dugman
dugman
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@forthelulz said:
https://forum.deadbydaylight.com/en/discussion/comment/1737445#Comment_1737445
Ahh ok I understand better now.
Thought the part about BHVR saying it was cheating I'd like to see a link because so far I've only see Not_Queen muttering once about that it was cheating, no offical statement at all. Also if they thought it was cheating why aren't they banning for it, they can easily tell who's doing it and who's not.
It's not hard at all to stop it from being used, this is barely over high school level computer programming type stuff.
Not_Queen’s posts are official, she’s the lead community manager.
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@Axe said:
You can jump through windows?
Yes, I watched Victor jump over windows and pallets on streams this morning.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1739726#Comment_1739726
So you're the one killer who actually uses Deerstalker! :P
Lol, yep that’s me. 🙂 Seriously, think back to how many times you’ve gotten a bit annoyed looking for a slugged survivor for 10-15 seconds in a match because they crawled into a hiding spot or you forgot where you slugged them, especially when they are hard to hear because or perks or the environment or their character just generally being hard to hear while dying. Deerstalker completely eliminates all that nonsense. Plus seeing the aura indirectly helps you spot when another survivor is trying to move in for a revive.
Sure it’s not in the same class as say Ruin + Undying, etc, but as a filler perk it’s just a nice quality of life perk that shaves off time in a match. And while I don’t heavily slug personally, I will slug someone if I have a bead on another survivor after a down to extend my pressure so even outside of “pure slug” builds it still comes into play most games. It’s just a good little somewhat underrated perk.
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@Axe said:
Spine chill is the best perk to deal with stealth killers.
On the flip side, as a killer try and get into the habit of not looking directly at a generator you are heading toward as much as possible since Spine Chill is a popular perk. Side step and moonwalk toward it to reduce the amount of warning they’ll get from the icon. As you get close to a generator that’s being worked on use your ears more than your eyes to listen for the sounds of them actively working on the generator, as long as you hear them clicking away on it you can just sidestep toward it without even looking at it and know that the survivor is still there. Combine that with approaching generators from positions with objects blocking the survivor from seeing you directly and you can ambush even Spine Chill survivors while Undetectable.
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I often run Deerstalker as a fourth perk. So by all means, crawl around before healing. 😄
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@SpacingLlamas said:
Just make it an automatic thing and if someone wants to stop struggling and kill themselves then they just press a button
They don’t want it to just be automatic because they prefer something that adds a bit of active tension where you have to focus on staying alive. Which is reasonable in principle, it’s just that in practice tapping space bar over and over is more annoying than it is engaging and fun, skill checks ala the way Cages work is a superior method of accomplishing that goal.
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The current rank system is being replaced eventually by the new MMR system that’s been testing in the background for a while. With MMR your rating goes up much more when you win against higher rated opponents than lower rated ones, and likewise it goes down much more when lower rated opponents beat you versus higher rated opponents beating you.
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Behaviour asked a few months ago about changing the space bar struggle to use skill checks like Pyramid Head’s cages. I’m not sure what if anything ever happened with that, hopefully they’re still considering it or working on it since skill checks are definitely more interesting and fun than just pressing Space over and over (or holding down a macro button or using the mouse wheel if you rebind it).
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If it makes you feel better, if you report someone who is actually breaking the rules and they get banned then nobody has to play with them, including you. So it’s still worth reporting people who are actually harassing you in chat or cheating.
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@KrazyKatFTW said:
Franklins is a ######### perk, if a killers uses franklins I will take it as an indicator of how they intend to play the game and get out asap, I don't want to play with players like you
Now I want to use Franklin’s even more.
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P.S. here’s a game of someone playing in 1080x1080. There are definitely points where the survivor can see over walls they normally can’t.
https://youtu.be/5GEMSZlcuvg -
@forthelulz said:
https://forum.deadbydaylight.com/en/discussion/comment/1729782#Comment_1729782
True is not very smart, and was fooled into thinking what he was looking at was accurate when it wasn't, and therefore made that video.
If you use a normal well known aspect ratio (8:5 / 5:4 / 4:3 / 3:2) the "advantage" is so slight it doesn't matter. If using 1:1 then yeah there is an advantage but the entire game looks terrible and the disadvantages far outweigh the advantage but I still agree that 1:1 shouldn't work.
But normal aspect-ratios such as the 4 I mentioned are fine.
It takes literally seconds to try any of the aspect ratios I mentioned as well as 1:1 to see for yourself. Too bad True couldn't be bothered to do the same himself.
Nobody is complaining about normal aspect ratios, the complaint has always been about people intentionally using 1:1 ratios to be able to see over objects. And it’s not just Tru saying it’s cheating, Behaviour also commented that they consider it cheating as well. It’s just unfortunately something that is probably technically difficult for them to stop.
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It’s not just you, their default darkness setting is too dark on some maps. The basement of the Game for example os so dark you literally can’t even see the walls and props in sections of it. I always play with my monitor brightness turned up a notch for this game just so I can at least make out where I’m going on those maps.
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Frankly most killers are in the same balance bucket of being good enough to win if you play better than thr survivors but with a somewhat small margin for error. That’s why when you look at the kill rate charts they periodically release you have a whole bunch of killers all clumped together and a couple of outliers on either end.
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@RandomAcronym said:
https://forum.deadbydaylight.com/en/discussion/comment/1735053#Comment_1735053
Second episode of the show was Sam and Dean hunting a Wendigo, so it would be a good choice for the killer, also using a "monster of the week" from the earlier seasons helps with game balance, would it realy be cool to play as "Yellow Eyes from Supernatural" when he would get pallet stunned and DSed just like every other killer?
Like you would not add Master Chief & The Flood to DBD because both the survivor and the killer would have to be extremely de-powered to work in this game, but Major Johnson and a Brute/Elite would fit in well enough. (only The Flood really fits in as a horror character but this is just an example for the power levels)
Yeah it kind of would be cool playing a demon killer with the special ability to smoke travel or briefly possess survivors. Who cares if they’re stunned by pallets? (And it’s not like pallet stuns are always thematic anyway, why do they do anything to Nurse or Spirit or Freddy for instance? It’s not that big a deal.)
And sure, they fought a Wendigo in one episode, but if hey did a DLC pack for the show they’d want a killer that is easily recognizable as part of the shows brand, and the most obvious choice is a demon, they’re the main type of antagonists throughout the series.
P.S. Bonus points if Sam has a special reaction facing the Clown. 😄
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1734444#Comment_1734444
I'm sure the 30-35% of escapes are killers playing survivor, because every killer say this game is survivors sided, and they always escape
The 30-35% survival rates are for red rank killers in all their matches, including all their opponents who aren’t red rank. That’s why that chart has 8-10% higher kill rates across the board on all killers compared to the All Ranks chart.
The devs haven’t shown a chart yet that is specifically for games where all five players in the match are red rank. My guess is those kill rates will be more in line with the All Ranks chart.
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Hatches are ok for the most part. The only issue I have is I think a key should only let the key user escape and then the hatch closes behind them. Multiple survivors escaping with a single key is too swingy. (Similar to how multiple early kills with a red mori is too swingy.)
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@SCP_FOR_DBD said:
I feel like if it was Supernatural the boys would have something to do with it instead of the monster, since they are wayy more popular.
Also I’m pretty sure the killer in a Supernatural DLC would be a demon, maybe the Yellow Eyed Demon.
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I would love to see Supernatural as a DLC but unfortunately the teaser doesn’t seem to have anything to do with it. Maybe someday though?
As far as whether or not this one will be licensed, it’s possible it’s licensed if only because the last chapter wasn’t but we’ll see soon enough. 🤷♂️
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Never played Until Dawn, no opinion on it at all.
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@itsaconehead said:
https://forum.deadbydaylight.com/en/discussion/comment/1732069#Comment_1732069
I'd love to go around a freak show styled map
And credit where it's due, Dandy was a great antagonist that season.
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That’s why the initial penalty is only five minutes, that way on the rare occasion something odd happens that disconnects you somehow you can fix whatever it is and be back to playing afterward.
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Freddy is the best combination of easy to learn but with some really effective abilities. That’s why in the dev stats recently he had the best kill rates at both all ranks and among red rank killers.
Technically Nurse and maybe Spirit are slightly better than Freddy among players who are top mains of those killers, but Freddy isn’t far behind them. His map mobility is excellent and his anti-loop ability is quite good, plus he has just a touch of stealth as well. He’s definitely in the top three killers. Nurse of course is much, MUCH harder to play, and Spirit takes a bit more practice since it’s not that easy to play entirely by ear if you haven’t done it. Freddy though plays just like a basic 115% movement killer for the most part with a really easy to use snare and teleport.
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It doesn’t feel like Samara from the Ring. For one thing the woods don’t have anything to do with her, plus she’s mostly silent in the movie.
I never played Until Dawn but there are some good arguments that it’s the Wendigo from that game. The caption and the skin tone and sound supposedly fit (I’m taking the word of people who have played the game here.)
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Yeah, there are definitely some interesting maps and characters they could draw on from it. Even the fairly bad seasons like Asylum and Freakshow had some potentially good settings and characters.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1730812#Comment_1730812
I'd be ok with breakable walls if Brutal Strength was automatically basekit while kicking them.
That’s not necessary. Breakables are fine as long as the loop they are in is strong but not an infinite. If the killer has a meaningful decision between ignoring a wall, but risking losing some time at that loop, and spending time and hopefully gaining it back later at that loop, that’s a good wall placement. They just need to avoid walls that form infinite loops that must be broken or the killer suffers major consequences and walls that there is literally no benefit to breaking.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1730371#Comment_1730371
Given the MacMillan maps received little changes I wouldn't expect much as far as balance changes for these maps.
I'm positive they'll be taking the opportunity to add breakable walls though like they have with the other maps. No reason not to.
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You left out endgame score screen. If I get two kills but outscore all the survivors I consider that a close win as well.
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I like breakable walls, aside from specific walls on specific maps. In general I think breakable walls, if they are in a strong loop and allow the killer to make the loop weaker or not, are a good thing. The killer has a choice between spending time breaking the wall to make the loop weaker for later or leaving it alone but losing a bit of time at a chase there.
The problematic walls are the ones where it's either an infinite loop if the wall isn't broken, which means the killer MUST break the wall or they are in serious trouble, and the walls where breaking them gives you no benefit at all or even makes the loop stronger for the survivors. (Like why are there breakable walls on the second floor of the house in MacMillain Estate? What's the point of breaking them?)
So no, breakable walls in general shouldn't be removed from the game, they're an interesting mechanic when they're placed properly. But I do think a few specific walls on specific maps should be revisited.
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I don't care about the tints personally. And no, I don't think the maps look the same since the major permanent features of the maps are completely different. Just because there's no blue tint on MacMillain doesn't mean I can't tell right away that it's the Coal Tower versus Badham or the Cornfields, etc. In fact, with those structures spruced up, they're even easier to tell apart.
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I would have no problem with the Yellow Mori (let's you kill the last remaining survivor) being a base ability. It's practically worthless as an offering, if you can kill the last survivor you can hook them or let them bleed out 99% of the time. That offering needs a buff (and red needs a nerf. Green is ok.)
I would be ok with something like the following:
Base kit: You can kill the last remaining survivor
Yellow Mori: You can kill any survivor that you've hooked twice.
Green Mori: You can kill one survivor that you've hooked once (no change)
Red Mori: Yellow and Green combined. You can kill one survivor that you've hooked once and any survivor you've hooked twice. (Less powerful than the current version, still better than Green and still allows for multiple animations.)
P.S. And since keys always get shoehorned into these topics, I think keys are ok other than that I think it should be one survivor escapes with a single key use and then the hatch closes behind them. Two or three people getting early escapes from a single item use is too powerful, even if it does only happen rarely.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1730192#Comment_1730192
I'm the same way with blood but last night I notice indoors it was extremely easy to track blood and scratch marks best outside. I have never been able to track blood without bloodhound which I use on occasion when i am just playing around it helps track blood and has a deerstalker feel to it when slugging helps to find downed survivors.
Bloodhound and Deerstalker are two of my favorite perks. 🙂
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1730189#Comment_1730189
Hopefully, looks like we have less snow from what I am assuming from the concept art
The Ormond shots above are just inside the main building, I didn’t see a shot of the outside so can’t tell what the snow looks like.
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Pretty good? Maybe? Better than I used to be? I do have trouble spotting blood and can lose people in corn though so definitely not perfect.
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I never play survivor so I’m a 2. The only time I play survivor is the rare occasion when my friend, who must got the game, insists that we play as a swf and I’m terrible, I miss skill checks, I mistime vaults and pallet drops, it’s really horrendous. The only reason I’m not a 1 is because I at least know things like “don’t just run in to save someone while the killer is there” and “stay on a gen unless the killer is coming to you”.
Killer, I’m not sure exactly? Maybe a 7 or 8? I’m above average but I don’t have all the optimal paths at loops memorized so really good survivors can outplay me at strong loops. But against average survivors I’ll normally win unless I’m playing a killer that requires regular play to use like Nurse or maybe Deathslinger (my aim is pretty bad since I don’t play him that much.)
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It’s important to qualify which mori. Yellow Moris are worthless, they need a buff. Green Moris are ok. Red Moris are overpowered.
Keys are mostly ok except for allowing multiple survivors to escape with a single use of a key. Two or three people escaping because of a single key is effectively a 12-17k point swing in the scores when you consider each escaping survivor gets 5k points they might not have gotten and the killer doesn’t get about 1000 points they might have gotten had they killed them. It’s fortunately a rare occurrence but when it does happen it’s huge!
Red Moris are more consistently swingy and overpowered in comparison. Survivors can recover from one kill one hook early but two early kills one hook early each is pretty much game over. These need a nerf.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1729870#Comment_1729870
I'm sorry, but I don't see how comparing base kits isn't fair. Clearly, it should be, because plenty of people don't use add-ons.
There is literally no reason not to use any add-ons other than to brag that you can win without them.
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I like breakable walls in general, it’s only specific walls on specific maps that are problematic.
Basically ideally a breakable wall should be in a loop that is strong but not infinite and breaking the wall should make that loop weaker. That way the killer has a reasonable choice, they can either ignore the wall and lose time in a chase at that tile, or they can spend time up front and save time later if a survivor runs there. Those sorts of breakable walls are good for the game overall.
The breakables that are a problem are the ones that either the killer MUST break them because if they don’t they create an infinite loop or the breakable gives literally no benefit to the killer for breaking it or, even worse, makes that area stronger for the survivors by giving them an extra escape path or path to a fast vault, etc. In these situations where not breaking is extremely punishing and where breaking has no benefit the breakable wall should be reconsidered. Killers shouldn’t be in a position where breaking walls isn’t optional or where the breakable may as well just be an ordinary wall because nobody in their right mind would break it.
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@MadLordJack said:
Are we going to talk about the meta Wraith combo you're running, or should we pretend that that addon and those two meta perks (Sloppy Butcher and Nurses Calling) aren't there?
Wraith is weak at base, which is what most people mean when they talk about a killer. However, Wraiths add-ons buff him immensely. You are using one of his strongest add-on and perk combinations to put him on par with most of the top killers.
Setiing aside the red add-on this particular poster used, I think it’s a mistake to rate killers on their “no add-on” base kit because realistically there is no rational reason to ever play without two add-ons of some sort, even if they’re just brown and yellow. Sure you might not have a specific green or purple or red add-on handy for a particular game, but brown and yellow add-ons are trivially available and the designers are assuming that killers are using all their available add-on slots when they play.
So the better practical question isn’t “is a Wraith with no add-ons as good as a Huntress with no add-ons”, for instance, it’s “is a Wraith with brown and yellow add-ons as good as a Huntress with brown and yellow add-ons”. A killer is really only “add-on dependent” if they aren’t good without rare add-ons that are harder to find.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1729819#Comment_1729819
Yeah...but....by then you already played your Mori.
And in my experiences...these conversations are happening post game and killers still believe we were a swf.
Don't sleep on how cordinated 4 good randoms can become.
Personally I currently just use Moris when I have a mission to use them, I’d just as soon use a bloodpoint offering. Moris and swfs have no correlation in my games.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1729796#Comment_1729796
True, Thana is passive, but it's still just not enough to justify itself agaisnt the majority of teams who will just heal anyway and this make Sloppy a better choice.
Thana should be an anti-genrush perk, something that forces the survivors to heal or face the consequences. As it stands, the consequences are more "ugh" than "oh shite."
I don’t have a strong stance on how good or bad Thana is, it depends quite a bit on the playstyle of the survivors you’re up against and your killer for instance. It’s worth noting though that Thana and Sloppy do stack, you can hypothetically even run Pop, Thana and Sloppy all at once and get the benefits of all three, or run Ruin + Undying plus Sloppy plus Thana if you really wanted to go all in on gen slowdown. (I’m not sure that having all your eggs in the slowdown basket is a great idea but you do at least get the full slowdown benefits of all the perks involved.)
Not to mention that not every killer has every perk available from their bloodweb all the time. If my choice is Thana versus, say, Monstrous Shrine and Hangman’s Trick I’m going with Thana. Thana doesn’t have to be top tier to be in the running for the third or fourth perk slot, it just has to be average or above average really.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1729712#Comment_1729712
I understand that point.
But anymore killers think every lobby is a SWF.
Can't tell you how many times this week. I've been talking to killer post game and it's "you guys this" and "you guys that".
I'm like no no no...I'm solo.
Over half the games have either a 2-, 3- or 4- person swf according to the dev stats last year (and there’s no reason to think those numbers have gone down). Only a small number are full 4-person swfs but 2- and 3- are quite common.
And personally I can usually tell when I’m facing a swf that is actually coordinating some or all of its members. They just play a bit differently than solo squads, tending to be more altruistic, running from gens earlier because of comm warnings, splitting up gens a bit more efficiently, and sometimes running Object of Obsession which is less common solo than in a swf. You also after the game see weird mixes of ranks a bit more often with swfs with red rank players teaming up with lower rank friends. Out of curiosity I’ll check profiles after a match when I think players were in a swf and almost always (I think) I’ll see a couple of them are friends in the case of PC players (or sometimes all private profiles in which case who knows?)
Of course solo players can play really well, you don’t have to be in a swf to be a good looper or know how to repair gens or have a sense of when to time a rescue. But the playstyle of good solo players is a bit different typically from good players on comms.
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@DanielJ said:
https://forum.deadbydaylight.com/en/discussion/comment/1729710#Comment_1729710
Its a forum, if I wanted to use MLA format I'd go back to college.
Making your post more easily readable using paragraphs is common sense, you’re only hurting your own chances of someone paying attention to your post by typing a giant block of text.
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@MadLordJack said:
The only thing I disagree on is Thanatophobia. On the one hand, you are totally right and the slowdown is supposed to come from healing. On the others the sheer number of no-heal genrushers I've gone against whilst using Thanatophobia just goes to show that it's more of a psychological effect of tricking them into healing than an actual, real, and impactful debuff. And if I'm being honest, I personally fall into that same catagory as a survivor. It's only 20% at its absolute maximum, which in itself is rarely achieved and is effectively less than a single Pop per generator.
A single Pop per generator that is completely passive however, you don’t have to do anything special for the slowdown to occur, as opposed to Pop where you have to go out of your way to kick the gen you want to Pop which takes time and isn’t possible if a gen is already regressing. Pop has more maintenance and risk associated with it than Thanatophobia.
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@AlexisFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1728463#Comment_1728463
That's just stupid. If it's someone playing killer having more vertical won't let you see over stuff because you still have the same first person camera position. If it's a survivor getting more vertical resolution also doesn't help you see over things you normally couldn't see over because your camera position is still locked to a set distance from you with a set pivot point. You won't be able to pivot in any meaningful way to see behind an obstacle you already can't see over you'll just see more sky over the object and more ground beneath your feet at the cost of something actually useful, being able to see around corners without exposing yourself.
You’re wrong about it not allowing survivors to see over objects. Below is a video with side by side comparisons of normal resolution versus stretched custom 1080x1080 resolution. You can easily see over things in the stretched res shots that you can’t in the normal shots from the same position. It gives a huge advantage at those loops because they become unmindgamable for the killer.
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. -
@Waffleyumboy said:
I think the devs like having control over the lobby theme so they can influence you to buy the new battle pass, chapter, etc.
I get that, and obviously they could make it so that when a new theme is available it applies it by default for instance. But there are plenty of times when there is no special theme, like now for example, and letting people see some of their old themes is also a way to help the players reminisce about things they enjoyed in earlier chapters.
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@AlexisFox said:
Stretching resolution and changing field of view are NOT the same thing. Changing fov affects how much you can see. Stretching resolution does NOT affect how much you see it just extends the pixel information to the surrounding pixels making your 720 image fit a 1080 screen. This results in a blurry image that is faster to render but it is the SAME image just using less pixel data. There is no inherent advantage to doing this as the only reason to do it is when you are already at a framerate disadvantage and you are correcting it to be at the intended framerate for the game.
That not true for vertical resolution in this game. The reason some players change their aspect ratio to 1:1 is specifically because it extends how far they see vertically over obstacles.
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Pretty sure you mean DS in locker. DC is what some survivors do when they don’t have DS. 😄