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gendoss
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2823840#Comment_2823840
Well keep in mind the game is damn near free on consoles. While the player base may be high that alone does not mean it's in a healthy state. Like a joke from the late Robin Williams "too big to fail! That's like saying to fat to die".
I don't think the game is in a good state. In fact I think it's horrible right now but we all know it won't die anytime soon. There's no real competition.
Well people use the Steam player numbers because it's the only platform that tracks it. It was never free on Steam.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2823839#Comment_2823839
exactly- it's not even doing that bad now compared to previous years. like yeah there's been a large player falloff on steam but that's still higher now than a year ago + playercounts always drop off this time of year because exams come up. when i say "it's bounced back from worse" i mean it isn't even that bad rn
I know but it sounded like you were implying that it's in a bad state still. Nevermind though I misinterpreted.
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@GoodBoyKaru said:
So you want a riegon lock to keep players closest to EU servers... in EU servers? Effectively meaning you'll still play with them? Lmao
Also people have been saying this game will die for the past 5 and a half years so forgive me for not believing it just yet. It's bounced back from worse
Dude this February is the highest player count of all Februaries in the history of the game. What do you mean "bounced back from worse?" It's at its peak rn.
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NOED is interesting to me because it exposes how people truly feel about game balance. It's pretty much a discussion about risk vs reward and NOED users love reward with little to no risk and NOED haters like actual fair game design. If you like NOED I can already tell how you want to balance the rest of the game.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2823193#Comment_2823193
Noed has the exact same counter as every other hex perk. Boon/destroy the totem carrying the hex.
What you are talking about is the separate tactic for stopping it from activating at all. And yes, that takes some doing and is unique. Because NOED Is the only perk that can be removed from the match before it has the chance to activate at all.
Trying, as you continually do, to pretend the entire and only counter to noed is cleansing 5 totems, especially in the boon meta where there aren't ever 5 dull totems when the last gen is powered, is absolutely disingenuous and intellectually dishonest. I'm not going around this bush with you again, I'm just disappointed to see you clinging to the exact same fallacies week after week.
I know you don't believe that boons are so common that there aren't any dull totems left. Please just stop lying to try and win arguments on the internet, it's really not cool.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2823091#Comment_2823091
Hold on. So we've gone from "Noed just rewards bad killers" to "it's impossible to stop noed against a good killer"
Well, which is it? Is it a perk for bad killers you would totally win against without it, or is it being used by killers so good that they keep pressure on you all game which is why you die to it?
Also regarding the "but the killer lost all 5 gens" nonsense you keep trying to use as an argument? The Game is balanced around 2k, you can't get 2k/2e without all gens being done.
Therefore the game is specifically balanced around the idea that all 5 gens will be completed in MOST matches. Trying to claim that something the devs literally balance the game around happening almost every match into a lose condition for the killer, or a win condition for yourself, shows you lack understanding of game balance and flow.
Nowhere did I say it's impossible to stop noed against a good killer, I said "It is not reasonable to cleanse all 5 totems and make it out against a good killer".
As for the 2k/2e thing that's another point against NOED. It's super easy to just down 1 person early game, camp them to death, then squeeze out another kill with NOED in the endgame and boom, it's a free 2k for doing basically nothing, it's why basement bubba is extremely dumb.
Of course just finishing all 5 generators is not an immediate win for survivors but my point is that noed is unreasonable for the activation requirement which is that you played decent enough that the survivors didn't get enough time to cleanse all 5 dull totems whether they knew you had it or not. That is like every single game unless you for some reason are going against absolute babies who have so little map pressure that you can spend the time to find and cleanse all 5 dull totems for no reason at all. It makes no logical sense.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2823035#Comment_2823035
They didn't lose, you died. They ran a strong perk that you failed to avoid and you died end of story.
Everything that happened prior to that event is irrelevant othetr than in the context of you being salty about your death. If you avoided the killer all game and smashed out the gens great but you also...
Failed to note totems and cleanse NOED
Failed to open exit gates or timed the exit gate poorly leaving not enough time to save someone on hook or cleanse NOED
Went for that bad save anyway even though its a really poor play and went down
Failed to avoid the killer in endgame
Failed to be far enough from death hook that NOED shouldn't really an issue and if you aren't on death hook then there is often plenty of time to find and cleanse it especially if the killer is camping leaving you free to search.
Failed to play cautiously, competently or in a coordinated manner meaning the whole team went down in the endgame together.
Couldn't effectively judge the cost of staying in game against NOED so was overly alturistic making you more suceptible to NOED
All of these points are a failure of the survivor team and nothing to do with whatever the killer is doing.
The killer hadn't lost, they had a strong endgame perk that the survivors failed to anticipate and counter. The perception that they had already won is part of the survivors failure to counter NOED.
Google the video of the cyclist who celebrates too soon raises his hands and slows down at the finish line and is then passed and beaten as a result... that's you in this scenario. Read the fable the Hare and the Tortoise the cockiness of being ahead is part of what makes up the higher impact of NOED for you.
Its a bitter pill to swallow but its not NOED's fault this is what I mean when I say, own your loss.
All of that is very misleading or a stretching of the truth. It is not reasonable to cleanse all 5 totems and still make it out against a good killer. It really isn't. NOED activates right when the last gen pops so you could be mid chase and just go down for free cuz the killer is faster and you're exposed. Super dumb. The problem is that it doesn't have reasonable counterplay and rewards the killer for losing all of the gens. There are other end game perks that I'm fine with like Remember Me, Blood Warden, and No Way Out. Those are balanced and have reasonable counter play. NOED is way too OP for the activation requirements which is basically just play the game whether you do good or bad.
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I already own the Stranger Things stuff so I don't really care personally.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2823002#Comment_2823002
This post is you demonstrating your expectation to escape. If you played amazing you would be out the door.
You played amazing till NOED popped then you ######### up. Unless you are out the door anything can and still may happen in game and its all legit.
This is exactly what I'm talking about the, "I played amazing I deserve to escape". Well guess what you DIDN'T play amazing because you forgot about NOED and/or didn't counter it and died accordingly.
Its not backwards its survival horror and you failed to survive, own your loss.
It's not that I failed to escape, it's that the game rewarded the killer for losing.
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@pseudechis said:
Sore losers whom expect to escape because they got to endgame but then don't is the only reason people hate on NOED. That's all it is.
You can see even the OP is looking for an echo chamber not a discussion about NOED, they open with everybody thinks it needs to change and that's just not true. Plenty of players can deal with NOED, think its fine and can also deal with losing to it.
NOED makes the endgame threatening, its not unfun it's exciting to play against it and a last attempt to get kills as killer in the dieing moments. Stop expecting to escape or thinking you deserve to escape just because the gens got done.
No It's not because people expect to escape it's because they can play amazing all game and then die at the endgame because the killer was rewarded for playing badly all game. It's completely backwards and against good game design which this game struggles with a lot tbh.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2822698#Comment_2822698
It's weird. On paper the boon meta should make it so that noed is a non-issue entirely. I mean, it can't overwrite a booned totem, and survivors booning totems clearly know where they are, so it should be a simple matter to find the single lit one after the gens are done.
In practice it seems like boons have made a lot of people forget that dull totems have a purpose beyond anchoring survivor perks, to the point where they BM each other for the crime of actually doing bones.
I hardly get any boon users in my games. At the very least I'll get one boon every few games. I think people have finally started to realize they just aren't that good.
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@Tsulan said:
I assume that the kill stats would be way lower without NOED. So nerfing or removing it would force the devs to make a lot of balance changes to all killers.
Probably. The devs generally don't like moving forward with the balance, they just move in circles.
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The thing I just really hate is how we're expected - no, obligated to provide our own evidence and then sift through our own recordings to upload just to report one guy. It's probably why there are so many hackers out there.
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@fulltonon said:
More like why so many people hate this perk much?
It doesn't do much, nor hard to counter, I don't see reason to get mad over it.
"It doesn't do much, nor hard to counter". Ok.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2815508#Comment_2815508
When was there a gen speed nerf?
@Peanits said:
https://us.v-cdn.net/6030815/uploads/090/BOX4MG5TPAK9.png
We’re back with another Developer Update, a series of blogposts detailing various changes coming to Dead by Daylight in the near future. In this entry, we’ll be going over some of the most notable changes from the upcoming mid-chapter update.
Repair Changes
We’ve been keeping a close eye on repair speed in recent months and have prepared some changes to repairing. This comes in the form of two changes:
Reduced efficiency when repairing with other Survivors
As you may have noticed, whenever another Survivor comes along and starts repairing a generator with you, your repair meter turns red to indicate that you are repairing slower. This is because for each Survivor working on the same generator, your personal repair speed decreases by 10%.
Going forward, the speed reduction for each additional Survivor is being raised to 15%. While this may sound like a small change, it is the difference between four Survivors finishing a generator in about 36 seconds compared to the current 28 seconds.
This change – in conjunction with other changes discussed below – aims to eliminate instances where it feels as though you could not have possibly gotten to the generator fast enough to stop it from being powered, particularly at the start of a match.
Skill check bonuses
A successful great repair skill check would add an additional 2% progress to the generator – about 1.6 seconds worth of time saved for each great skill check. Experienced Survivors are often able to consistently hit great skill checks and shave a significant amount of time off a generator. To better control the repair times of generators, this bonus has been halved to 1% (0.8 seconds).
To make sure that experienced Survivors feel rewarded for hitting great skill checks, the amount of points earned for great skill checks have been doubled from 150 points to 300 points.
Perk changes
With the above changes in mind, we have made changes to two Survivor perks.
Prove Thyself: Increased the repair speed bonus from 10% to 15%.
Stake Out: Now increases the great skill check success bonus from 1% to 2%.
Map Changes
For the 3.7.0 update, we have taken some time to revisit some existing maps and update them using the new tools we have at our disposal and everything we’ve learned since the game first launched. We reviewed as many maps as we could in this update, but if you don’t see a particular map below, it’s always possible that we’ll revisit it in the future. These changes come in a few different forms:
Size & Layout
Each map has a unique size and layout, with some larger than others taking a long time to cross. Some of these maps are being reduced in size, while others are having their layout adjusted.
Type Spacing
Some maps allowed “maze tiles” (tiles like jungle gyms and LT walls) to spawn too close to each other, allowing an experienced player to link them together, making it incredibly hard to capitalize on a Survivor’s mistake. These tiles are being spaced further apart to better control the safety in some of these maps.
Strong window balance
Certain windows on some maps were too safe, leaving no room for mindgames and forcing the Killer to chase the Survivor through the window three times in order to block it. We have done a pass on most of these windows and altered the loop or replaced them.
Tile tweaks
Some tiles have been changed for a variety of reasons, such as adjusting loop lengths or fixing abusable spots.
Window spawning logic
Some buildings feature window variations, where a different set of windows could be available from one match to the next. Depending on which windows were open, a building could be either incredibly safe or unsafe. The random element to these windows is being disabled on some maps to control the loop safety and give the buildings a consistent safety rating.
There’re far too many changes to go into details for each map in one post, so please refer to the chart below for more info. Please keep in mind that some changes may be larger than others, and a small update to a map now does not rule out the possibility of more changes down the line. Likewise, if you don’t see a map in the list below, that does not mean that we don’t intend to change it later on.
https://us.v-cdn.net/6030815/uploads/946/6JIRC090KVIR.png
Finally, we want to leave you with a few teaser screenshots of what you can expect to see in the Player Test Build (PTB).
https://us.v-cdn.net/6030815/uploads/025/DJ53WWRW03EV.png
https://us.v-cdn.net/6030815/uploads/481/KUEN9WW8AR8P.png
https://us.v-cdn.net/6030815/uploads/073/DJZFY680M0EZ.png
Controller Sensitivity Improvements
This one is for all the console players out there (and those of you playing with a controller on PC too): Starting with the mid-chapter update, the maximum controller sensitivity is being nearly doubled. If 100% sensitivity just wasn’t cutting it for you, you’ll now be able to turn faster than ever. If you’re happy with your current sensitivity, don’t worry, lower sensitivities aren’t going anywhere.
Various Quality of Life Improvements
To close things off, we also have a few smaller quality of life changes on the way for 3.7.0.
Legion Tracking
While Feral Frenzy is active, The Legion will not see blood pools or scratch marks until their fatigue ends. In the next update, The Legion will now regain their tracking abilities as soon as Feral Frenzy ends rather than at the end of their fatigue. This should help prevent cases where you lose track of a Survivor while fatigued.
Attempt Hook Escape: Feedback Update
One of the common mistakes new players make is attempting to escape the first time they are hooked. To make the risk more obvious, we have added visual effects and audio to make it clearer that failing an escape attempt is hurting you and speeding up the sacrifice.
Head On UI Improvements
The perk icon for Head On will now light up with a timer (similar to Inner Strength, for example) to show when it will activate. This will give you a better idea of when it will be ready to use.
Updated Mori Interaction
The mori animation will now begin to play once a short interaction is complete. At this point, the Killer is locked into the animation until it is finished. This prevents the mori from being cancelled repeatedly to annoy someone.
Further Protection Hit Improvements
A few months back, we made some improvements to protection hits to help ensure that they are awarded consistently. While those changes had a positive effect, we took a moment to make further improvements to the system. Now, coming within range of an injured Survivor will have a lingering effect, allowing you to get a protection hit a few seconds after the injured Survivor moves away.
All the changes mentioned in this post will be available to try in the Player Test Build, which starts tomorrow April 7th. This brings us to the end of the April Developer Update. We’re excited to see what you think once you’ve had a chance to try them out!
The Dead by Daylight team
Here.
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@yeet said:
https://forum.deadbydaylight.com/en/discussion/comment/2815508#Comment_2815508
gen speeds haven't been nerfed since 2016
@Pulsar said:
The last global Killer buff was the Hatch nerf.
Corrupt is an old perk and isn't a problem.
RPD is a very Survivor-sided map. However, it's miserable for everyone.
Agreed. If they nerfed Survivors so that we tunneling/camping wasn't necessary (not that everyone does it because it's necessary) then I would be much happier.
Sort of agree. They need to nerf the meta on both sides.
Agreed.
This is usually a ping issue. Not always, but usually.
I have never seen this. Check your PC/keyboard.
Gen speeds have never been changed.
The game is losing players for a multitude of reasons. It would seem that it's skewed towards more Killers leaving, but I dislike focusing on one aspect alone. MMR is massively unpopular, the game is stale and very unfun for both sides and there have been some very...questionable and very public mistakes recently. Anniversary needs to be very very good else we might actually be in trouble.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/090/BOX4MG5TPAK9.png
We’re back with another Developer Update, a series of blogposts detailing various changes coming to Dead by Daylight in the near future. In this entry, we’ll be going over some of the most notable changes from the upcoming mid-chapter update.
Repair Changes
We’ve been keeping a close eye on repair speed in recent months and have prepared some changes to repairing. This comes in the form of two changes:
Reduced efficiency when repairing with other Survivors
As you may have noticed, whenever another Survivor comes along and starts repairing a generator with you, your repair meter turns red to indicate that you are repairing slower. This is because for each Survivor working on the same generator, your personal repair speed decreases by 10%.
Going forward, the speed reduction for each additional Survivor is being raised to 15%. While this may sound like a small change, it is the difference between four Survivors finishing a generator in about 36 seconds compared to the current 28 seconds.
This change – in conjunction with other changes discussed below – aims to eliminate instances where it feels as though you could not have possibly gotten to the generator fast enough to stop it from being powered, particularly at the start of a match.
Skill check bonuses
A successful great repair skill check would add an additional 2% progress to the generator – about 1.6 seconds worth of time saved for each great skill check. Experienced Survivors are often able to consistently hit great skill checks and shave a significant amount of time off a generator. To better control the repair times of generators, this bonus has been halved to 1% (0.8 seconds).
To make sure that experienced Survivors feel rewarded for hitting great skill checks, the amount of points earned for great skill checks have been doubled from 150 points to 300 points.
Perk changes
With the above changes in mind, we have made changes to two Survivor perks.
Prove Thyself: Increased the repair speed bonus from 10% to 15%.
Stake Out: Now increases the great skill check success bonus from 1% to 2%.
Map Changes
For the 3.7.0 update, we have taken some time to revisit some existing maps and update them using the new tools we have at our disposal and everything we’ve learned since the game first launched. We reviewed as many maps as we could in this update, but if you don’t see a particular map below, it’s always possible that we’ll revisit it in the future. These changes come in a few different forms:
Size & Layout
Each map has a unique size and layout, with some larger than others taking a long time to cross. Some of these maps are being reduced in size, while others are having their layout adjusted.
Type Spacing
Some maps allowed “maze tiles” (tiles like jungle gyms and LT walls) to spawn too close to each other, allowing an experienced player to link them together, making it incredibly hard to capitalize on a Survivor’s mistake. These tiles are being spaced further apart to better control the safety in some of these maps.
Strong window balance
Certain windows on some maps were too safe, leaving no room for mindgames and forcing the Killer to chase the Survivor through the window three times in order to block it. We have done a pass on most of these windows and altered the loop or replaced them.
Tile tweaks
Some tiles have been changed for a variety of reasons, such as adjusting loop lengths or fixing abusable spots.
Window spawning logic
Some buildings feature window variations, where a different set of windows could be available from one match to the next. Depending on which windows were open, a building could be either incredibly safe or unsafe. The random element to these windows is being disabled on some maps to control the loop safety and give the buildings a consistent safety rating.
There’re far too many changes to go into details for each map in one post, so please refer to the chart below for more info. Please keep in mind that some changes may be larger than others, and a small update to a map now does not rule out the possibility of more changes down the line. Likewise, if you don’t see a map in the list below, that does not mean that we don’t intend to change it later on.
https://us.v-cdn.net/6030815/uploads/946/6JIRC090KVIR.png
Finally, we want to leave you with a few teaser screenshots of what you can expect to see in the Player Test Build (PTB).
https://us.v-cdn.net/6030815/uploads/025/DJ53WWRW03EV.png
https://us.v-cdn.net/6030815/uploads/481/KUEN9WW8AR8P.png
https://us.v-cdn.net/6030815/uploads/073/DJZFY680M0EZ.png
Controller Sensitivity Improvements
This one is for all the console players out there (and those of you playing with a controller on PC too): Starting with the mid-chapter update, the maximum controller sensitivity is being nearly doubled. If 100% sensitivity just wasn’t cutting it for you, you’ll now be able to turn faster than ever. If you’re happy with your current sensitivity, don’t worry, lower sensitivities aren’t going anywhere.
Various Quality of Life Improvements
To close things off, we also have a few smaller quality of life changes on the way for 3.7.0.
Legion Tracking
While Feral Frenzy is active, The Legion will not see blood pools or scratch marks until their fatigue ends. In the next update, The Legion will now regain their tracking abilities as soon as Feral Frenzy ends rather than at the end of their fatigue. This should help prevent cases where you lose track of a Survivor while fatigued.
Attempt Hook Escape: Feedback Update
One of the common mistakes new players make is attempting to escape the first time they are hooked. To make the risk more obvious, we have added visual effects and audio to make it clearer that failing an escape attempt is hurting you and speeding up the sacrifice.
Head On UI Improvements
The perk icon for Head On will now light up with a timer (similar to Inner Strength, for example) to show when it will activate. This will give you a better idea of when it will be ready to use.
Updated Mori Interaction
The mori animation will now begin to play once a short interaction is complete. At this point, the Killer is locked into the animation until it is finished. This prevents the mori from being cancelled repeatedly to annoy someone.
Further Protection Hit Improvements
A few months back, we made some improvements to protection hits to help ensure that they are awarded consistently. While those changes had a positive effect, we took a moment to make further improvements to the system. Now, coming within range of an injured Survivor will have a lingering effect, allowing you to get a protection hit a few seconds after the injured Survivor moves away.
All the changes mentioned in this post will be available to try in the Player Test Build, which starts tomorrow April 7th. This brings us to the end of the April Developer Update. We’re excited to see what you think once you’ve had a chance to try them out!
The Dead by Daylight team
They were nerfed in April 2020. I linked the original dev update talking about it.
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@Maverick_74F said:
Here's a tip, don't get on fourms mad you make yourself look like a idiot
You know I was really out here making posts and looking like an idiot to a bunch of killer mains and then I read your reply from Maverick_74F and I really changed my ways. Thanks for giving me such great advice!
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2815707#Comment_2815707
The last few antiloop Killers haven't been good, with the exception of Artist.
Artist is not an antiloop Killer, she's focused on long range hits and map control, her antiloop is easily countered by ShiftW.
Pinhead has a non-existant 1v1 and a really bad 1v1.
Nemesis gives you 3 health states and a Tentacle Strike that you can just crouch under any obstacle to dodge.
Trickster got nerfed since his original state, and now has an even worse 1v1.
These Killers aren't op, Survivors didn't leave because of them unless, now hear me out, they're bad?
They're not top tier or anything but the game isn't fun going against them. You also forgot about Twins, Pyramid Head, and Death slinger. It's just been nothing but anti loop killers and pretty much the only thing you can do against a killer is loop. If you get denied to play the game what's even the point?
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It's probably because his add-ons used to be extremely busted. They just straight up made gen speeds slower for doing nothing in return.
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@Mr_Critical said:
https://forum.deadbydaylight.com/en/discussion/comment/2815743#Comment_2815743
They changed it from a 10% to a 15% reduction, not from a 1:1, and also gave survivors a perk to counter the reduction.
They didn't give survivors a perk to counter it, one already existed.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2815707#Comment_2815707
So wait -- now it's the anti-loop killers? And not all of the other tripe in your initial post? But wait, it's also because it's a seasonal game, and EVERY year there's drops in these months due to DBD being a "horror" game, which would make your entire reasoning off to begin with? (As if horror fans only want to play a horror game around October -- I'm a horror movie fan and watch them year-round, lol. My enjoyment of them doesn't magically curtail itself during months that don't start in "O". Seasonal difference due to weather, school and work schedules, and even the COVID-19 impact on people do impact who's doing what at any given time, but the "spooky game around Halloween" hypothesis is just plain silly.)
You're using supposition to make your argument. So am I, in a way, but what makes more sense: Hypothetically, all of these "survivor" players, that you can't factually quantify, are quitting over game mechanics, which also can't quantify, and other reasons that you can't quantify -- or that players in general are quitting over a SBMM system that was introduced at the time that a clear drop in players can be seen since that introduction, and a system which at this point, has incredibly few proponents who aren't collecting a paycheck from BHVR?
If we're throwing darts at a board without actual real evidence and trying to hit on a correct assessment, one of those hypothesis statements above at least has SOMEWHAT of a data trend (and the timing of something that was added to the game) to have it make real sense, and the other doesn't, so if I had to put money on either being true, I know which one I'd be betting on.
No I'm saying there are way better reasons than MMR. I was listing all of the other reasons that make way more sense and it could be a mix of all of them, really.
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@Mr_Critical said:
https://forum.deadbydaylight.com/en/discussion/comment/2815636#Comment_2815636
You are wrong about gens, they have always done that since the start as stated by the devs, all they did was make it a red bar so people knew about it, it was never a 1:1 ratio
No... in April 2020 they changed it.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/090/BOX4MG5TPAK9.png
We’re back with another Developer Update, a series of blogposts detailing various changes coming to Dead by Daylight in the near future. In this entry, we’ll be going over some of the most notable changes from the upcoming mid-chapter update.
Repair Changes
We’ve been keeping a close eye on repair speed in recent months and have prepared some changes to repairing. This comes in the form of two changes:
Reduced efficiency when repairing with other Survivors
As you may have noticed, whenever another Survivor comes along and starts repairing a generator with you, your repair meter turns red to indicate that you are repairing slower. This is because for each Survivor working on the same generator, your personal repair speed decreases by 10%.
Going forward, the speed reduction for each additional Survivor is being raised to 15%. While this may sound like a small change, it is the difference between four Survivors finishing a generator in about 36 seconds compared to the current 28 seconds.
This change – in conjunction with other changes discussed below – aims to eliminate instances where it feels as though you could not have possibly gotten to the generator fast enough to stop it from being powered, particularly at the start of a match.
Skill check bonuses
A successful great repair skill check would add an additional 2% progress to the generator – about 1.6 seconds worth of time saved for each great skill check. Experienced Survivors are often able to consistently hit great skill checks and shave a significant amount of time off a generator. To better control the repair times of generators, this bonus has been halved to 1% (0.8 seconds).
To make sure that experienced Survivors feel rewarded for hitting great skill checks, the amount of points earned for great skill checks have been doubled from 150 points to 300 points.
Perk changes
With the above changes in mind, we have made changes to two Survivor perks.
Prove Thyself: Increased the repair speed bonus from 10% to 15%.
Stake Out: Now increases the great skill check success bonus from 1% to 2%.
Map Changes
For the 3.7.0 update, we have taken some time to revisit some existing maps and update them using the new tools we have at our disposal and everything we’ve learned since the game first launched. We reviewed as many maps as we could in this update, but if you don’t see a particular map below, it’s always possible that we’ll revisit it in the future. These changes come in a few different forms:
Size & Layout
Each map has a unique size and layout, with some larger than others taking a long time to cross. Some of these maps are being reduced in size, while others are having their layout adjusted.
Type Spacing
Some maps allowed “maze tiles” (tiles like jungle gyms and LT walls) to spawn too close to each other, allowing an experienced player to link them together, making it incredibly hard to capitalize on a Survivor’s mistake. These tiles are being spaced further apart to better control the safety in some of these maps.
Strong window balance
Certain windows on some maps were too safe, leaving no room for mindgames and forcing the Killer to chase the Survivor through the window three times in order to block it. We have done a pass on most of these windows and altered the loop or replaced them.
Tile tweaks
Some tiles have been changed for a variety of reasons, such as adjusting loop lengths or fixing abusable spots.
Window spawning logic
Some buildings feature window variations, where a different set of windows could be available from one match to the next. Depending on which windows were open, a building could be either incredibly safe or unsafe. The random element to these windows is being disabled on some maps to control the loop safety and give the buildings a consistent safety rating.
There’re far too many changes to go into details for each map in one post, so please refer to the chart below for more info. Please keep in mind that some changes may be larger than others, and a small update to a map now does not rule out the possibility of more changes down the line. Likewise, if you don’t see a map in the list below, that does not mean that we don’t intend to change it later on.
https://us.v-cdn.net/6030815/uploads/946/6JIRC090KVIR.png
Finally, we want to leave you with a few teaser screenshots of what you can expect to see in the Player Test Build (PTB).
https://us.v-cdn.net/6030815/uploads/025/DJ53WWRW03EV.png
https://us.v-cdn.net/6030815/uploads/481/KUEN9WW8AR8P.png
https://us.v-cdn.net/6030815/uploads/073/DJZFY680M0EZ.png
Controller Sensitivity Improvements
This one is for all the console players out there (and those of you playing with a controller on PC too): Starting with the mid-chapter update, the maximum controller sensitivity is being nearly doubled. If 100% sensitivity just wasn’t cutting it for you, you’ll now be able to turn faster than ever. If you’re happy with your current sensitivity, don’t worry, lower sensitivities aren’t going anywhere.
Various Quality of Life Improvements
To close things off, we also have a few smaller quality of life changes on the way for 3.7.0.
Legion Tracking
While Feral Frenzy is active, The Legion will not see blood pools or scratch marks until their fatigue ends. In the next update, The Legion will now regain their tracking abilities as soon as Feral Frenzy ends rather than at the end of their fatigue. This should help prevent cases where you lose track of a Survivor while fatigued.
Attempt Hook Escape: Feedback Update
One of the common mistakes new players make is attempting to escape the first time they are hooked. To make the risk more obvious, we have added visual effects and audio to make it clearer that failing an escape attempt is hurting you and speeding up the sacrifice.
Head On UI Improvements
The perk icon for Head On will now light up with a timer (similar to Inner Strength, for example) to show when it will activate. This will give you a better idea of when it will be ready to use.
Updated Mori Interaction
The mori animation will now begin to play once a short interaction is complete. At this point, the Killer is locked into the animation until it is finished. This prevents the mori from being cancelled repeatedly to annoy someone.
Further Protection Hit Improvements
A few months back, we made some improvements to protection hits to help ensure that they are awarded consistently. While those changes had a positive effect, we took a moment to make further improvements to the system. Now, coming within range of an injured Survivor will have a lingering effect, allowing you to get a protection hit a few seconds after the injured Survivor moves away.
All the changes mentioned in this post will be available to try in the Player Test Build, which starts tomorrow April 7th. This brings us to the end of the April Developer Update. We’re excited to see what you think once you’ve had a chance to try them out!
The Dead by Daylight team
They also made every map smaller.
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@ChiSoxFan11 said:
I presume you saw the CoconutRTS video today where he detailed the drop in the player base over the last several months. Or if you claim you're unaware of that video, then you must be simply coincidentally looking at the Steam charts which -- gasp! -- do not distinguish between survivor players and killer players in who plays the game (or those who play both), making your claim sketchy, at least in any ability to back up your opening statement with any real facts to support it.
I can definitely presume you're missed the part where, whether you looked at the Steam charts or watched the above said video, the one thing that DOES tie in to any drop in the player base is the introduction of SBMM, not any of the things you claim. Inconvenient for your claims, but that's a conclusion that makes far more sense than whatever you're claiming here.
No what I believe is the reason for the player drops is the last year of just anti loop killers. I don't believe that MMR is the cause for players leaving because it's proven to be better than the last garbage ranking system. Also what makes a lot of sense is that the playerbase drops after every single October until around April and that's because it's a horror game where a ton of casual players just want to play a spooky game with their friends around Halloween time and then drop it, it happens every year. There are objectively more survivor players than killer players so it makes sense that there would be a sharper decrease in players because survivors are leaving, they're sick of not being able to play the game because of only new anti loop killers.
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@pseudechis said:
There is a really simple solution to this complaint... play killer!
If you feel killers are over buffed and its no fun/boring to play survivor then... play killer.
I don't get why people don't play both sides, you paid for the game why commit to only 50% of it?
Look at all the its killer sided/ its survivor sided, tit-for-tat bias posts in just this thread alone, let alone the forums as a whole.
My advice is play both sides you dumbasses.
I play killer sometimes I just enjoy survivor gameplay more. All I want is a balanced game and we're allowed to have discussions about the balance.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2815550#Comment_2815550
OK, let's go 1 by 1
When you constantly buff killers and nerf survivors,
Killers haven't gotten a buff in a while, the last overall Killer buff was the Hatch nerf
making perks that block all generators,
Dead Man's Switch is easily counterable, even with Scourge Hook: Pain Resonance. Let go off the gen before someone gets hooked, then get back on it
create maps that are just straight hallways,
RPD is one of the worst Killer maps in the game, aside from stealth Killers, who are already bad
keep incentivizing tunneling and camping,
I wonder why, maybe because playing "fair" isn't viable and loses games
rarely change any survivor perks in a stale meta,
True, meta Perks rarely get changed, they usually get a 2 second nerf or they get buffed
Somehow make holding W meta,
Yes, ShiftW is meta
don't fix window and pallet vaults,
Window and Pallet vaults are fine, if you're having problems, it's probably a ping issue
making basic functions not work (spamming space bar 5 times and nothing happening),
Why would you ever need to spam space bar 5 times?
slowing down generator speeds,
Gens have taken 80 second to finish for a while now don't know what you're talking about
As you can see, most of these are other you playing subpar, or you not having that much game knowledge
Ok let's debunk all of this.
When you constantly buff killers and nerf survivors,
Look at every single killer add-on that gets buffed every update. Recently Nemesis got a really strong one.
making perks that block all generators,
It is hardly counterable if you're going against a killer who it's specifically great for like Doctor or Artist. Artist is completely busted right now and it's ridiculous.
create maps that are just straight hallways,
There's like one good loop on RPD granted it's a god loop. It also just got buffed for killers by adding 2 hooks that can be completely blocked by a killer and are unsaveable.
keep incentivizing tunneling and camping,
Tunneling and camping is just extremely unfun to go against. It's not that it's too OP or anything it's just not fun in the slightest dying on first hook or basically being disabled from playing the game by a killer.
rarely change any survivor perks in a stale meta,
We agree on this.
Somehow make holding W meta,
Agree.
don't fix window and pallet vaults,
I get 30 ping every game. Pallet drops and stuns are fine because they got fixed but they have not fixed vaults yet and that's been confirmed by devs. It's still objectively killer sided because whatever happens on the killer's screen is law. Vaults are not server sided like pallet stuns.
making basic functions not work (spamming space bar 5 times and nothing happening),
Sometimes actions just don't work even though you press the button as many times as you want. You can also be halfway through a vault and something can block you and cancel your action. Button presses are literally suggestions lol, they aren't actual actions you can perform.
slowing down generator speeds,
A while ago (maybe a year, I don't remember) they slowed down gen speeds when you're working on them with multiple people. It used to be a 1:1 ratio where 1 person = 80 seconds and 2 people = 40 seconds but they changed it so that there's diminishing returns. Now 2 people = 45 - 50 seconds and 3 people = 40 seconds, etc.
I'm not surprised you missed almost all of this. There's a lot of changes to the game that you just aren't familiar with and I get that, just don't come after me when you don't know what you're talking about.
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@ThiccBudhha said:
It is actually the truth. Killer players hate to admit it, but we are a minority. If 4 people out of 5 are having a good time, that is better that 1 out of 5 from a profit standpoint.
Obviously it does not need to be that way, and all 5 should be having fun, I just feel they try to keep things a bit more survivor sided to not accidentally rock the boat whereas killer mains are easily replaceable from chapter to chapter when they add lit certified Gs such as Sadako.
That's a valid point and I somewhat agree with it. What really annoys me is that the game truly was very survivor sided back in the day but people didn't seem to care as much. Yeah a lot of people complained as they should but killers have gotten a TON of stuff to help them out since then and it seems like the complaining has gotten even worse. I just wish more people realized how bad they really had it and how much progress has been made. I believe it's been over-corrected but if you don't think it's gone that far yet it very well might one day.
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@fulltonon said:
And I mean, what's the deal with losing survivors?
We have more than enough survivors already, I don't get why we have to care about losing survivors.
You need a healthy population which is 4 survivors for every 1 killer. Queue times are already bad enough as survivor and if more stop playing well then it will just be a snowball of a loss of population. If you're claiming that you don't care about the game losing players that's fine lmao, I see where your priorities are at.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2815523#Comment_2815523
They didn't nuke it, the Perk wasn't good even after the buff, it was just abuseable. Now it's not abuseable anymore and about ont he same level strength wise.
Killers can't do bones. They can snuff, which is a waste of time if Survivors are smart and place the Boon properly, usually on the opposite side of the map from the Killer.
Your complaints are due you not being that good or getting really bad opponents. Everything you complained about is a skill issue
In that case any problems you have with killer is a skill issue. Sorry but I just know it's a skill issue and you can't actually complain about them. So I better not see you ever complain about any issues with killer.
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"pretty well known" by forum members who you just claimed is filled with killer mains. Just talk to Otz or Ohtofu about how the game is in no way survivor sided and even teeters towards killer. In no way is what most forum members say reflected in-game and I think most people are just biased.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2815508#Comment_2815508
"CoH was never good to begin with". You lost all your non-existant credibility with that one sentence. If you were any good at the game (Survivor or Killer) you'd actually know how busted that Perk was and remains to be after it's 2 second nerf.
The Boil Over nerf was so it can't be abuseable anymore, why was something abuseable a good thing?
I play as both and don't use it as survivor and barely notice it as killer. Literally just do bones. Boil Over was abuseable in a few spots and they could have just put hooks in those places... They didn't have to nuke the entire perk over a lack of a few hooks that could have been placed, problem solved.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2815488#Comment_2815488
You should probably talk about issues that are true issues then. If you want to be taken serious 🤷 99 % of what you posted is cap though.
Yeah ok. If you think they're lies then just move along then. There's no convincing you.
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@ThatOneDemoPlayer said:
Have Survivors gotten any meaningful nerfs recently? The last one I remember was the Hatch nerf which was a fair nerf.
If you want to talk about nerfs, look at what CoH did to every Hit N Run Killer, 3 genning and playing "fairly", no tunneling and camping. It deleted all of those
Well the gen speed nerf was a huge one. It's also that pretty much every time a survivor perk comes out that people freak out about it gets immediately demolished like Boil Over. Pretty much nobody uses CoH anymore because it was never that good to begin with. Everybody just spent 16 seconds blessing totems only for them to be destroyed instantly. Just bring a med-kit, those have existed since the game came out.
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@SomberNokk said:
Lmao, get your windows broken and gen speeds slowed.
Keep losing players. This community is going to kill this game
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@Carrow said:
Sadly, the matchmaking is at its absolute lowest in DBD's history and the development team is too arrogant/incompetent to wanting to fix it and actually fix it. I heavily empathize with anyone being a new player right now, it's a miserable experience and there's no words of encouragement I can give. Hope that VHS will be good feels very lackluster, but until there's actual competition in this genre, DBD is going to reign supreme in its sad, sad state.
Lol you didn't play with the old matchmaking. SBMM has proven to be objectively better in multiple ways including statistics and data.
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The old animations looked like you were skipping around when you were injured. It was not good.
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@Junylar said:
According to tried and trusted sources, 10% of the playerbase use cheating software in one form or another. On EU servers, you can quite often meet killers who walk extra 2-5% faster or who somehow always know exactly where you are without any aura-reading perk/addon/ability. You can't even report those, because even if you record the game - it's impossible to prove the killer had wallhack and not just "made several lucky guesses with his intuition".
What are these sources?
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@tippy2k2 said:
I imagine it's just as often as survivor hacking but unless they screw up, you have no way to actually know, which is kind of the point...
and since BHVR has no system in place whatsoever to stop it, we'll probably never know shrugs
Like I finally caught on to what I believe was a subtle hacker in one of my threads
https://forum.deadbydaylight.com/en/discussion/308942/did-my-first-face-campin-bubba-ever
I am still 99% confident that the survivor was cheating and doing a subtle hack but still, I can't say FOR 100% CERTAIN that they were. Maybe they were just really really really really really really good at mindgaming me at the Double L loops. I am as confident as I can be that they were a subtle hacker and I still don't know for a fact that they were.
Hell, the famous BHVR Spaghetti Code and Lag could be what makes you think that your opponent is subtle hacking when in reality it's just the game is a broken mess being held together by duct tape and the hopes and dreams of the shareholders trying to squeeze out as much money as they can before it all comes crashing down.
Yeah I hate how you can never 100% know and therefore have to give everybody the benefit of the doubt.
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@Aven_Fallen said:
Are you sure it is not just the animation? Some Killers look pretty fast, despite them being at the same Speed like others.
E.g. I always feel that Clown walks faster than other Killers, just because of his animations.
I rarely encounter Hackers, the last time I encountered a Hacker is already a few months ago. But most of the time it was quite obvious that they were hacking, even when it was subtle (e.g. walking fast to the Hook like they had Agitation, but not having it in the Postgame-Screen).
I encounter very obvious hackers somewhat rarely but honestly how could you decisively tell that a killer was hacking if they only went a couple percent faster? It's somewhat obvious with survivors because it's easy to tell when you should or shouldn't be catching up but if all of these killers have "different animations" you could easily just move a little bit faster and use that as the excuse.
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@SquidBad said:
https://forum.deadbydaylight.com/en/discussion/comment/2794294#Comment_2794294
Dude its not a "strategy" to tbag at the exit gate or leave people on the ground for 4 minutes because you have already won. I don't understand how brain damaged you have to be to think that being rude after winning is a strategy.
So you should be banned only for t-bagging at the exit gates and nothing else?
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2795056#Comment_2795056
not trying to be rude, but do you even understand how hitboxes work? This post makes it seem like you don't. Hell, if the hitboxes are too big, it hits the environment instead far more easily, which is why trickster and deathslinger can make much more narrow (albeit less damaging 1 for 1) shots through gaps in walls and such. Huntress hatchets have a travel time, the player has no crosshair or anything similar, and they need to be possible to actually hit when using a controller.
That's not an excuse to make it so she can hit you through walls.
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After 2000 hours it's the complete opposite for me. There's very little reason to play as survivor unless you just want to have fun with friends.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2795044#Comment_2795044
Precisely.
Patch 2.2.0 tried and it was a colossal failure. Her hatchets couldn't hit a damn thing, Huntresses getting bullied left and right.
The very next patch reverted the change due to how terrible it was.
That sounds more like a technical issue on the devs part than the fact that good hitboxes just don't work. That doesn't make any sense.
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@GeneralV said:
That is a thing not worth complaining about.
Huntress will either work like that or she won't work at all, as a certain experience in the past confirms.
So if her hatchets work like they should they actually wouldn't work at all...?
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No. Taunting opponents is a strategy used in pretty much every sport and game ever.
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This is a really good troll lmao. I actually laughed irl.
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Grades are not used for matchmaking. They reset every month.
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Damn that sucks. I got my shards when they gave them out the second time because I didn't get them the first time.
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Having tantrums with Billy would be awful. I'm against having an overheat at all but honestly most Billy mains think that it barely changed him at all.