chieften333
chieften333
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- chieften333
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Comments
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Just because you like them doesn't mean that everyone else's opinion is invalid.
Many complaints are valid, and are not asking for a total return to old animations. But they are asking for heavy polishing of the new ones.
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Survivor is the calmer role to me, that and the metric boatload of second chance perks I can being into a match.
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The clown has two very good teachables, one meta, and one good one. but is considered a low tier killer.
Blight has a meta perk for one of his teachables. He is considered a good killer, but takes a TON of practice to get good with.
The legion has some very meh teachables. And are considered a lower tier killer.
The oni doesn't have terrible teachables, they're just not great either. But he is a very solid killer.
Deathslinger is considered a middle of the pack killer. But his teachables are godawful.
The twins have semi - decent perks. But are considered a lower middle tier killer.
My personal recommendation is clown, despite him being lower tier, his teachables are definitely worth it.
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Yep, as far as I know it's whoever pushes the button first.
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A lot of people have suggested this, we have no idea what the devs intend. Mostly because they hardly ever tell us anything important regarding changes before they release them into the PTB.
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It'll take them too long to do anything before the game becomes incredibly stale.
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Spine chill, it completely counteracts the point of a stealth killer.
They rely on the stealthy approach to get an easy hit, but spine chill deprives them of the stealthy approach.
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They also changed the buff and debuff timers to be red on red. Meaning colorblind people would not be able to tell when their buff or debuff ends.
Cause screw colorblind people am I right? /s
I'm not colorblind. But even I have some trouble seeing the timer!
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It isn't terribly surprising though.
@jrinkwater said:
https://forum.deadbydaylight.com/en/discussion/comment/1870138#Comment_1870138
Yea it was a big part of the chat, asked like 10 times. And he assured it is NOT meant to be that way and will be fixed. Now, will they fix it in time for release? I sure hope so. Because the amount of bugs that I saw in his stream was... really... sad
It's honestly kind of sad that we have come to expect the devs to break the game somehow with every update.
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/comment/1871415#Comment_1871415
That's not what bothers me. What bothers me is the difference of how the game plays on both. For example, a computer Oni and Nurse would shred compared to console versions.
Not to mention how with crossplay on you can go against hackers.
After encountering a couple I permanently disabled crossplay. Not dealing with that crap, and it baffles me how the devs are seemingly unable to detect cheats.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1871443#Comment_1871443
Apart from ormond, I would say the new maps are actually mostly better. It's the older ones like swamp i find bs.
Tell that to Autohavens cars. Blight literally can't hit the broad side of a car or truck without slipping off in some way.
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Blight is underrated when he works.
Sadly the reworked maps are detrimental to him because these devs can't make accurate hitboxes for whatever reason.
Don't even get me started on new ormond, which has worse hitboxes than before.
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Yep, welcome to DBD
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@Hoodied said:
Oh hey this thread name is interesting, wonder what its abo-
My work here is done
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@[Deleted User] said:
Ok, enough internet for today.
I don't blame you
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They look so robotic that it's amazing it even made it Into the PTB. there's no natural fluidity in the run cycle, no bobbing of the character model.
Plus the idle animation... why in the everlasting [BAD WORD] did they make them stand straight up? Not only does it not fit the lore of the game, where the survivors are supposed to be terrified of the killers. But it looks so unnatural that it's borderline uncanny valley. It also looks too close to a t-pose, like it is unfinished even in the PTB.
Just... how did they think the running and idle animations were better than the original?
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1871196#Comment_1871196
Dude most of us have been waiting for over 4 and a half years now, and a lot of feedback isn't being listened to. I'm not saying all of it isn't, because that would be a stupid statement to make of course they listen to feedback, but a lot of decisions they make are very 'final'. Like a "yeah welp, we think THIS is better for the game so you're just gonna have to get used to it". And they're still taking things so slowly and so safe, never taking any risks because they know they don't have to.
Yep, I joined right around the winter solstice of 2017. I have seen how much missed potential BHVR has. They could do so much with this game, but they just don't. Plus the people who simp for BHVR are only fueling this situation.
This game is in dire need of competition. Without it, this game will just keep going downhill with broken updates, and minimal changes in EVERY major update.
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God no
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@LittilAvindar said:
I think I heard developers are already going to do another change, because they realize that, while they've added the new vial, they aren't incentivizing using it. There's no real benefit to an extra 10% speed boost that will also benefit survivors, when the clown is already 15% faster by default, gains bloodlust, and his purple vials already slow the survivor by 15%. As such, people won't bother using the yellows. From what I understand, they are considering reducing his base movement speed to compel use of the yellow vials. That, or they may have to either remove the speed penalty from the purple vials, or make them also impact him same way the yellow vials would.
I pray to god that you're wrong, reducing his movement speed is not the way to incentivize using the antidotes.
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I feel like they could give the antidote a small buff. Though I am kinda sad that that the old effect for solvent jug is going away.
Other than that I'm excited for the new clown.
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Usually they modify the chase music from the PTB. Though there are a couple cases where they didn't.
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@Swiftblade131 said:
The new ones need some work.
The new ones need *a lot* of work
They look so robotic it's actually amazing they considered these over the ones we already have.
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@redsopine00 said:
That’s more disturbing when you take in her species and personality being trapped like that and unable to fly would break a Pegasi and in rainbows case that’s the third worst thing ever done to her.
What the [BAD WORD] are the other two?!
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1870172#Comment_1870172
They even post videos.
They do it to keep the horror story going. They don't even like MLP. They just wanted the meme to never die.
I guess that's one way to do it...
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Do you even have to ask?
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@StibbityStabbity said:
Someone else took up the mission. They keep a blog to describe it.
It's just as unsettling as you'd think.
Oh god why?
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It is what it is.
For whatever reason people act that way on the PTB.
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@Mikeasaurus said:
Why OP? Who hurt you?
The person who posted this on reddit
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@jrinkwater said:
Watching dev on twitch said it's not intended
Oh thank god
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1870075#Comment_1870075
Ain't piss, it's Mello Hello from the early 80's.....
I don't think I have the heart to tell him the truth
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@Ghouled_Mojo said:
Why is there a winged baby horse in a bottle of piss?
You don't wanna know, trust me.
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Now that I think about it, the new grass never did make sound. It could possibly be a bug because an oversight this large is just... plain embarrassing.
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Not quite how I would put it... but yeah. I ain't exactly leaving, but I feel you.
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@Mr_K said:
Do you need to use Q & E or does moving the mouse work?
I've only seen clips of it, but it seems to work with mouse based on how smooth the turning looks.
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The caravan area looks so darn bland now. Hardly any color there, as compared to the pre-rework area that had colored spotlights giving the area a vibrancy that was lacking in other maps.
The maps look good, but they are really trying too hard to fill empty space. Which just makes the maps look more visually busy. Plus playing blight on new disturbed ward looks like a nightmare with all of the stuff in the way.
I'm disappointed the killer shack is just a slightly re-skinned macmillan shack. I was under the impression that the shacks would be unique to their realm. The only thing unique about this one is the fact that it looks slightly burnt, and has some map specific objects inside of it.
the ground textures look better this time around, they have rocks and some leaves making it look more visually rich. But I still feel like they could stand to put more leaves in the texture, which would also let trapper's traps blend more easily. Lord knows the map reworks have been hard on trapper.
The distance fog looks like it could use some reigning in. It seems like they shrunk the map, and with the way the distance fog was left you can see a good portion of the map. Leading to you being able to see the killer coming from a decent ways away. So they could stand to decrease the radius that the fog starts to block your view.
Other than those few gripes, the design team outdid themselves again for crotus. I especially love how some things are on fire.
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Don't mind this comment, just want to get an answer for this question
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Instantly downs survivors when they're hit with the cans
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I guess so the killer doesn't target the survivor with the fewer hooks, even though you can already keep track.
At best it's a flimsy excuse not to have individual hook counters.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1868703#Comment_1868703
They completely removed it! @TheClownIsKing is gonna be pissed about this.
Honestly, when you play clown with the exhaustion addon, you come to realize how much people rely on dead hard.
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Probably an unintended consequence, but knowing BHVR it could also be on purpose.
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This was made within a day of them showing off the new UI. I get that whoever designed the new one put effort into making it, but it doesn't suit DBD.
Not to mention how it makes face cam placement impossible for streamers.
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Bottom left was perfectly fine as is
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@C3Tooth said:
The portrait is really messed up. All the status used to be all different flat arts.
This one. 3D portrait for healthy, 3D portrait with Red glow effect for injured, then flat art for dying & hook...
They need to stick with either one style, or the other.
Or better yet, use the adept survivor icons for the UI. Thay way it keeps the flat art style, while also saying which survivor is which.
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The effects were a lot more noticeable when the UI was in the bottom left.
I know this new UI has been giving the fog whisperers some issues as well. Apparently all corners are taken up by something, and top right is taken up by the fog whisperer icon. Leaving them with no space to put their face cam without blocking something.
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@NomiNomad said:
Holy Jaysus. That's actually terrifying, and I like the carnival-esque undertones.
Especially love the actual chase phase of it, it Sounds like a marching tune.
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Freddy with thanat and slowdown addons. Numbers wise it may not be much of a threat, but god I can feel how slow it is.
Gens are boring to do already, there is nothing to do but hold one button and occasionally hit another. But when you make an already boring interaction take longer, on top of freddy being able to teleport to any gen he wants, which usually ends up being the one that you're nearly done with. It feels terrible to go against, especially when freddy already feels sort of awful to go against.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1867915#Comment_1867915
Pretty sure that the devs disabled Badham in the past because of uncleanseable totem spots.
But did they disable it for only having one?
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You're supposed to make it in the bug report section even if you think it's known.
And a single totem spot is not cause enough to deactivate a map. On the other hand, a map full of fat shaming spots such as the backwater swamp does deserve to be taken out of rotation.
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@Ink_Eyes said:
I think the opposite, I think they know exactly what they are dealing with down to the last number, basically doing it with tracking programs like the automated system that issues a ban if you disconnect, you think they have that automated system without gathering the info? heck they probably have the real life info of anyone who makes a purchase using a credit card ( I work for a big company and we have all that info stored despite the fact that we tell customers we don't have it) they just don't want to reveal all the data.
They probably have exact data about every match and that's the reason why they are constantly buffing survivors and nerfing killers is because they know the exact numbers of optimal games played taking away disconnects, afk and stuff like that, If numbers were on the survivor's side I doubt they would nerf killers as hard the way they do it.
Yes because CLEARLY coup de grâce and gearhead needed nerfs.

