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  • As long as it is written in the book of manners they have that they are allowed to DC at any time in online games, it will never change.

  • But this game is DbD.

    I am convinced that from the time I started playing until today, there has never been a bug free version.

  • @Phasmamain said:

    I agree but you might to give some actual reasons and suggestions. Otherwise this just goes in the pile of nurse nerf threads

    Am I the only one who feels this text needs to be pinned to the top page of the forum?

    I often see cluttered discussion titles and a sprawling discussion with no written explanation or suggestions for improvement about it.

    I also think it needs to say something similar to what is on the top page of bug reports, where you can look for recent discussions on the same topic.

  • Remember that after it became clear on the first day of PTB that the developers had no idea about the interaction between Rocker and Victor, the twins were added to the live version with a bug on their backs, which was further addressed by an update later on.

    Oh well, I guess they have to sell it even if it is unfinished because of the release schedule. Business Perspective.

  • I probably shouldn't say this too much, but how many situations are there where you can't gain 20 seconds of time after pallet stun?

    It's not that they are incompatible with enduring or spirit fury, it's just that without them they are useless.

    Also, after mid-game when you know Enduring is there, you can avoid it by pre-killing the pallet without stun. I consider it a good play.

  • Doctor & Nurse.

    It is a professional match, but the search and rescue by the doctor and the attack by the nurse is the best complement imaginable.

  • Using perk slots to increase FOV is silly and dumb.

    But DbD is in some ways trying to balance this by stressing the killer, and besides the FOV, the developer has stated that the loud chase background music is to drown out the sound of the survivor. The sparse scratching is meant to confuse the killer... Hmmm.

  • There is no voice chat, so the killer is never considered part of the party lol

  • I don't care much.

    If 4 people bring it in each, it is the same as having 4 cakes.

    With pudding it is numerically the same.

    (But well, four identical offerings means that the game to be started will be tremendously more difficult.)

  • I know that the Killer Daily Challenge has been reviewed in the past. I don't think the developer is very good at creating daily challenges.

    Yes, the number should be consistent at 4. For knights, I think it should be triggered by the guards discovering a survivor.

  • If memory serves, the guards attack the hooked survivor and go home.

  • @Grigerbest said:

    https://us.v-cdn.net/6030815/uploads/SO3WKHHLENGF/1.png

    So I was in the game... The match was pretty on my side... Suddenly I've noticed a weird thing...

    Something about this screenshot is not right...

    I'd let you guys to find out. xD

    I can share further past clips on the same issue. Patch 5.5.0.

    Well, the garbage hook counter just worked like garbage. Nothing wrong with it as it is not worth looking at.

    https://youtu.be/8vpvmzc9KJ8
  • Since we can easily assume that the problem is due to the same cause as the generation of objects that only allow survivors to pass through but not killers, "You're ruining the survivor! Killers kill rate brrrrrrrrrrrrrrr."

    Yeah, fanny.

  • My poor idea, but how about it only happens if the y-axis of the survivor found by the guards is different?

    If they are at the same height, it starts immediately, if they are at different heights, it starts after moving to the position they were at when they were discovered, as it is now.

  • If the developer does not consider it a game breaking bug, it will not be kill switched.

    Well, as a band-aid to that bug, the developer seems to have made it harder for it to occur. Funny story.

    @entertainment720 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273697#Comment_3273697

    I really appreciate your question and sharing your thoughts on this. Kill switching requires a lot of consideration and factors to execute. That said, your feedback is so important to us. We have reduced the weight of the map to normal chances while this bug remains.


  • Well, if it is not recognized as a game breaking bug, it will not be kill switched as has been said in the past.

    It never has and never will.

  • Glad to hear you are safe and good news. I am really, really happy for you. As a distant family member.

    I wish you a happy and peaceful life.

    And I also hope he will change for the better. We cannot change the past, but we can change the future.

  • To resist desperately without voice chat.

    To save yourself or your friends in the misty forest with a once-in-a-lifetime companion. To cooperate, to sacrifice oneself, and sometimes to sacrifice one's friends.

    It's harder and more interesting than working together to escape with friends you know and taking advantage outside of the game. i think SWF has its own fun, but the main fun of it all comes down to playing with friends.

    Solo is fun. You put thought into every possible possibility and resource without voice chatting and then you do it. In that sense, it's like a killer.

    There is a lot of uncertainty because you can't control the movements of other survivors, but you enjoy the chaos.

  • If learned from the player base, the

  • Matchmaking triangle presented by developers in the past.

    That is, matchmaking latency, matchmaking legitimacy, and matchmaking connection quality.

    It would be great for users if all of these could be achieved, but that's hard to do; everyone would be happy if all five players were equally competent, yet matched quickly and the quality of the connection was high, but that's idealistic.


    And yeah, the wait time for matching has improved. My theory is that the game generally feels like SWF>Killer>Solo. Some players can wait 10 minutes for an equal match and some find that long wait stressful.

    It's a lot of text because there are strictly more factors involved, but I think I certainly understand what the OP is trying to say. To oversimplify, either the killer loses to SWF or the killer wins solo.

  • Why do they DC?

    I can't really understand how they feel, but I can speculate... Yes, I could not understand them even after I guessed.

  • Please supply the killers with expensive sunglasses, not cheap ones like Wesker's.

    Oops, where are the demo and pyramid head eyes

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270724#Comment_3270724

    True, there isnt logic to that interaction, if someone were to step on the trap during that time it would trap both people. But this is a game where a burn victim is able to float through the air and teleport short distances and people get healed after some pats on the back after getting hung from a hook, lack of realism is expected.

    Yes, that is correct. I have told the same thing in the past and have been told that I can quibble about anything if I say so.

    The boundaries of reality in DbD are difficult.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269849#Comment_3269849

    Nah Trappers trap are pressure and spring activated like most bear traps, the center plate is conected to a stop which makes the jaws stay in place, once you press the plate the stop loose and the side springs close the jaws.

    https://us.v-cdn.net/6030815/uploads/C8B19D3C7E98/trappertraps.jpg

    What the Survivor does to deactivate the trap is pressing the plate with their hand and retiring it before the jaws close, this is VERY dangerous and it should never be done, this video shows essentially what Survivors do and I repeat myself DO NOT TRY THIS, a bear trap will crush your bones, lacerate your muscles and it can puncture veins or arteries, if I were there I wouldnt let the guy attempt it even if I knew he had lightening reflexes, if you want to set off a trap just use a log or a broom stick.

    https://www.youtube.com/shorts/z4fznINyU-U

    Yes, that is how the trap works. It is activated by pressing the central plate.

    Then, don't you think there is no physical logic to prevent the trap from being activated if another survivor steps freely on the trap while the survivor holds his/her hand over the trap?

  • To me it looks like the first quote says " "normal" flashlight saves " or something like that.

  • What about the idea of applying a 90-120 second corrupt to the totem? As a base kit.

    It will prevent them from being destroyed before they are effective from the beginning.

  • But what you are saying makes sense.

    Since we added grace to the flashlight save because of lag, we can make it just as easy to do the same with the palette save because of lag.

    Well, what do they think about consistency

  • No...

    Change the name of the tar bottle to "environmentally compatible dye". Instead of just turning the trap black, change the effect to "changes the color of the trap according to the map".

  • Hmmm... I understand what you mean. I also think it would be useful if perk actually had that effect.

    However, since the reason for asking for this change is "I have a hard time hearing the game audio because I'm listening to youtube or music", I can't easily agree with you.

    I think the problem should be solved by stopping listening to youtube or music.

  • Can I use a mechanism that I don't understand rather than dislike the most?



    The structure of the trapper's trap is such that the trap closes by a mechanism that detects gravity at its center.

    However, while the survivor is holding his/her hand above the trap, the trap is not activated even if gravity is detected. How?


    The structure should finally be powered by lowering the gate lever. By releasing your hand before the animation of the full lowering plays, you effectively build up the gauge and supply power without lowering the lever. 99% of the gates open without lowering the lever by simply tapping it. How?


    If you mean just tap, you can stop the spark by simply touching a malfunctioning generator for 0.01 seconds. How?


    H O W ? ? ?

  • The husk-system continues the game by leaving the dc'd survivor husk

    Maybe we can replace them with AI. Sure AI is imperfect like a zombie, but at least it is better than a selfish DCing player.

  • I am amazed at the developer's good sense in reworking perk, which was the most playable in Prague and the Region, into garbage that is useless outside of Prague and the Region.


    I think the change that Thanatophobia should have received was the first one health change to create the biggest percentage slowdown.


    Before the nerf it was (5.5/5.5/5.5/5.5%) with a maximum of 22%.

    Now it is (2/2/2/14%) with a maximum of 20%.

    My idea is (6/4/4/4%) with a maximum of 18%.

  • "The PTB found a change that was untestable due to a bug, but our testing has turned up the optimum change." We will use that number in this implementation."

    Yeah, I was wondering if the PTB is really pointless on this.

    I believe that some of the changes regarding the knight are a proper response to the feedback from the PTB, but I'm just waiting for the tweaks after this implementation.

    Having said that, I would like to see the PTB split the period into two so that the appropriate data can be fed back. We all know that a bug-free DbD is not even possible with PTB.

  • What is needed to combat the SWF can be hard for solocues.

    (Although I still think Ruin was not a problem because it could be disabled by simply breaking a bone.)

    However, I think it is quite difficult to solo against Eruption.

  • 1. Phenomenal sound generated by demogorgon

    2. Remove hit detection from the survivor on the hook.

    3.Nerf STBFL


    I would choose 1. or 2.

    If you choose 3. the demogorgon is still too loud (the volume is the same for STBFL 0 stack and 8 stacks).

  • The most problematic is the 25 seconds of time when nothing can be done. For Solo.

    I think 10 seconds is a safe nerf.


    I also like the idea of 3. But even in that case the incapability time should be nerfed to 15 seconds.

    I don't like ideas 1. and 2. due to the fact that SWF already has voice chat to counter Eruption. Because that would mean that no incompetence would occur. As long as it is a decent survivor.

  • @TWiXT said:

    The problem with the Knight is simple:

    Once again the devs came up with a new and exciting power, but also, out of obvious fear of backlash and "OP" claims from survivor players who don't understand it, the Devs have also coddled the survivors by making everything the killer does too slow, and too telegraphed to be effective (I still haven't forgiven them for giving Onryo, an M1 STEALTH killer mind you, a freaking Lullaby radius, and Dredge a 24 meter directional "Breathing/movement" sound even when he's "undetectable").

    The only way to combat this is for the devs to realize that players actually appreciate a bit of challenge and surprise, over an opponent who shouts out and telegraphs to them everything they do! Getting the devs to realize this though? Yeah, Good Luck!

    If they simply removed the "Green Orb" and the "Detection Radius Circles" from the Survivors PoV's then His power would actually have some tactical fun to play with. Honestly, if you can tell in advanced every move your opponent is going to make without having to make any educated guesses, then what "threat" are they to you? Chess would be stupidly easy, and incredibly one sided if by playing Black, you gained precognition over all of Whites moves wouldn't it?

    The problem with the upcoming live version buffs is that they don't address any of this, and only make instantly planting guards at a loop more effective than setting up patrols. Sure they made the guards chase begin slightly faster, but survivors can still see when and where you are planting them, as well as their detection range, meanwhile the Knight, when using his power, Can't even see the survivors and doesn't know where they are going! This actually makes his power favor the survivors more than the killer, and you can quote me on this when it goes live and everyone realizes how useless it is.

    If they'd just make this change he'd at least be a B tier killer, and actually get some usage out of setting up patrols for his Guards. As it stands right now though... His power is weak as hell, and the only way to effectively use the Guards to pressure survivors is to insta-drop one on a short loop, and hope the survivor stuck around long enough to get detected so you can try and pull off a pincer attack. It's such a waste of a good concept, and all they have to do to somewhat fix it, Is follow this suggestion that I and MANY others have already stated.

    Side note/rant:

    Personally I HATE how the devs over coddle us as players. We're GAMERS, we can pick up on visual queues like a slowed progress bar, off timed skillchecks, Massive Bleeding, That visual effect and sound to tell us we're exposed etc, WITHOUT the freaking excessive HUD notifications! For crying out loud, Dissolution, like Spirit Fury, only takes experiencing 1 time before we know how to counter it, we don't need the freaking Perk Icon to show up in our hud, let alone all the other notification garbage that goes with it! I mean I can see that kind of thing being useful for anyone with less than 200 hours in the game, or encountering it for the first 10 times, but at some point keeping us on these "training wheels" permanently just feels insultingly condescending to our well earned gamer instincts.

    And then they go and give us a killer that has No element of surprise to their power; that even a child could figure out how to beat in 2 matches. Sigh... These devs man...

    Edit: sorry for the rant...

    I agree with your side note... For survivors, it is not necessary to tell them everything that happened. Speculating on the possibilities was part of the fun. Even the hook counter... The resources used for memory are so heavily protected that it is impossible to be a child.


    But the developers did these things for the benefit of newcomers to the game (and I'm sure there are plenty of players new to DbD who chose DbD as their first game). When something happened that they didn't understand, the first thing they did was not to look it up on the wiki, but to suspect a bug or cheat. They get punked for misguided reports.

    Well, from the perspective of making it easier for new players to join, it's not bad.

  • @TorQueMoD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266154#Comment_3266154

    Why would it matter to the devs how people get pleasure from playing the game? People will find the bad in anything. lol

    I present an excerpt from a previous Q&A with the developer (2021/10/8) to help reinforce my thoughts.

    Please note that this is a direct translation of the Japan Forum article, and I apologize for the possibility that the actual streaming answers may differ in nuance.


    Can we expect more emotes to be added? (JordanKaser) 


    This is a topic that comes up from time to time, but so far we have not come up with an emote that meets all the requirements for implementation. The key requirements for an emote are that it be in keeping with the theme of the game, that it bring some meaning in communication, and that it not be used to make fun of someone. It's not a pretense. There is also a concern that giving survivors a new way to communicate could work against the killer. We were concerned about this point when considering this and will keep it in mind. 

  • No Surprise Exercise

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267977#Comment_3267977

    Based on what? The killer is multitudes more stressful than a survivor, in addition to DBD being 1v4 game, in addition with all stupid gatekeeping done by survivors on how to play the game, in addition to SWF, in addition to...

    I can keep going on and on. The killer is just more stressful and requires much more mental fortitude to win games. Survivor is extremely chill and forgiving most of the time.

    *I am concerned about the possibility that this comment of mine may violate the forum rules. If it was against the rules, I apologize, but I'll go ahead and plead that there was no malice intended. *


    Spoiler Spoiler Warning ▲▼

    If you go to a forum user's profile and read past discussions and comments, you can get an idea of what kind of person they claim to be.

  • I have purchased the DLC so far and I am sure I will buy it.

    But this time, I will peruse the patch notes before deciding. I did the same with Trickster.

  • Screenshot_20221117-064609~2.png

    It was revealed in 3.5.1 that the developer uses a "loop safety" system to randomly generate maps. The higher the number, the more likely it is that the killer cannot reach the survivor (100 is the God Palette or God Window).

    However, no explanation is given regarding connected tiles. We do not know if this system is still in use.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/354861/the-thing-i-dont-understand-about-survivors-vs-killers-animations

    Realistic?????????? Do you have any videos of a person doing a 360 in real life? I eagerly await a video of someone doing that “realistic” animation in real life.

    I would like to add to the discussion about 360 animation.

    When a major update was made in 4.5.0, 360 spins became closer to "realistic" as we refer to them in this discussion.


    However, quickly sensing the feedback, 4.5.1 eventually reverted to the "not realistic" weirdness of the current movement.

    It seems that sometimes the reality we seek in DbD is affirmed and sometimes it is not.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/HTQ80WBMD8JP/450nextsteps.png

    Following the 4.5.0 update, we have been closely monitoring feedback on a few different key changes. Already we have begun making changes, and we would like to address as many as we can in one go.

    HUD Update

    https://us.v-cdn.net/6030815/uploads/2UASMIV3Q3P0/wip2.png

    Above is a work in progress preview of the changes we’ll be making to the HUD for the 4.5.2 update. Please note that this image is not final and could be subject to further tweaks and polish.

    To summarize some of the most notable changes, we have:

    • Moved the Survivor statuses from the top left to the lower left
    • Lowered the hook counter
    • Moved the generator counter/objective to the lower left
    • Removed text from objectives
    • Added a separate scaling option for skill checks
    • Increased the size of bleedout and hook progress bars

    We hope this addresses some of the concerns over the HUD being too spread out, as well as skill checks being difficult to see on lower scaling settings. The changes listed above are planned to appear in the 4.5.2 update. We are also working on more changes to the HUD which will appear in later updates, such as:

    • Changing status effects to avoid red-on-red
    • Increasing the visibility of Killer powers (e.g. Reverse Bear Trap timers, Doctor’s Madness, etc.)
    • Increasing the visibility of text on high resolutions

    Survivor Locomotion

    We are also reviewing feedback for the new Survivor animations. While the movement itself hasn’t changed, new animations and transitions can make your character feel different to control. We want this transition to be as smooth as possible, so we are looking into the following:

    • Removing camera position changes
    • Fixing some animation bugs
    • Reviewing turning animation to better reflect the old animations

    We are tentatively planning to address some of these issues starting alongside the next Chapter. Please note that this is by no means a comprehensive list and we are still actively discussing feedback, including possible causes for motion sickness.

    Hit Registration

    Many of you have reported strange hits after the 4.5.0 update. You’re not alone, this is a high priority issue, and our team has identified a potential cause. We are aiming to have the fix ready for the 4.5.2 update.

    We have also investigated an issue which would cause Killers to be teleported to the wrong side of the pallet. This issue will be fixed in the 4.5.2 update as well.

    Miscellaneous

    Finally, there are a few frequently reported issues that we’d like to cover before we sign off:

    • Losing pips in custom games: Fixed in 4.5.1
    • Missing collision on a structure in the Asylum map: Fixed in 4.5.1
    • Impassable areas in some maps: Fixed in 4.5.1
    • Losing pips even though you appear to have safety pipped: Fixed in 4.5.2 (this was a visual bug where the game would incorrectly show you a higher quality emblem that you actually earned)
    • Misleading collision on rubble piles surrounding the Asylum: Fixed in 4.5.2

    Once again, please keep in mind that this is not an exhaustive list. We will include a full list of bug fixes alongside the respective updates.

    We’d like to thank everyone who took the time to give constructive feedback and report issues from the 4.5.0 update. Please keep them coming!

    The Dead by Daylight Team

    Screenshot_20221116-221815~2.png
  • Forums and Twitter are welcome to be used to publicize workarounds.

  • Well, there will still be polite players who spam bowing.

    This is why developers don't want to add emotes.

  • If we meditate on the practical impossibility, it is voice chat.

    This is because voice chat SWF makes the game significantly more difficult to balance. If everyone were voice chat SWF (or if everyone were not voice chat SWF), it would be much easier to balance the game.


    ... Um, sorry if this is not the answer you were looking for.

    In fact, I'm hoping for an adjustment similar to what the developers have done in the past with the Ghostface shroud cool time add-on.

    Add-ons that are so dependent on it that they are unplayable without it can be partially reduced from as a base kit to add-on values.

  • I don't think there is a killer shared MMR.... Of course, we can only believe that, since MMR is not transparent.

    But the information presented by the developer is for when you play a killer you've never used before and you've had a good MMR in other killers before... it's not the same as a player new to DbD using that killer for the first time... it's a different story when you're playing a killer you've never used before and you've never used it before. There is a slight compensation for this.



    ... But even in the same time frame, the role incentive can be different for different people. Many have analyzed that as being due to different MMRs.

    Only in the case of incentives, the killer may be extracting the play ratio as a shared MMR.

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