dugman
dugman
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/3111632#Comment_3111632
Oh it's over. They announced they're releasing a new game, which means they don't give a damn about this one beyond being a cash cow. Which comes as no surprise to anyone considering how they're drilled it straight into the ground with this patch.
The new game Meet Your Maker is a separate development team from Dead by Daylight. Behaviour brought in some small independent studio last year I think and this is probably what that team has been working on.
I guarantee they’re not abandoning Dead by Daylight.
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You totally forgot their big announcement about their new Meet Your Maker game at the very start. It looked like it might be fun, reminded me of that Mighty Quest for Epic Loot game that was out at one point where you build a dungeon and other players try and raid it.
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@DoritoHead said:
Nemesis’ main draw is how he shreds through pallets and can neutralize windows, so I don’t think Wesker will “replace” him. Of course he’ll be similar in some ways, they are both from the same franchise.
The other nice thing about Nemesis zombies is the info they give, you can easily tell when a survivor is near them by their arms.
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- Trailer for the next Resident Evil Project W chapter. PTB date might be announced, might not.
- Release date for Hooked on You
- Teaser trailer for whatever new game Behaviour has been making. (Apparently they filed for a trademark for a new game months ago and picked up a small independent studio, so now would be about the time we might get early announcements for whatever it is they were working on.)
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I've seen multiple threads about it.
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One thing you might consider is record one or two of your matches that you lost but aren’t sure why and post them for feedback. Odds are you or someone who replies will notice some things you could do differently.
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@Wrukos said:
https://forum.deadbydaylight.com/en/discussion/comment/3110672#Comment_3110672
This is not a horror game, this is a competitive game with horror elements. No one gets scared playing this game.
I’ve had survivors tell me they got seriously jump scared by my Dredge. 😉
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I get the sense that aim dressing is one of those things where it makes some things look or work better but when it occasionally makes you hit a rock or car or whatever it’s super obvious and annoying. So it’s probably in the game for a legitimate reason and when it’s working properly we don’t even realize it did anything but has the side effect of making glaring mistakes sometimes and those are what we actually notice.
But what the technical reason is for why it does what it does is over my head. 🤷♂️
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@krickwho said:
Plundrers instinct is a bad perk, it increases the chance of getting keys and maps, and decreases the chance of getting a medkit, Ace in the hole also allows you to keep the addons on items if you escape, it pairs really well with apprasial as other's have mentioned, would defintly consider saving shards for Elodie at some point.
I’m ok with getting a key or map honestly even though they’re not as good. 🤷♂️ I’m not using the perk because I think it’s “good”. 😉
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3110943#Comment_3110943
Nah, thats not the issue. Survivors still dc/suicide even if the killer has no slowdown at all.
Yeah, I haven’t seen as many disconnects this week as last week but I did get a game last night where three people rage quit against my Backpack Spirit for no particular reason other than that I downed them. Literally I downed some of them, got some hooks, someone rescued one of the survivors, I walked back over and the rescuer was already disconnected at the hook by the time I got there and the rescued survivor also disconnected. No idea why other than being mad I hooked them? 🤷♂️
P.S. By Backpack I mean Agitation, Mad Grit, Starstruck and Forced Penance. You know, that old meta build. 😄
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3110982#Comment_3110982
I feel that one lmao
Maybe grab it once it enters the shrine? Ever since they buffed it to instantly unlock on your characters that might be a viable option?
For sure, I’ll be keeping an eye out probably. 🙂 The other teachable perk I thought about was the one that can recharge your item in a locker.
Someone else mentioned Kindred above as a good generic perk whose aura is augmented and I have also considered using that too.
(It’s too bad there’s no perk that gives you a new tool box on a rummage like there are for medkits and flashlights. But then again that’s probably intentional.)
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@Pepsidot said:
Appraisal, you can rummage through chests an additional 3 times to find a better item. Although it's an Elodie teachable which you don't have, it seems.
Yeah, if I was interested in unlocking teachable perks I’d maybe grab Rummage. I don’t play survivor enough to bother though.
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@Xendritch said:
I used to love chest builds along time ago when keys were better cuz it felt like I always had a plan B if things went south. Back then it was open handed /Plunderer/Pharmacy/Ace in the Hole but now?
I'd probably try something like Plunderer/Appraisal/Clairvoyance/Distortion if you're playing for keys (your teammates won't like you much tho) or Built to last/Ace in the hole/plunderer/appraisal if going for any other type of item and once you get something good you can just keep reusing it.
Personally I’m not interested enough in survivor to bother unlocking a bunch of teachable perks like Appraisal, Clairvoyance and Distortion. That’s why I’m sticking to generics for the fourth slot.
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I’m a killer main but I’ve been playing survivor a bit more this week and even though I’m a klutz I think my win rate has been about 40%? 🤷♂️ I get a gen or two done, get a rescue and a couple of heals, and as long as I’m not the first one found and killed I have a good chance of getting out. (Where I suck is my timing on skill checks is terrible, I still miss them unless I’m really paying attention, and I’m not good with the third perspective camera in a chase so I kind of have to guess when to juke and such. But I do from being a killer have a good idea where vaults and pallets are and know enough to mainly hold forward and chain tiles to stall for time which works pretty well even as a n00b.)
Anyway all that is to say, yeah, survivor is still playable. If I can get out even occasionally as survivor anybody can.
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Generally speaking I’m a killer main in part because survivor has too much downtime either being on a gen, dying on the ground or hanging from a hook. I’ve never found trying to hit skill checks that fun compared to the rest of the game (if anything I get more stressed doing them than anything I do as killer). If it weren’t for opening chests being kind of fun and helping other survivors in cooperative actions feeling good I’d never play survivor at all. (As is I sometimes play Ace with a Plunder build where I go in with a toolbox, use it up immediately on the first gen, then grab a new item from a chest and try and use it if I can.)
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@Seraphor said:
They've done this before. In fact I still have some, and I think they're still useable.
Halloween 2020 killers could obtain a Blight Serum, effectively it was an item that gave killers an additional power instead of their own, which mimicked Blights rush.
The serums were kind of fun but also I lost count of how many times I accidentally activated them intending to use my normal power and blasted myself into a wall. 🤦♂️
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The hatch does serve a purpose of not having an endgame where one survivor is left and is just hiding in remote corners while the killer tries to find them. Without it being a way for the killer to force endgame collapse the game could drag on indefinitely with no particular time limit. So hypothetically if you did get rid of it then you would probably also want to just immediately start endgame collapse the moment only one survivor was alive.
Personally I’d be for making the bleedout timer go twice as fast once only two survivors are left alive. That way the killer would still have up to two minutes to find the other survivor when one is dying but it would be a shorter possible wait for the dying person if nothing else happens.
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@Sonzaishinai said:
The amount of effort you needed to do to get that free healthstate was almost always not worth it. That's what made it meme tier
Having to have ways to heal yourself 2 times and getting 3 protection hits is a lot to be doing
New MoM is a single protection hit and a heal and you are ready to double block for a tunneled teammate
In the heavy tunnel meta we are in and with how it's much more concistantly activated makes it a much better perk overal.
How people can call this a nerf is mindboggling to me
It’s both a significant buff and nerf. It’s a lot easier to charge up now but it’s also now only lasts as long as you don’t help progress the game. How that all balances out… 🤷♂️
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3110258#Comment_3110258
I haven't even heard of any action taken against someone who had abusive chat so I still think in game reports are just cosmetic.
Why would you hear when someone was banned for being abusive in chat?
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@ThanosPAWG said:
https://forum.deadbydaylight.com/en/discussion/comment/3110263#Comment_3110263
It honestly would be weird if they didn't reveal a new game in the showcase especially since its not dbd's showcase its BHVR's showcase.
Also in the news sites there was talk months ago about Behaviour filing for a new game related trademark and also they had picked up a smaller independent studio. So the timing of those things makes it look like now is about when they might be announcing whatever that new game is they trademarked that the new branch was probably working on.
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I had all my killers at P1 or P2 before the patch hit, all of them with about 30-40 levels of perks. The instant the patch hit I got every single teachable perk on every single killer at level 3. It was literally hundreds and hundreds of bloodwebs worth of perks, a HUGE windfall. We're talking millions and millions of bloodpoints saved.
And with all future killers now all I have to do is get them to Prestige 1 and their perks are on all of my killers (about 30 at this point). Then I can either Prestige that character some more or just not worry about getting to level 3 on everybody and let them level up normally. Either way I'm still saving a HUGE amount of points.
So basically if you have a bunch of killers then in the long run the new system saves a ton of bloodpoints. If you only play one character it doesn't really save you anything.
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@Pulsar said:
Yep, the grind is worse AND there's not going to be matchmaking incentives for a long while yet.
Kinda a joke.
Long while = 5 weeks or so, FYI
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@ThanosPAWG said:
Ooh I can't wait for people flooding the chat spamming who the characters are and then leave after its revealed. I'm more interested in the other games there going to reveal.
I almost forgot tomorrow's stream is maybe going to involve announcing a new game too. It'll be interesting to see what they've been up to besides DbD. 🙂
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@Brimp said:
Literally nothing as you need to go to a website to actually file the report basically. Cosmetic option as I like to call it.
That's only true for reporting certain things that specifically require a customer service ticket, mostly things that can result in permanent bans like reporting Hacking. Most of the things that result in temporary bans don't need a customer service ticket and you can report them with just the ingame report, such as being really abusive in after game chat.
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@Neona66 said:
https://forum.deadbydaylight.com/en/discussion/comment/3109921#Comment_3109921
It's not latency. I have the same internet as before the patch. Before Dh was activated the exact moment I pressed the ability button. After the DH rework it has a huge delay between pressing the button and starting the animation and 0.5 seconds of protection.
Latency doesn't necessarily have to be you changing your internet. For instance it could be something happening between you and the server, or something unintentional in the new code that's causing it on your machine.
Regardless I've seen enough people blocking with the new Dead Hard to know they didn't actually change the timing of it. Whatever you're seeing isn't an intentional change and it's not affecting everybody.
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@TragicSolitude said:
My god, DH has a built-in delay? There's already an input delay on console.
I'm curious if anyone on Switch has tried the new DH. Is it completely unusable?
It doesn't have a built in delay, despite what the original poster is saying it sounds like a latency issue or something.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3109479#Comment_3109479
Or maybe you played against survivors which has better skills than you?
DMS was never sucked, it was good perk. It is still good.
Dead Man’s Switch was kind of bad when it first came out because it only triggered when you hooked the Obsession. Now it’s pretty decent. It works better on killers that have good map mobility or long range map pressure but really anybody that can juggle gens can make use of it.
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It’s too bad they couldn’t get the matchmaking incentive fix in the next small patch, but hopefully when it comes out in the full chapter patch 6.2.0 that’ll help even things out a bit. (Personally I haven’t had to wait THAT long for matches as a killer, but I also only really play at around 7-8PM Eastern US and the queue times never seem bad for me at that time of night.
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3109451#Comment_3109451
I would rather them fix solo q then put bots in customs in my honest opinion
I’d like to see the solo icons too, but I admit personally I’m looking forward to messing around with bot matches so… 🤷♂️.
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As a technical note, if Thanatophobia was a consistent 10% slowdown that would work out to being 100 seconds to finish a gen solo which would be identical to the 100 seconds it took with the prior version of the perk when it was 20% regression and gens took a baseline 80 seconds to finish. So hypothetically if they tweak this new version of Thana to be about 10% regression with 1-3 survivors injured, and 20% with four injured, then other killers could use it and still be seeing 100 second timer baselines which might be ok. 🤷♂️
Point being I don’t think it’s necessarily bad to have it be a big bonus at 4 injured survivors, but the 6% when it’s not is probably too little to be useful.
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@Rastabooze said:
is there anyone who can tell me, that using dh, ds, iron will and resilience isn´t a complete other gameplay now??
Dead Hard was totally overused and overpowered, good riddance to old Dead Hard. Now when I see someone block an attack with Dead Hard against me I think “ooh, nice block!” I actually appreciate it when people use Dead Hard against me more than before.
As far as Iron Will goes they probably could have done without turning it off when the survivor is exhausted. The sound volume at 75% is fine though.
Decisive Strike could stand to be 4 seconds instead of 3.
I don’t have an opinion on Resilience either way. 🤷♂️
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3109707#Comment_3109707
It depends, really.
Standing over the last survivor and refusing to hook them for 4 minutes - That’s wrong. No?
Yeah I should qualify it, slugging as part of playing to win is fine. Slug for pressure, slug to get a 4k, those are fine.
If you are literally just standing over the last survivors who are all downed and obviously not getting up and can easily hook them to end the game right away but want to drag it out for 4 minutes simply to spite the survivors then you’re being a jerk just to be a jerk.
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I’ve suggested before that it might be a good idea to have the bleedout timer speed up when there are only two survivors alive to make those stalemates shorter. Make have it go double speed so bleeding takes at most two minutes once only two survivors are left. That’s still enough time for either the killer to try and find the other survivor or for the other survivor to try for a rescue, but not hopefully so long the game drags if neither side manages to meet one of those goals.
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There’s nothing wrong with slugging.
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I don’t play survivor that often but I like the new system better personally. I think it adds more tension than simply tapping buttons over and over really quickly. (And I’m saying that as someone who is a klutz who misses skill checks too often.)
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The devs commented a bit ago that the icons are still planned eventually but got tabled from the pipeline because of all the other stuff in the 2022 roadmap like the big perk rework and bots and such. So they'll eventually get back to finishing them but it might not come out until next year (unless maybe they were really close to being done and the devs find a spot in Q4 2022?)
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Yeah, Dredge is built for jump scares, no doubt! 😄
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3109432#Comment_3109432
Oh I love running iron and agitation and just travel the survivor from point A all the way to the complete opposite side of the map and have them be like "how did I not break free!?" Lol
Lol, yeah, sometimes I swap out either Starstruck or Forced Penance for Iron Grasp to get extra distance. Hard to say which variation I like better.
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I've never played Resident Evil but as long as the killer is fun to play that's enough for me. 🙂
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3109232#Comment_3109232
Uh... I guess you could run forced pencence? Or whatever that word is, and if they are EXTREMELY altruistic, then you could get profit?
Yeah, Forced Penance is mostly it and, like you said, it's not going to work often enough to make literally everybody Broken.
(On a tangent I've been running a Backpack build on a bunch of killers recently that's pretty fun which is Agitation, Mad Grit, Starstruck and Forced Penance. It's amazing how many people still try and bodyblock me when I use it!😄)
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It would be interesting if there’s a build that somehow inflicts Broken a whole bunch to keep people injured so Thanatophobia can hit 20% reliably but it seems unlikely to me.
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Me being an old guy changing the menu music to The Rockford Files theme song incoming…. 😄
https://youtu.be/yg1Cx26-928 -
- I never intentionally DC personally.
- I think I saw some extra disconnects in the first couple of days after the patch but since then it got back to normal and I haven’t seen very many. (I don’t know if I’ve even had any at all the last four or five days.)
- When I have seen DCs it’s almost always after a down or two happen. It’s sore losing in those cases, plain and simple. I don’t even bother face camping or whatever, some people just can’t handle thinking they won’t win the match.
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I don’t care about teabagging, but I do think they should cap the speed flashlight clicks can activate so you don’t hear those annoying click screech macros that click them dozens of times a second.
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Just FYI there were a lot of complaints about Leatherface’s cosmetics.
Also despite the common myth on the forum, Self Care was overly used at all levels of play, including really high MMR. It just had a bad reputation on the forums because people misused it also, but that’s like saying Nurse is a bad killer because a lot of people play her badly. When used properly Self Care was a lot better than some people think.
That said I do agree that sometimes they make changes which seem overly complicated for what they’re trying to actually achieve. The Hillbilly overheat thing for instance feels unnecessary, they wanted to tone him down but in the process I guess they thought “hey, this is a chance to add something interesting too!” But really all it did was make the power a bit more cumbersome, there’s something to be said for keeping things streamlined.
Another example of overcomplication in my opinion is Coup De Grace. This is a perk that would be totally fine if it were just a simple line that says “Increases your lunge range by +X%”. Easy peasy, great! Instead they went with this convoluted system where it gains tokens when generators are completed and then spent when you try and do a lunge for … no reason? Like why is it even something that’s tied to generators in the first place? It’s extra mechanisms in the functionality that don’t need to be there.
Sometimes I think they forget that “less is more” works. Even with Clown, for example, they added this whole Yellow bottle thing instead of just, say, making him move 5% faster at base speed. I honestly can’t say Clown is actually more fun to play with that extra game mechanic included versus hypothetically just buffing his base speed a bit and just having the pink bottles. And I say that as someone who actually does use the Yellow bottles because they do help him. It’s not that they’re ineffective, it’s that there was probably a simpler way to get to the same goal.
Anyway I’m not trying to bash the devs here, on the whole I think the big midchapter patch is great for instance. 🙂 I’m mainly nit picking at small things I look at and think “why did they add this extra complication?” Personally, for instance, I’m perfectly ok with a killer who is just a simple, basic chaser with an easy to use and understand ability. I don’t need extra things added to them to make them “more interesting”, I just need them to be good enough in chases and such to be able to win games if I play well.
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@Adtaleur said:
And in the meantime, not a word about "Prove Thyself" played everywhere...😶
Just a general note, the blog does say “Please note that the tweaks listed here are by no means the only changes we may make: We’ll continue monitoring and adjusting things based on your feedback.” So it sounds like they have other things on their radar still. (If I had to guess they’re probably reviewing STBFL for instance.)
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3109017#Comment_3109017
again my man, if he played baddly that's fine, and teabagging as well, THE GUY WAS RUNNING INTO ME alright?
Hypothetically depending on what they were doing if you record a game and a survivor is blatantly trying to help the killer win that’s reportable under the Griefing category. You can in theory get temporarily banned for obviously intentionally helping the other side win.
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I must be missing something since there’s no clip of the game because you obviously won’t ever get banned just for playing badly or teabagging.
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The point of the Conspicuous Action perks is to give you a chance to bet a safe distance from the killer to get yourself healed before resuming your normal routine. The most obvious way to tell if you feel safe enough that you’re not actively still being chased is monitoring when you take certain actions that require you to sit still. So yeah, if you stop to cleanse a totem or repair a generator you aren’t “being tunneled” and the effects can be turned off, nothing wrong with that.
”But what about if I want to tap a generator midchase to stabilize it?” Honestly the whole thing where survivors can instantly slap the top of a generator and it magically stop regressing is really silly, I kind of wish it wasn’t a thing. You should only be able to stabilize a generator after at least a modest, say, two second start time. Being able to do it literally midchase just looks dumb. If a side effect of Conspicous Actions is fewer survivors Fonzie slapping generators I’m all for it.
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Could be. 🤷♂️ The cheat programs are pretty ridiculous.