete and absolute must for me, those stairs become easy mode!

    I'm not happy about the lack of grass on the new maps. It's wicked annoying that the face of Dead by Daylight keeps getting screwed over by the graphics updates. πŸ˜’ They need to make tar bottle and carrying extra traps base kit for him.

  • Kindred - I'd get farmed by teammates not running BT when killer was camping or left on first hook to die when killer was off chasing someone else. If I put it on it's more so to help me know player's locations when someone else is on the hook.

    Premonition - switched it out for spine chill for speed boost when killer is looking in my direction. Spine chill has helped cleanse hex totems just that little bit faster and saved me after my swf teammate swears the killer is still chasing them.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866594#Comment_1866594

    Really? I find the game as Trappy boi quite fun, if you luck out and brought tar bottle, the downstairs area is gonna be a breeze for you as long as you dont forget to watch your step while carrying someone, i've fallen victim to my own cunning too many times on that map!

    That's the problem, you NEED to bring tar bottle for that map otherwise hope you have a team of survivors that are completely oblivious to traps. You have limited areas to set the traps to actually be of any use, and unless the survivors are new they're going to know those spots to disarm/avoid the trap.

  • The Game, especially as Trapper. Already limited for where he can put traps and the pics of the rework make me dread it even more once it goes live. πŸ˜” Not a fan of that map as survivor when I go against a Doctor, Nurse, or Freddy.

  • @lucillexoxo said:

    I just made some mockups too for a post about streaming and why that affects us a bunch too. Not only is it really hard to use, but it breaks all streaming layouts! There's no simple way to fit elements in there easily.

    It feels like the biggest complaint is how the UI is all over the screen. I'm hoping that more streamers that bhvr uses for free marketing will be very vocal on how it hurts them so that they hold off pushing out this new HUD and make adjustments.

  • I don't like it cluttering the screen by scattering information all over the place. It reminds me of when I was a kid just trying to fill the edge of a poster for a project to make it look like I did more than was actually there not realizing it just looks disorganized. Putting information all over the screen also takes away from any immersive feelings in the game, especially when the visuals look so out of place. I don't like that it is creating blind spots in the FOV, even if you change the size there will still be a blind spot where the information is sitting. I'm worried that it is also going to increase triggers for fps drops on console and low end pcs. I also feel like choices they have made completely ignore the colorblind community that has been very vocal asking for accessibility options - rather than take that community into consideration to avoid adding features that will further put them at a disadvantage they are replacing current features they can use with ones they cannot.


    The current UI having all information neatly at the bottom not only looks better but works better for checking on information quickly while in a match. Being at the bottom it also avoids blocking anything in your FOV.

  • It's been an issue for awhile. There's a bunch of triggers in the game for fps drops on console and low end pcs. This post from the summer has lists of a bunch for both sides: https://forum.deadbydaylight.com/en/discussion/187573/console-optimization/p1.

    When they removed bloodlust for a weekend many of the console killers loved it because it removed a trigger that consistently screws them over.

  • The new maps haven't been helpful to Trapper either. Looking at the new Game map I just get sad thinking about how not only will it stink collecting traps from all over that map but how easy survivors will see his traps, he's going to be so limited on that map.

    He should be able to carry more traps, they should be darker without an add on, and they should spawn closer to the middle of the map instead of in corners at dead zones.

    He's the face of the game, he deserves more love.

  • I prefer it organized on bottom where it isn't blocking anything rather than scattered around the screen where it can create blind spots in FOV. Also concerned about it triggering FPS drops on consoles/low end pc. I do like that it will give more information.

  • @Mandy said:

    The whole point of EGC is to end the game, it's not about applying pressure. If the gates are that much of a problem the killer is able to open them themselves and force start EGC, so I don't think anything needs to be done about 99'ing the exit gates.

    I feel like this is said non stop and people refuse to accept it is just to put an end to a match/stop stand offs, not help the killer get kills. I would say if EGC timer completely stopped when someone is hooked, downed, chased it might help them see it's just to end a match where nothing is happening anymore but I doubt that would actually get the point across.

  • @chieften333 said:

    https://us.v-cdn.net/6030815/uploads/UVUKXU81726D/20210108-191518.jpg

    It keeps the gritty style that we know and love, while showing the necessary info that the new UI was trying to convey.

    I honestly have no idea who to credit this to. So if any of you know please tell me.

    ( just so y'all know those are the survivor adept portraits )

    That's way better. I hope they do something closer to this than the current plan of HUD all over the screen blocking view for killers and survivors.

  • According the McLean on his Discord he was the gameplay programmer in the Clown rework. Think it will be interesting to see his comments on Clown on his next stream and during PTB. I'm curious to see what his chat will bring up (like vet Clown v new Clown) and what he will answer.

  • @Gay Myers (Luzi) said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859780#Comment_1859780

    When things are added, they have explained that the current UI makes it hard for them as it limits the devs as to what they can add, the new UI allows them the freedom to look at new changes and mechanics they could add.

    Having both enabled would mean trying to figure out how to update the old one too, which is also development time spent on it then.

    Current one being customizable would be interesting though.

    Biggest problem is new UI being all over the screen and blocking FOV. Just being able to organize it at bottom like the old one would make it way better than it is now.

  • Not a fan of the new HUD being all over the screen - clutters the screen and looks disorganized, blocks FOV. Worried it's going to trigger more FPS drops for console/low end pc. Out of everything the new HUD I'm hoping they reconsider and hold off implementing to make adjustments.

    I thought Undying just needed to have the aura removed and it was fine. I understand if it's going to keep tokens it should only move to one totem but I'd rather lose tokens and have it move to dull totems. I think at most might see more Undying/Devour Hope but think will really just see more NOED with gen defense.

    Trapper change is meh. Think they should've done something similar to snap out/pig traps. Feel like he needs some serious love, especially since so far it looks like Game map is going to make him useless there.

    Wraith it's good he will be invisible further away. Don't think it's going to get more people playing him.

    Clown bottles will need to see how they work. Depending on the add ons I don't see many using the one that could give survivors a speed boost.

    Survivors already complained that snap out of it screwed them over trying to mend within 30 seconds. Have a feeling will see more downed survivors that couldn't mend in Doctor matches.

  • I'm not a fan of the HUD being all over the place. It doesn't look nice, screen feels cluttered/disorganized, and having information on sides/top blocks FOV. I'm also concerned about how it will effect console/lower end pc FPS drops when status effects are already a trigger.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859484#Comment_1859484

    This isn't true at all. I've been in many red rank games where the survivors got decimated by NoEd.

    This. I see NOED in most my red rank games that the killer wasn't running Ruin/Undying because most red rank survivors don't touch dull totems because "it wastes time."

  • People constantly complain about NOED and they're told to cleanse totems. Devour Hope will be fine.

  • I agree with this. Not a fan of the new HUD at all. Not only does it make the screen look cluttered but it also blocks FOV. The changes are not helpful. The HUD did not require a full rework, just some additional information added to the one we already have.

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858437#Comment_1858437

    you wanna know what's wrong ? good, im happy to help :

    • First of all, the placement is annoying, not only because nobody was angry at what the HUD looked like but because also it's taking too much space it's literally EVERYWHERE instead of 2 corners of the screen, it was perfect this way, i didnt have to look everywhere to search for a specific information
    • Second, i like the hook counters, but it could have easily been implanted to the old look. Keep the hook counters tho, it's useful
    • Third, the thing that is the most annoying is why replacing perfectly fine and understandable icons like "HEALTHY" and "INJURED" by "survivor's ugly low res portrait" and "survivor's ugly low res portrait but it's flashing red" IT'S NOT PRACTICAL AT ALL. IT DOESNT HAVE ANY IMPACT, YOU CANT LOOK AT IT AND KNOW INSTINCTIVELY "that guy is injured / healthy'
    • Fourth and final thing, again with the red flashing did you think of colorblind people again ???? Devs already put a terrible aura update that was impossible to play for colorblind people and now, with the portraits just flashing red instead of being understandable icons representating health states, they wont be able to play the game anymore ! because they cant get information because of the UI !

    Here. Your list

    This is really good list of issues with the new HUD. The placement all over the screen looks cluttered and is not helpful. Not only is all the information now spread out all over the place it also blocks FOV for killers and survivors. I can't believe with ALL the requests for colorblind mode and them denying it with "it'll give others an advantage" they add yet another thing that will not help those that are colorblind.

    Consoles/lower end pcs already receive plenty of FPS drops from status changes popping up on the screen, this new HUD makes me extremely worried about how it will further effect those issues.

  • I don't like the new HUD at all. New HUD just makes the screen look extra cluttered and disorganized having it at random spots all over the screen. Also RIP pretty screen shots since now there's junk everywhere instead of one spot.

    Having all the information together across the bottom is way better, both for usefulness and looks.

  • As survivor I'm definitely not thrilled to get hooked in the basement because I know my odds of being camped or left on first hook just increased but I don't hate it. Once I know where the basement is I do my best to avoid it while being chased. I've escaped a bunch thanks to killers that were being stubborn wanting to hook everyone in basement and refused to hook me on nearby hook not in basement - I've ended out making it to the hatch after breaking free multiple times because of this. I also like that it's free points being down there when killer is afk.

  • @luckster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857238#Comment_1857238

    Sorry wrong wording on The glove , Bloody Coil makes it as it injures the survivor sabotaging but injured survivors have no effect those teeth are nothing has effect no matter if you sabotaged, got trapped and got out by friend or your own this applies all the trapper has to do is show them the teeth on his weapon ( the traps already injure by default bloody coil doesn't effect that).

    How long should the exposed effect be.

    Overall I think exposed is unnecessary for traps, it feels like a weak version of Bloody Coil or Honing Stone. Another survivor needs to free you from a trap to be uninjured - that only happens with swf that stay close together or rare occasion random is nearby while solo. Unless you as the Trapper are nearby to the trap that is disarmed/survivor is freed by another survivor you are going to waste time looking for them while they wait out the exposed status like they do already with Make Your Choice and Haunted Grounds. Survivors would also just abuse it by disarming the needed amount of traps so they could have injury free escape if they step in a trap later on. Atleast when survivors are injured they need to spend time healing, leave blood trails, and make injured sounds (unless running Iron Will) which makes it easier to find them. Showing the auras of survivors after disarming/escaping trap for 5 seconds or having survivors that are already injured enter wounded state after disarming/escaping trap would be way more useful for Trapper than having them be exposed.

  • As everyone else said, more concerned with the bugs it'll bring. Each map update totems in a realm (doesn't even have to be realm they updated) somehow become uncleansable. Random places will cause survibors/killers to get stuck. At least one platform has increased performance issues. Worst part is it can take weeks or until the next chapter/mid-chapter patch to fix the issues.

  • Trapper only has handful of traps and limited places to use them without being easily seen. He doesn't need anymore limitations to his power.

  • Glove sounds cool except for needing traps in your hand to pick up a trap.

    Those teeth are nothing is just bad addon when there's Bloody Coil (will always injure survivor if they disarm or are trapped) and Honing Stone (will down the survivor if they try removing themself from the trap).

  • I think if you've had time to recover to "find help" you should have option to speed up bleed out timer. If you can speed up hook states that are 2 minutes to be 10 seconds you should be able to speed up bleed out timer that lasts 4 minutes.

  • EGC was created to put an end to the game due to hatch standoffs/survivors holding game hostage after opening gates. It was not created to help killers get kills. Open the gate if you want EGC to start as soon as the gens are completed.

  • I believe for time last year they had removed Badham, I forget exactly what was wrong on that map.

    I think problem is each realm has terrible issues. The Coldwind Farm maps have totem spawns that you cannot break the totems. This is terrible when the killer is running Devour Hope and you have no way to get rid of such a strong perk. Really they should have better resources put towards game health to fix issues, and do it in a more timely manner instead of waiting for chapter/mid-chapter patches.

  • Yes, one night friend told me of a small fog whisperer he got one from and told me to head to the stream, I got it with second code I saw.

    With the byebye2020 code at end of month I'm pretty shocked anyone wanting it missed out when it was unlimited for almost a week.


    Edit to add - I really hope they don't do anymore limited codes for exclusives like this again. It's terrible.

  • I'd love instead of breakable walls for there to be doors survivors and killers could open/close and if killer wanted to remove it entirely they could break it.

  • No because EGC wasn't created to help the killer win, EGC was created to give the game an ending because there were too many times there were hatch stand offs or survivors holding game hostage by not leaving after gates were opened. The killer is able to open the door to get the game to end rather than wait for survivors to open/leave. It's not supposed to be a killers helper to get kills, it's just to get the game to end.

  • Game looks like it'll be worse for Trapper to play on. πŸ˜”

    I really hope the devs check ALL totem spawns on ALL maps before having this patch go live. Every map update totems get screwed up, somehow even on maps they didn't update, and they take forever to fix them.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856565#Comment_1856565

    At this point they might aswell just ask us if we tried to turn the console off and on again to see if the perfomance is better :]

    But hey,at least we can get optimization for the small prise of 500€ :D

    Not devs but others have said to close the game after every couple of matches for better performance. I'm surprised devs haven't repeated that rec. πŸ˜‚

    Price of $500 and being online at right time when they release a handful of systems. πŸ˜‚

  • When PS4 was unplayable for weeks after a patch their first suggestion was that PS4 players update the firmware even though you can't play online games on PS4 without having it up to date. That response showed they lack basic knowledge when it comes to consoles. This post (https://forum.deadbydaylight.com/en/discussion/187573/console-optimization/p1) from last summer has lists of triggers on console for fps drops for both killers and survivors that the most we got is it was passed on to the team. Now that ps5/XboxSeriesX are out and from what I've heard the better system has removed fps drops I don't see them bothering with optimization for ps4/xbox1, they'll just make sure the game still runs on those systems until Sony/Microsoft stop supporting them.

  • Struggle. Dying thanks to fps drops sucks. Fps drops screw up skill checks so replacing with that is no good. Really they should just make it "press x to give up."

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855010#Comment_1855010

    you missed my point in my response. I was talking about the dedicated server saving things not the player. if the player reports someone at the end of the match for say hacking, the dedicated server takes the data and saves it for the devs to review not the player doing that.

    I was saying you're right that the dedicated servers should do it because it's very easy on player side to lose the proof from hitting the wrong button.

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