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kizuati

kizuati

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  • @Mister_xD said:

    I dont dislike it at all, I just think its a lot less unique than the original one.

    I get this argument but if it impedes accessibility with some languages,I think it's better to change it.

  • @Kira4Evr said:

    Some people don't like changes. Besides, the current one fits DBD's aesthetic better. The new one loos way too, modern. But don't get me wrong. I don't have anything against it.

    I think DBD needs to get modernized tbh

  • @Bran said:

    Because it looks bad.

    No :)

  • Ending the game in reasonable timeframe will happen anyway

  • @Chadku said:

    I hope there's gonna be an ingame ad space for stuff like DbD: Hooked on You, David King bodypillow and a tracker which shows how many Nea's are in your area.

    I'll specifically request behavior to do target ads just for you!

  • @IlliterateGenocide said:

    It gonna take some time to get used to

    but just like the new UI I will probably get over it no matter how ugly

    the current UI is 100% better than the old one tbh

  • The prestige rework is coming next mid-chapter,not the anniversary.

  • @Canas said:

    The switch to dedicated servers turned the experience on vommy mommy into one ruled by luck and not by skill. I literally hit a Claudette FIVE times with my puke and yet she remained healthy throughout all of that. It's even more devastating when her corrupt purge seemingly passes through its target without even registering.

    I rarely even play her anymore despite really loving the killer. I own all perks in the game on her at tier 3 and was getting ready to farm some bp via a cake and BBQ to prepare for the inevitable prestiging but I fear it's not worth the severe bullying I have to endure.

    Adiris has no map pressure and her only power gets denied by dedicated servers. What purpose does this killer even serve anymore? She gets genrushed to hell and denied by Dead Hard if she manages to finally injure someone. Only a single hook in that game and relentless ridicule from the survivors. This is what this killer is capable of, it's truly sad.

    https://us.v-cdn.net/6030815/uploads/TWEUNOFWJE4C/cyberbully.png

    "reporting you and flagging your steam profile"

    I play plague and she is lovely to play with occasional issues. I think you might just not be playing well.

  • @Rokjer said:

    Improvements for SoloQ !

    Oh wait...

    Yes

  • Some good changes. However as per usual,most of them months and months away. Kind of saddening. I was hoping for more. Chapter's is a disappointment so far,the Killer's really sad.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954811#Comment_2954811

    I knew it was a freebie but why does that equal more cheaters? Does it make it easier or something?

    When a cheater gets banned means usually they need to spend money to play again. With EGS they created thousands of free new accs to cheat on. I know this because multiple cheaters I saw just went "haha thanks bhvr for the free accs"

  • @Vlarian said:

    no worries! BHVR is working on the cheater problem and it will be fixed in 9 months.

    We will get an update on the fix's progress in 9 months you mean.

  • @Adjatha said:

    Getting a better code team would be a welcome announcement. I don't know what kind of chewing-gum-and-duct-tape framework they're working off of, but the sheer number of totally unrelated things breaking, inexplicably, every patch is kind of embarrassing. "We added Haddonfield back into rotation! Aaaaaaand the Rancor perk broke."

    Pretty sure that's due to the whole game still being practically a one giant mess of UE Blueprint code still.

  • @KateDunson said:

    Or they will not arrive at all like half of the things they announced last year(mori rework rework, incentive of bps to play killer at specific times when queue is long, Funko pops, etc)

    Im not hyped at all this year, when they don't keep promises there's no point to even announce them, just to get disappointed next months

    Just like I said,they might not arrive at all,lol

  • Still baffled how this game uses so much of my GPU for 1440P High settings it rivals Cyberpunk 2077 and runs worse at the same time. It's so baffling. The game's visuals do not justify it's performance.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/323174/add-fsr-2-0-support

    What is FSR 2.0 and why should we want support for it added?

    An upscaling algorithm by AMD. It allows to render at a lower resolution while retaining image quality similar to native resolution. This boosts framerates for any GPU bottlenecked situations.

  • @Synexin said:

    Me again.

    Don't post here much, but posted the other day with feedback re: Ghostface's newest chase theme. tl;dr I'm extremely not a fan.

    The complaints aren't even remotely close to as loud as they were before the change so while I have definitely seen some folks express disappointment (more on reddit than here), the complaints are a lot quieter than they were before and I guess that means we're probably unlikely to see the chase theme changed at all.

    So.... how about an option to use the generic chase theme instead, for any killer, at least from killer POV?

    I'd definitely use this option for Ghostface and Legion (chase music is fine, it's just too loud for Legion and drowns out environmental cues).

    Even better idea,allows to turn off or change the volume of the bloody music if we want to.

  • @TWiXT said:

    ooh I know, we should offer the survivors a table with punch and cookies in the basement! No one can refuse punch and cookies!

    /s

    chest defender bubba buff

  • @IlliterateGenocide said:

    I wish third seal also made loud noise notifications gone as well so you cant see where ur teammate was hooked

    but i love the idea

    thanks!

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947728#Comment_2947728

    My suggestion didn't intend it to be "meta" either. Honestly there's only 3 killers (4 if you include Demogorgon) I can think of that are even capable of putting it to use in order to create pressure on the survivors: Trapper, Hag, and sigh... Bubba. Regardless, the idea remains that it needs to be potent enough for at least a consideration if not for simple "meme" builds, really anything that brings it from the Trash Bin, to something, Some Killers might pick to gain an advantage is better than being as useless as it is right now. Otherwise, it's just a waste of BP.

    I disagree to be honest. I think your outlook is a little too bleak. I think this idea could be lots of fun and provide quite a bit of value in a lot of skill brackets.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947701#Comment_2947701

    I acknowledge that, but also make a fair point with my change, that you're idea, while more likely to be adopted by the devs, is still far too lenient on the survivors to be seen as useful by killers (like Fire Up). 9% of 2 minutes is nothing, 9% of penalty to escape attempts doesn't stack up enough to keep them from attempting 3 tries for it, much less 6 if they bring in Slippery Meat.

    Understand, I thought long and hard about the change I suggested, and went through many different versions before I setteled on one that I thought would make it potent, but not broken. You on the otherhand seem to be playing it safe. Yes It gives you the potential of 8 Scourge hooks, which is awesome, but only applies it's effect to the basement hooks, and tbh, because the basement hooks are all in one place, they might as well count as only 1 hook location. Overall killers gain a + 1 scourge hook advantage, but no further or meaningful impact to the survivors.

    I don't mean to tear you down, as I like where you're going with this, but you need to take into account that survivors already have multiple counters for this perk, which has further cemented it's place in the "trash bin", and if you want to see it renewed, you have to give it something survivors will have to deal with or risk losing, while at the same time not making it "OP". It's a tough bit of thin ice to skate, I know, but that's just how this game works.

    If your suggestion doesn't add enough meaningful changes to give it an impact on the current game environment/meta, then the perk will be tossed back into the trash bin by the players. Even My suggestion is probably not enough to put it on the radar for most killer mains, because while it decreases the time survivors spend on the hook, it only does so by 15 seconds per hook phase, which survivors have counters for already, so if anything, all my revision will do is put those counters back on the map for survivor mains, and make it useless anyways.

    It's the sad truth of this community, no matter how clever you are, on any suggestion, they will always find a counter for it, and if they don't it's "OP" and will never happen.

    I do not in any way intend for this perk to be a meta perk. I intend to give a net buff to a currently really sad perk and provide a QoL option for Scourge Hook builds,while also throwing in a fun wildcard into the games.


    I also now realize that maybe we could get away with buffing the hook progression speeds as long as the killer is not nearby the hook - turn them off or slow them down if they're near.

  • @C3Tooth said:

    The problems of this perk is: Currently its worthless.

    But if just a simple change, like becoming a Scourge perk that spawn random around the map. This perk can be extremely powerful when combined with camping play style.

    This perk needs a whole rework to a different purpose. Not changing number.

    I dont see how this really makes camping more efficient that much. It's 5s-ish save time. Enough to make clutch stage 1-2 scenarios,not make camping effective. Besides,I didn't suggest changing the numbers of it.

  • @TWiXT said:

    Here's my original redisign for the perk and a decent enough explanation:

    Monstrous Shrine:

    Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.

    Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.

    Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.

    Making it a Scourge hook, even with my change would be good, however... only 4 scourge hooks can spawn in a map, meaning that if you ever took this, along with any other Scourge hook perks, you'd have to make the rest of your build entirely centered around "Basement Builds" in order to gain the maximum potential of your other scourge hook perks, and to me, that just makes it far worse.

    However, if it had a caveat that the Basement hooks only counted for 1 scourge hook, then you'd basically get a net gain of 3 scourge hooks possible on the map, bringing your total to 7 (4 in the basement + 3 decided by RNG across the map) with only the basement ones taking advantage of the new Monstrous Shrine's effect.

    That, honestly, would make it pretty worth it tbh.

    This design still allows to spawn 4 hooks across the map ALONGSIDE the Basement hooks being Scourge. The idea is to make a wildcard that will sometimes advance survivors to the next stage faster than anticipated.

  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947684#Comment_2947684

    ohhhhh good point. I didnt think of the stage 1 to 2 speed. So you could more easily cause a 2 hook kill instead of a 3 hook kill if i am understanding correctly?

    In that case never mind, i can see its utility more with the right build

    Yeah! I'd also love to see this buffed along with Kinship or something,create more perks that fight against each other like that!

  • As someone who both loves using flashlights,but also is photosensitive,I agree. Add at least 0.5s cooldown or an option for killers to have it at a reduced brightness/the random beams not really be as visible.

  • @InvadeGames said:

    IMO its a pretty worthless perk. how many games have any saves that take place within the last 10 seconds of a survivor struggle on hook? imo feels its value is far too inconsistent to be worth taking a perk slot when you could throw on one of a dozen other consistently value generating perks.

    That being said i have literally never used the perk so my position may be worthless. let me know if so.

    Honestly,you'd be surprised! Combo this with something that brings a painful choice between losing a lot of gen-time or going for the rescue and it could be really impactful. There are so many times survivors are barely making it before stage 2 and that could be very,very impactful on them.

  • Main thoughts behind this one - Basement Hooks being Scourge ones has been a debate. I thought this perk would fit into that niche well. I also think it needs to either remove the self-unhook chance reduction or not show it - maybe it could even make survivors be unable to self-unhook?

    Overall this should make some hooks more scary,punish leaving people on hook and prioritizing gens and give a useless perk a buff.

  • This issue honestly extends to the overall mechanic of "let's make EVERYTHING FLICKER AT LIGHTSPEED TO TELL WHERE GENS ARE".

    People know there are gens inside houses. There are also other ways to implement this - signs on Lery's. Improve on this terribleness,please,BHVR.

  • @Blueberry said:

    You can bait out the iframe, you cannot bait out the distance. The distance has no counter play when used correctly. You essentially just greed every single loop. If he respects you get free loops if he doesn’t respect you dead hard the distance and make it yo the window or pallet anyway. Bar a couple killer exceptions there’s no counter play there.

    same could apply to any exhaustion perk that's 99'd tbh

  • @ThatOneDemoPlayer said:

    This radiates more troll energy than "Bait it out 4head"

    this is a tad cheeky but i unironically think that

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931198#Comment_2931198

    Go play killers lower than A tier and then tell me how it goes.

    played legion,it was fine too. i had fun even when they DH'd to the exit gate because they played well.

  • i am typing this as someone who has been playing huntress without perks for a few weeks now. it's really not as bad as y'all are complaining.

  • if BillySkill = 6.9

    then Fly

    else Overheat

  • @SuzuKR said:

    People that are transphobes are usually also morons. Stuff like “That’s not what my fifth grade textbook said”, ignoring how much more there is.

    I mean they misspelled people,so not surprised.

  • I did,I guess - like ti does anything. Yet to see any of them be even slightly penalized for stuff worse than this.

  • @tippy2k2 said:

    While they are very dumb, naming and shaming is against the rules of the forum so I'd recommend removing the screenshot or blurring the name

    Still think that hate speech and harassing others should deny you any rights of your own to peace of mind like that,but sure

  • @I_am_Negan said:

    The old rank system was good all that needed to be done was remove the safety pip.

    I wouldn't say that would be the be-end all solution,but could be a helpful change to try.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/319799/dear-bhvr-your-grade-based-matchmaking-test-was-really-flawed

    I would kinda disagree here, the old rank based match making was arguably worse, because sure, a red rank would be a red rank consistently, but you can reach red rank within your first 20 hours of the game. Now you're 20 hours in and will consistently face people who have 1000+ hours.

    The current "reworked" system works better because it will be harder to earn grades unless you're actively performing well in the game. You wouldnt really start facing people who are far outside your skill comfortzone untill the end of the month.

    The fact that your grade gets reset back to the start, and good players earning grades much faster than people who arent as good, it's not really that bad.

    Let alone that in games like Overwatch and League of Legends, you wont really lose a rank once you've gained it. Going from silver 5 to silver 1 is easier than going from silver 5 to bronze 1. And that matchmaking hasnt really impacted games any worse than before when you could drop down from silver 5 to bronze 1 with just 1 or 2 games.

    So by default, this matchmaking system is better than the old one, because the reset is more significant. It's basically the old system, but *better*

    Hence the need to make pipping stricter. I dont think an analogy to another game is valid,DBD's very unique as an asym,so idk about comparing it to overwatch, You should be able to lose a "grade/rank" or whatever for the system to work remotely okay.

  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911959#Comment_2911959

    For survivor main this current system is the best.

    For killer mains the old system would be the best

    My survivor games are much,much worse now. Killer games are just harder. You're generalizing based on "easy to win" or something?

  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/319799/dear-bhvr-your-grade-based-matchmaking-test-was-really-flawed

    So basically you want the old red rank, I remember that I got potatoes as teammates even at red rank. Unless they making really hard to reach ranks and maintain, there is no point in graded matchmaking.

    But of course killer mains would love that 100+ game in row with 4k

    I believe a reworked pip system together with ranks would be much better,yes. Not just old matchmaking straight up. My whole point is that BHVR tested the worst possible situation for their Grade Based System which could be a thing to address.

  • @Peanits said:

    We understand that. We called this out specifically in that post. There is no effective way to test a different system like that in 1-2 days. We do not consider that to be an accurate representation of grade matchmaking.

    Yes,but why set it in just before Grade reset where the issue is at its' worse instead of,say,two weeks in then? That just dillutes it more.

  • @GentlemanFridge said:

    Did I misread it, or did you?

    What are you confused about? Their post was "we want to let people into their grade so we started this test just before rank reset" which is silly,considering how much easier it is to just go up a grade over time even compared to ranks.

  • @Aneurysm said:

    Reconsider what? They're making changes already.

    Reconsider their testing methodology for the future.

  • @Peanits said:

    To clarify a few things:

    1. We did not say the old ranking system was good in this post. I'm not sure where you got that bit.
    2. The reason why we did it right before grade reset is to give people as much time to settle into their grades as possible. We ended the test before grade reset because that would set everyone to 20. This would cause absolute chaos matchmaking. This is different from the ranked system where you'd only reset a little.
    3. The test was not going great until the reset. It was fairly mixed, although the grade reset (in its current implementation) would have made it a lot worse.

    What's the insane flaw in your testing - GRADES CANNOT BE LOST. Unlike the old ranking system you can't lose a grade until rank reset,thus muddying the waters insanely. This is an unfair comparision lmfao

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911596#Comment_2911596

    don't know why but looking at that pic remind me of patrick voice from spongebob

    delete nemesis,bring patrick in instead

  • image.png

    nemesis simp gang can't admit that their man looks really stupid


    mald harder YesYes


    (honestly this was a silly shitpost about me being unhappy with his visual and gameplay design,however this thread has been absolutely hilarious to read and coming back to 31 notifs about it was f$cking hilarious. thanks peeps)

  • image.png

    nemesis reliably looks stupid

  • my 99% FPS (which is a measure that includes FPS dips which can make the game feel laggy) is always consistenly quite low,often dipping to 40 FPS and below on my 3080 + Ryzen 5900x rig. It's inexcusable

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