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  • Simply turning off the DC penalty would make the game unplayable, as selfish players would actively DC in a cheater-free game.

    But it is next to impossible to completely deal with cheaters.

    Aftercare must be provided at the same time: with the HUSK system, the player who DC's will be turned into the AI according to his MMR, and the game itself will continue.

  • Seems odd, but is this an actual photo?

  • Assuming that such a situation is not possible, the display will show "5 gen remaining" even when the seven generators are running at 99%.

    I think they are trying to say that the number of generators is not really a stepwise process, but rather a flowing curve of transition, but I apologize if I am wrong.

  • Solo queues that have been matched with survivors who tell us why the kill rate is so high are bitterly disappointed.

  • I do not know.

    But my guess is that it is because this vault hit system can only attack such a small area that it is impractical.

    In fact, I can't recall a single instance of this system causing a vault hit.

    Perhaps the coordinates must match those of the survivor at the moment of vaulting. Hypothesis.


    I have reported the bug. Don't you think that the fact that the vault hit occurred on a survivor who is slugging reinforces this hypothesis?

    https://youtu.be/3nCKHTlNbvQ

    PS: I uploaded this video to the bug report a while ago, but no developer seems to have checked it because it still has 0 views lol

  • Blinds in the middle of a pickup animation won't drop survivors!

    Blinding at the moment the pickup animation ends will target the drop.

    To be precise, a drop due to stun does not occur during the pickup animation. The same is true for palettes as well as flashlights.

    By timing the drop at the moment the animation ends, you can make the drop before the killer avoids the light.

  • Why don't you join me in pleading with them to change the blink attack to a special attack?

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214156#Comment_3214156

    If you let go very early in the warning noise, it won’t appear.

    I seem to have a lot of lucky timing.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213171#Comment_3213171

    I feel number 2 should 1 or 2 kills with 9-10 hooks. That is obviously still much more skillful than bubba getting 4K with 4 hooks... don't you think?

    Indeed it is.

    2. excellent results on camping and tunneling (3k, 4k, and 9+ hooks which is essential for iri devout category)


    2.5. excellent results on camping and tunneling (3k, 4k, but fewer hooks)


    It might be better to divide them into the following categories.

  • I remember the developer making the statement that DbD is not competitive e-sports, but an interesting e-show.

    The skill-based matchmaking system is just like e-sports.

  • First of all, of course, the blink attack is a special attack.

    And the main problem with her is that her ability can pass through walls. This makes it extremely difficult for the survivor to make use of pallets and windows to buy time, unlike other killers.

    The aspect of buying time should be of utmost importance.

    A successful blink attack will extend the stun time slightly. At the same time, a successful blink attack will increase the recharge time. This increases the chances of the survivor gaining time.

    The stun and cooldown time if the survivor does not attack after the blink or if the survivor misses the blink attack will remain the same as they are now. I would like you to test with that first.

  • Delicate black and white art, I feel beautiful.

  • Yes, of course. If you can do that, it's better than not being able to do that.


    By the way, if you take your hand off the generator at the moment you hear the skill check occur, sometimes the skill check appears and explodes, and sometimes the skill check itself does not occur and no explosion occurs. Is this due to lucky timing?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212992#Comment_3212992

    Why'd they let him do that? Considering the first down was gained purely by Charlotte, these survivors weren't great.

    This.

    I don't think a survivor who goes down from health in 5 seconds is playing well.


    Or a player with a flashlight is lurking nearby, and not only is it possible to get stunned from a pickup, but also to escape with a base kit unbreakable once picked up. There is absolutely no need to intentionally even out an advantageous situation by choosing to hook.

    Does the survivor believe that the killer is deliberately taking various choices to harass the survivor? They make choices because those choices will help the game progress in their favor.

  • I understand your feeling that slugging is boring.

    Needless to say, Sadako is weak. But at the same time, it seems to me that the developers find mori more attractive than I think it is.

    The base kit needs to be changed. Almost all the facts related to the blamed status are no-pressure factors without those add-on builds.

    It's hard to think about because it's an M1 killer with only a few manageable stealth. How can we keep mori as an attractive aspect and still make Sadako a decently playable killer? I would like to think about this with everyone and with you.

  • I disagree with the 100% reduction...


    I've seen a lot of your discussions lately, so I thought I'd take a quick peek at the kind of discussions you've been building.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213258#Comment_3213258

    My issue with this suggestion is that if I’ve 2nd hooked a survivor mid-game and they die from that hook, I wouldn’t want them replaced by another survivor—whether AI controlled or not. That survivor is gone now, so the match is theoretically easier for me; as it should be.

    As a survivor, what exactly is this ‘bonus’? Is it a buff to get repair speeds, healing, the number of hits I and other survivors can take—all things that are influenced by the presence of a functional survivor. Or is it just a few bloodpoints to compensate for the early game loss? Since survivors generally earn fewer bloodpoints than killers and have a much tougher time scoring emblems, are these rewards reconfigured in a way that reasonably synchronizes with this suggestion?

    These are questions and concerns that need answering.

    Sorry for my lack of English comprehension.

    About survivors who kill themselves on the second hook?

    Yes, the HUSK system did not take that into account, it is a constant band-aid against DC, but we need to consider about players who commit suicide knowing that.

    So how about removing hook wiggle and skill checks altogether? The developers said they wanted to have a sense of urgency on the hook, but I don't think easy skill checks that don't check skills make much sense anymore.


    And yeah, it says something about bonuses that would be a compensating blood point.

    Also, I know that there are people who play for the purpose of increasing their grade, which I don't understand.

    Suggested that if there is a DC, PIP should not be negative.



    I hope I have answered your questions and concerns, sorry if this writing does not convince you.

  • It is difficult to solve all problems. Also, there is always a side to every problem.

    Is everyone playing the game only a beginner? Or only advanced players?

    Let's limit our discussion to advanced players. So why are all the same add-ons chosen? Because it is stronger? Or because the others are weak? What will be the position of the meme add-on?

  • I have been proposing the HUSK-system as a solution to DC and suicide for a long time. As a matter of fact, there has been no follow-up, although the developers have stated that they are working towards releasing it.

    @fake said:

    こんにちは。

    I remember this "DC husk" feature that was revealed to be under development three years ago.

    Attached is a citation for that information that was actually published.

    DEVELOPER UPDATE, JUNE/JULY 2019.

    https://forum.deadbydaylight.com/en/discussion/73858/developer-update-june-july-2019

    This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing. Additionally, the other Survivors in the match will receive a quitter bonus to compensate for losing a teammate. Should a Killer disconnect, the match will immediately end, and the remaining Survivors will receive emblem points assuming they had healed and escaped the trial, keeping any items and add-ons they have equipped. Any offerings used will be refunded if the match is cancelled shortly after starting.

    Just recently I saw a discussion about not being able to activate the Blood Warden due to a player who had DC.

    This citation explains how this feature would allow us to acquire park tokens, i.e., BBQs and STBFLs, that we cannot acquire due to selfish DC players.

    (Though BBQ will no longer get BP bonus tokens with the next update before this feature is implemented.)

    While we are aiming to have this new system launch at the same time as dedicated servers, we may need to hold off until the following mid-chapter patch. We will keep you posted on our progress as soon as we have more info to share. For the time being, we will continue punishing excessive disconnectors using our existing system.

    It has been a long time since dedicated servers were implemented and a long time since the next chapter patch when dedicated servers were implemented.

    Three years in fact.

    Developers, do you have any information you can share on this?

    I have a feeling that no information has been shared on this in the last 3 years, if I remember correctly.

    If there is no information to share, I would surely be pleased if the answer is "no information to share".

    Because in the Q&A's over the past three years, I have asked several times if there is any information that can be disclosed about this "DC husk system" and it has never been addressed.

    This Q&A includes some stuff unique to the official Japanese Twitter feed.

    If there is any reaction from the developer's side, I would be really happy.

    If no reaction, I may ask the same question in the next Q&A. Or in some cases, the next one, and the next one after that.


    1. first, remove the DC penalty.

    2. players who DC will leave HUSK and the game will continue; HUSK will be controlled by AI according to MMR.

    3.This allows a player who has been crying on the hook and pretty much killing himself to make a DC and end the game without inconveniencing other players.

    4. however, if you frequently DC to HUSK, you may need to be penalized. Like a decrease in efficiency of getting Blood Points on the game.


    There may be a better way, but I support this feature.

  • We also agree that skills checks, despite the name "checking skills," do not require that much concentration on skills.

    I do not have a 100% success rate to overcharge skill checks, but that level of difficulty seems more like checking skills.

    I think the range could be narrowed a bit or the speed of the needle could be increased. Or an element like Lullaby.

  • I agree to some extent. But my opinion is that, assuming that camping and tunneling also require skill, a killer who does them and does 4k and a killer who does not do them and does 4k, the one who does not do them is more skilled.


    1. superior results without camping and tunneling (3k, 4k and many hooks)

    2. excellent results doing them (hook count varies)

    3. poor results without doing them (0k, 1k & many hooks)

    4. poor results doing them (less than 1k and few hooks of course)


    I feel this order of skill.

    But I see a lot of dissatisfied survivors complaining about 1. and 2. and 4.

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212455#Comment_3212455

    No.

    Here is the solution:

    Base Speed: 4.6 (excluding power)

    Teleport Token: 1

    Removed token increase addons

    Fatigue duration: 2 seconds.

    It's an interesting idea, and it would be nice if the developers could actually test play it or even tentatively test it with the PTB, whether they implement it or not.

    BTW, since the discussion title seems to be on the topic of whether blink attacks should be special attacks, the reworking of the nurse itself seems like a slightly different topic.

    But I am interested in the nurse being 4.6 m/s. If she could walk at that speed. What about in terms of limiting the number of blinks to one, but still using the same pallets and windows to gain time?

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212455#Comment_3212455

    I’m just saying I disagree. Even with Nurse using Exposed perks, survivors can do fine. Your opinion is valid. I was just interested if you had statistical proof or something conclusive of that sort.

    Oh, I'm sorry. I have no statistical or conclusive evidence. I agree with this discussion... That's all.

    Thank you for saying my opinion is valid. What you said about disagreeing is equally valid.

    I am sorry if my poor understanding of the English language has caused you to feel uncomfortable with my lack of understanding of your intentions.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212436#Comment_3212436

    Content creators upload content of wins or interesting games because that is what get views. Also, even in general, very good players will slaughter average players. There are not enough very good players on in a needed 4:1 ratio to give said very good players consistently even skill matches, so they get matched with average players for the sake of queue times. This is why there’s winstreaks on every single killer in the game and solo/SWF escape streaks basically everywhere.

    https://forum.deadbydaylight.com/en/discussion/comment/3212437#Comment_3212437

    I don’t think it is overpowered, so I am interested in proof that it is.

    Wait a minute, I really don't understand. Am I not allowed to give my subjective opinion?


    I do not believe that nurses should be granted exposure status. Because they can fight well enough without exposure status. If they had exposure status, it would be literally impossible for survivors to gain time. Therefore, I believe it is overpowered. To prevent this, blink attacks should be treated as special attacks and the effect of exposure status should be controlled.

    This is my opinion.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212428#Comment_3212428

    I mean this sentence: "The combo of Starstruck and Awakened Awareness and the combo of Hex: Retribution and Hex: Haunted Ground are honestly too overpowered." Or is that not your opinion?

    Um, don't you think it is overpowered to apply exposure status to nurses? I think she is a killer who can fight just fine without exposure status.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212415#Comment_3212415

    What I’m asking for is proof that Nurse being able to use Exposed is overpowered.

    Japanese Fog Whisperer is the other build.

    https://youtu.be/GQgFHJh4kK0


  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212415#Comment_3212415

    What I’m asking for is proof that Nurse being able to use Exposed is overpowered.

    I'm quoting from a Twitter account in the timeline I'm looking at. This account is not me.

    https://twitter.com/nsbbnn/status/1548494208952320000?t=Abb40dhcv-GAT2fI6eo1iQ&s=09


  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212410#Comment_3212410

    I meant the part where you said Exposed synergy is overpowered.

    Um, exposure status applies to normal attacks, but not to special attacks, right?

    By making the nurse's blink attack a special attack, we can almost eliminate the possibility of the nurse getting exposure status and still going down with a single blow.

    I am writing this in auto-translation, so I apologize if my thoughts are not clear.

  • I am sorry, but I do not have proof. That is why I wrote that I forgot.

    I wish someone had proof of this, but it is possible that I am misremembering.

  • I think I saw an opinion somewhere that the developers apparently said that if the blink attack was made into a special attack, it would be undesirable because the nurse's walking speed would be slower than the survivor's, effectively making it a killer that would not generate a normal attack, but I forget.

    But still, her blink attack should be a special attack. That alone will prevent the exposed status from being applied and will curb her power slightly more than it does now.

    The combo of Starstruck and Awakened Awareness and the combo of Hex: Retribution and Hex: Haunted Ground are honestly too overpowered.

  • You're kidding, right?

    I can't believe the fact that after watching this Twins video, the story is being told that the Twins are bad.

    Could it be that it is common to match up with these not so good survivor teams?

  • If the MMR is working, then both allies and opponents should be matched with skill rates close to yours.

    But what the skill rate matching system means is that if you are matched with a terrible ally, it discourages you from being a skill rate close to theirs. The opposite is delightful. If your opponent gets 4k, you are happy because you think you have a skill rate to match; if you get 0k, you are discouraged; if your opponent gets 4k, you are happy because you think you have a skill rate to match.

    The odd thing is that you are matched with a terrible ally and a sweaty killer at the same time, which is the exact opposite of what this description describes.


    I think compromises are being made due to the balance between skill rate and matching wait time, and the time of day also has an impact.

    I don't know the truth.

  • The newest killers have always been the most popular.

    But simply because his ability to move quickly makes him intuitive to use. Relatively low difficulty of use, yet exciting and exhilarating. It is still popular a month later because it satisfies both of these needs.


    Twins, Victor met the requirement of being able to move quickly, but Charlotte was too redundant.

    Artists and pinheads need more proficiency in their abilities.

  • Sadly, even the Left for Dead achievement is left untouched by the developers on the grounds that it is not physically impossible to achieve.

  • I was just a little concerned.

    Is the direction of punishing tunneling called an incentive?

    To me it sounds like a disincentive.

    Isn't the direction of rewarding for not tunneling called an incentive?

  • In KILLS, do we need this scene or storyline? I enjoyed it, although there were points where I wondered.

    I like the scene when Michael discovers the knife when watching the Halloween movie. I can't speak up in the movie theater, but I can say "Hey! Michael has found his main weapon! Oooooohhhh!" in my mind, and I love the moment when he makes eye contact with his friend next to him.

    I am also looking forward to ENDS.

  • Ah, but OG Freddy is also sorry for suggesting Freddy's rework in the discussion.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211846#Comment_3211846

    Yea, New Nightmare was pretty wild. And the Forever Freddy hate was a bit deserved.

    But all they really needed to do was let BT proc regardless of Terror Radius and make his slowdown add-ons not stack, then he would have been in a good spot. The rest of his kit was good, but not overtuned. A strong Killer that's also easy to pickup and play isn't a crime.

    Nerfing the dream pallets was a joke.

    Sleepiness progressing to a second and more dangerous state is a good idea, but I'm no better off than you on knowing what to do.

    Personally I'd say skillchecks and clocks would no longer wake up a Survivor in this second tier. Only being hooked or actively woken up by another Survivor would wake them. They'd also suffer a slight Hindered effect (2%) and more difficult skillchecks (think Doctor skillchecks).

    It'd encourage both gen jockey and chase oriented players to look for clocks pre-emptively, or force them to group up to cure the effect after getting afflicted. Both of which could be some nice passive slowdown.

    It would also help make his terrible skillcheck series of add-ons a bit less nonsensical and more meaningful.

    And add-ons could be reworked add some boosts to this second state too, maybe an Ultra Rare (hopefully the worthless mini- Bloodwarden one) could be reworked to give aura reading and a Very Rare could be reworked to give a (non-stacking) action speed debuff.

    Just an idea though. Who knows how that'd work in practice.

    Hey, I quite like your idea!

    However, I was wondering if the microsleep gauge (stage 1) by passive can stay as it is, but the deep sleep gauge (stage 2) will progress faster within hearing of his lullaby? As long as he is not chasing. Also, if hooked, he wakes up as well as in microsleep.


    Or maybe a survivor in deep sleep can be awakened by a clock, but add some randomness like a reverse bear trap. I would like to see a tease if it was a fake clock, like the joke Freddy was in the movie before it was remade. However, I do not strongly request this idea as it could create a difference between Solo and SWF.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211819#Comment_3211819

    I can't say how much of a factor it was, but yes, part of the reason he was changed was because his power's mechanics were unintuitive for Survivors that hadn't played as him/studied the wiki.

    ---

    As to the primary topic, I don't know what Freddy needs.

    I think his old power occasionally worked back then, if you played well. I personally had great success as Old Freddy, even against friends who were competent Survivors. But DbD is in a different place than it was back then.

    In the current meta, taking 7 seconds to pull people into a world you can hurt them in would be a BIG pain: enjoy everyone always being able to get a safe unhook withbuilt in BT without risk, to say nothing of powering through fast Medkit heals or Hyperfocus sped up gens.

    And the hit-and-run playstyle that Old Freddy excelled at has been dead ever since CoH came out.

    Current Freddy is competing for the dubious honor of being the worst Killer in the entire game, so I want to see some kind of adjustment.

    I just don't know if a return to his older mechanics is it.

    I miss the days right after he was changed when most of the survivors were screaming for a nerf because he had the highest kill rate of all the killers.

    Eventually he was nerfed. Not only his own basic abilities, but most of his add-ons were trashed. (I remember when the developers said snare was the problem, but for some reason they nerfed Dream Palette as well.)


    More recently, the Ouroboros virus has two levels of infection. Dreamworld could also have two levels of tiers. I don't have any concrete ideas.

  • OG Freddy pretty much recreated his personality.

    However, his abilities were not suitable for both Killer and Survivor in the course of the game.

    But is it true that the real reason he was changed was because Survivor did not search and try to understand Dreamworld? I heard rumors about that.

  • Camping makes rescue difficult. Difficulty in rescue does not earn altruism category points. If you don't get points, you can't make the grade. That is frustrating. So hook grabs should be removed to make rescues easier even when camped. Is this the argument?

    The complaint itself is understandable.

    But I do not see a solution. I'm not sure why you would remove the hook grabs, because you might find something else to remove next.

    The developer stated that the grade is an indicator of how often you have played recently, as opposed to a rank, which indicates skill.

    What should change is the emblem rating.

    Still, are there more players playing for the grade than you think?

  • When I saw this patch, I thought it would be kind if you presented it with images and not just text. It's a little confusing, isn't it?

  • It seems a bit odd, but what about giving the effect as an add-on to a key, for example?

    For the green key, allow it to do that only once without the add-on.


    ... I still suggested it myself, but it is odd.

  • I like the fact that it is decently strong in 1vs1.

    I don't like that it is weak in 1vs4.

  • After all, I am aware that I will play Survivor and Killer no matter what changes are made. I will probably take a break, though.

    I love DbD. That is why we do different opinions.

    Someone tells me, "Don't make a fuss about something that hasn't started.

    Someone tells me, "Don't complain about something that has been decided.

    Someone says to me, "Don't interrupt the middle of a project.

    Someone says to me, "Don't rehash what has been done.

    (second hand from others)

    But I have my opinion at all times. I like this forum where I can hear everyone's opinion on it.


    Sometimes the comments are sarcastic or angry. That is part of the discussion. It's fun just to watch!

  • How about putting the deformed character you set up at the bottom of the screen when you press the matchmaking wait button (or after that until you enter the lobby to start the game)? Would it detract from the world view?

    Show loadout when you hover the cursor over it.

  • Not that it matters, but I like your perk build.

    Ideal Bill.

  • In the case of killers who did not have the urge to kill in cold blood deep down in their hearts, that is, killers who became killers through a sad accident, you may want to bring them back from a world line where that accident did not occur.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209124#Comment_3209124

    I am not a normal person. But I am also happy about this change.

    yes of course.

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