kizuati
kizuati
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3220943#Comment_3220943
that's what always happens to me! :)
you're probably going up against my piggy,sorry. the bloodlust (not the effect) is strong with some players. you just need to boop harder
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eta: same as switch cross progression
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@Veinslay said:
Haddonfield sucks. Any potatohead survivor can equip windows of opportunity and all the sudden be Ayrun thanks to all the god windows
but then there's also the incredibly overpowered dead zone around the best 3 gen in the game
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3219993#Comment_3219993
Do we have actual proofs of this? If they really do go this low, we're going to be really disappointed.
bhvr posting that?
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3219988#Comment_3219988
Eh they looked pretty bad anyway, but by limited time I would assume they are in their own Halloween tome/challenges? Like some of the previous ones?
nope it's way worse. it's auric cells in store for a limited time.
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agreed
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BHVR is very much a company.They've been really behaving as one a lot lately.
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@Norhc said:
Last 2 years? No. I guess nu-Haddonfield is the closest but it still is poorly designed due to the fact that the map basically has a considerably killer-favored side and another considerably survivor-favored one rather than trying to be enjoyable for both sides at the same time.
Behavior has been really good at designing things that are frustrating for both sides lately
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@Hannacia said:
Everytime i get garden of pain as a killer i just want to afk in a corner. That map to me personally is the worst. Too many safe pallets and that main house..not even going to talk about it.
I want them to redo the swamp maps but how they have been making maps i'm not sure i trust their ability to make them balanced. They would probably be full of god loops and steel bushes afterwards.
it's less painful than eyrie tbh
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@sizzlingmario4 said:
Not really, but at least Haddonfield and RPD are better than they used to be.
polished turds are still turds
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@[Deleted User] said:
I don't think the new map team has good notes on what made previous maps problematic. It's strange because there are examples of good map balance already in the game (Coal Tower, Wrecker's, Dead Dawg, etc). They just don't iterate on the good practices for whatever reason.
remember around the first realm beyond where they made a bunch of good map changes? yeah apparently a map designer did this and then left. looks like nobody else understands how to map
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I've been kind of disappointed by everything post 6.1.0 so far to be honest. Game has been way less fun. I don't think Killers needed those buffs.
They should have checked items, maps and certain killers instead.
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careful,you still can get kicked in the balls for showing a hacker's nickname despite it being a throaway acc
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3217648#Comment_3217648
Perks only really scale up to 128m, as that's basically the entire map except in a few super niche circumstances (like corner to corner Mother's Dwelling or something). It'd be like 64/96/128 like Discordance or Empathy.
Yeah I got those numbers off the wall because I didnt remember anything in map size terms tbh
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@ReverseVelocity said:
I think it would benefit from showing the progress of the generator through it's Aura, similar to addons like All-Seeing Spirit or Fuming Mix Tape. It's not much, but it'd be neat.
I agree that the 3 gen skill check requirement is kind of annoying (especially if RNG isn't in your favour), and I think it only exists because the developers needed something to scale across perk tiers. If they don't want to remove it completely then I think making it so a great skill check instantly activates the perk would be nice.
Showing the killer's aura for a few seconds when a generator starts regressing is an interesting idea, and would give the perk a lot more utility without treading on Alert too much. I like it. It'd make it INSANE against Ruin though.
If we need tier scales we can make it have a 128/192/256 range ig?
god we should just remove perk tiers
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i'm gonna be switching to linux sometime soon so like
where,BHVR,where
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3216943#Comment_3216943
Rewriting code is not easy. I don't code myself, but one of my friends does. And some things won't work the way you intended if you improve the code because some awkward ######### happened.
And we can never forget that while the Unreal Engine is a good engine, it is not perfect or optimal in some areas. We might be at a point where certain things this game would need cannot be done. Or, what also can be, is that the Devs just don't know how to do it. (Remember them saying they could not fix Stretched Res? They couldn't until a community member showed them how.)
Yes,coding is difficult. However the original game was made in UE4 blueprints and the current codebase is still based on that. UE4 equivalent of Scratch is a good indie dev thing,but BHVR has long gone past being a small indie company.
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Like honestly if they rewrote the game,it would probably be even easier to make content for it,since the code wont be such hot garbage anymore to work with
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@Lastchild said:
https://forum.deadbydaylight.com/en/discussion/comment/3217027#Comment_3217027
As long as players buy the skins and DLCS and the current game is suitable for the majority of players BHVR has no interest in reviewing their game codes, it takes too much effort from them and it would be like remaking the game, review all skills, not profitable for them.
BHVR is their goose that lays the golden egg.
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3217027#Comment_3217027
Even if it would be healthy from long-term perspective. Have you heared about netscape code rewrite? The same thing could happen to DBD if they started with it now. Unfortunatelly rewriting stuff like this is enormous time investment.
Believe me that I am sad about it, but I fully understand why they don't want to rewrite whole codebase.
Maybe if they started to work on DBD 2 (and they could even reuse some stuff. Like skins) - it might be possible. But you would indeed get a new game. With very limited diversity, 1-3 maps, 1-3 killers, very short list of perks anc maybe no items/addons and it would still take very long time to do.
Yes it would take a long time. It's their fault for ######### themselves over.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216943#Comment_3216943
They definitely need to do that... the sooner the better
Honestly I would've thought they would've done that when Mickey was about to be in the game
The thing is the longer they put it off the more they're shooting themselves in the foot,lol. Their codebase is objectively garbage and we can see that as literal players and not devs,which shows. It's baffling that such a huge company with this big of a game is still running on 2016 peer to peer blueprint code in tons of places,just ever so slightly tweaked and converted into C++
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3216912#Comment_3216912
Sure it buffs his tunneling. Did Myers not spend entire movies stalking certain individuals? Seems fairly inline with his persona. I also did say it could have consequences.
if this game was lore accurate it would have a 80% kill rate (which admittedly it looks like the devs are going for at this point lol)
just because it's thematically cool it doesnt mean it's slightly even good for the game
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3216852#Comment_3216852
what's the point of a the reply?
what kinda of answer oh screw it, engaging with players in this forums sometimes feels so annoying sorry for replying, Christ
and the point was either buffed or not people will tunnel but i guess that's too hard to understand.
your point was stupid. you dont buff tunneling? that was the thing i was talking about?
this is how this chain of comments went:
"dont buff tunneling"
"people will tunnel anyway"
"what is the point of that statement here"
"toxic forum people xoxoxo"
God what the hell?
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@Mat_Sella said:
We've gotten the biggest balance change in DBD history via the recent Last Standing PTB update, but since everyone hates change and doomposts instead of seeing things out, everyone decides to hate it instead.
Its like how people said For the People was gonna break the game
And how Lucky Break was gonna break the game
and how Fast Track was gonna break the game
and how Any Means Necessary was gonna break the game
and how Reassurance was gonna break the game
and...you get the picture yet?
some people said DH needed a buff
some people said Nurse isnt overpowered
some people said solo queue is fine
your point?
I never thought any of the things you mentioned above were going to break this game. Some would majorly affect it,sure. The Finishing Mori update,however,is just bad,all round.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3215783#Comment_3215783
I think they are occupied to fix the cheater problem atm.
if they did a major code rewrite they would
a) improve performance
b) nip 99% of cheating in the bud
c) make the hits make sense
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/3216817#Comment_3216817
Actually if you run speed limiter you can run them down twice.
you dont even need speed limiter. if you just have decent addons you can outlast any kind of endurance speed boost lol
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3216834#Comment_3216834
players get tunneled with or without exposed lol
what's the point of this reply? i'm saying that will be one of the most insane buffs to tunneling since the DS murder.
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@dugman said:
I think generally speaking the 2022 roadmap the devs put out is nearly done, all they really have left aside from the next chapter’s characters are the mori changes on the PTB and bots in custom matches. January isn’t too far ahead at this point, so looking ahead what are the things you’d like most to see on the 2023 roadmap?
Just off the top of my head, a few things that are likely to be on it might be
- Anti-cheating measures. They already posted a dev blog about that this month so I’d be surprised if this isn’t a high priority focus next year.
- A few character balance passes that were put off in 2022. Sadako is due for a first full pass, for example.
- Solo queue survivor improvement. Early this year the devs announced they were looking into adding additional HUD elements to give solo survivors more information on what’s going on to help close the gap between solo escape rates and full swf escape rates. (Last I remember it was about a +3-4% difference in escape rate per extra person in a swf, up to 12-15% for full four person swfs, but I’m not sure how much that may have changed since the base game reworks this year.)
- If bots work out really well in custom matches, they may want to consider doing what DbD Mobile does and have bots replace disconnected players as well. However since bots probably won’t be in the game until at least December if not later if this happened it wouldn’t be until very late in 2023 or in 2024.
- A second smaller round of perk tweaks to buff up some more underused perks that didn’t get touched this summer.
Complete re-write of the code and moving game logic to the dedicated servers. I want this game to not be a Blueprint converted code peer-to-peer hot garbage it has been for the past 5 years.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216432#Comment_3216432
Whatever dude lots of what ifs. If they beat me proper id have less of an issue with it. End of the day I got my last down and hook I earned that. Base game mechanics took it away seems like hand holding to me.
"If they beat me proper"
If you're being robbed of your only kill in end game because "bt" then yes,you alr got beaten proper.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216248#Comment_3216248
In end game dude. Its completely uncounterable. During the match its fine. Endgame no. Even bubba cant do anything about it. If you are caught in endgame the other survivors need to pull something to get that save. They need to earn it. Not just get it for free because of base mechanics. Your logic is like the equivalent of arguing that camping shouldn't be happening in endgame. A killer should be able to secure the kill in end game period. The mechanic takes away the ability to do so. Its completely unfair.
Bubba cant do anything about it????? On what ######### planet can he not do anything about it?
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I dunno,a lot of content creators said a lot of hypothetical scenarios and I genuinely have not seen many people use it or it being a problem for me. BNPs can be a pain with it every now and then..but that's just BNPs lmao.
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@AcelynnBen said:
so why the hell doesn't it work against endurance perks, it makes no sense
what's the point of a myers going all out to get a tier 3 just for it to get countered by one effect or any killer really
i dunno maybe im overthinking this
and yes i know its 61% kill rate this is just an odd thing i thought about no need to go all entitled hardcore survivor on me
okay now think of this.
myers pop his Tier 3 on a survivor with OTR or BT. Plop. Tunneled.
99'd survivor with OTR in a deadzone vs a ghostface? Plop. Marked,tunneled.
Any Kind of Exposed status effect now will be THE thing to use for tunneling.
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There are two buttons named "previous" or "next" right below this menu when playing hag. They can solve all your issues.
No,really. Dont play Hag,she is sad.
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@GentlemanFridge said:
https://twitter.com/PUBG/status/1576829425450160128?s=20&t=8tMI96UQrJQxo6rdjOEeOg
Not a leak, for once. An actual, proper announcement.
inb4 DBD just gets a charm again
if it's anything like the for honor crossover... lol.
PlayerUnknown as killer when?
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@Wezil said:
Make incentives go up infinitely, depending on how imbalanced the killer/survivor ratio is.
they dont,it's maxed at 100%.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3216596#Comment_3216596
On a related note I’d like to see the Daily Ritual log always have 2-3 killer rituals and 2-3 survivor rituals. That way whichever side the matchmaking incentive is boosting you can have a daily ritual you can do for it.
or the ability to just pick a side for your dailies!
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We really need to push BHVR hard for a rewrite that will not only get rid of all the blueprint code they're CLEARLY still using with how random all the bugs are (BNPs breaking by merciless storm,pig displaying calm spirit or prove thyself.etc.) and will also move most game logic to actual real dedicated servers like proper multiplayer games.
This would nip many of the current issues in the bud.
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@GrimReaperJr1232 said:
You're 25% of 25% volume. You might as well be completely silent because even Stridor AND volume increasing add-ons, it won't have you go above 14%, which requires you to shove your headphones into your ear canal to pick up anything.
I play Meg. Not silent by any means lmao
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@Xord said:
I think it's a voluntary buff? Doesn't seem to be a bug.
You cannot craft it while carrying an item and it doesn't get an icon or anything. I think it's just bugged.
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i still dont see the perk being an issue in any of my games.
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@RonMan32 said:
I don't know if I could see them doing this but I'd advocate for it to going up to 200%. On a slightly related note I think they should put incentives on individual killers that aren't getting a lot of play to encourage variety. The top 3 least played killers at any given hour should get +75% +50% +25% blood points. And the next hour it does the next 3 least played, and the hour after that it just goes to the top 3 least played now that it's maybe shifted a bit. Rinse and repeat.
I think individiual killer incentives should be a thing but solely based on MMR and you could switch between them. I dont think we should band aid killer designs being unfun and low played with BPs.
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/3215816#Comment_3215816
how could increased benefits create issues with queue times?
It wouldnt at all if it's dynamically adjusted
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@Chocolate_Cosmos said:
If it would be based also on Killer popularity, Twins would have 300% BP at all times xD
based
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@GentlemanFridge said:
250 might sway the queue times to an excessive degree in the other direction.
@MikaelaWantsYourBoon said:
250% is so much and it would create issues with queue times. 100% bonus is good enough to make people play other role.
It's dynamic. It could easily auto adjust as needed.
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So here's a pro-tip:
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@RonMan32 said:
Gotta say I really like the Light & Heavy pallets. Reminds me of a crumbling window idea I saw here in the forums. Both would make really interesting additions.
Yeah I think those should lessen the boring gameplay and incentivize more risky and fun plays,hopefully.
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true and real
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3215703#Comment_3215703
Well they’re just about done with the 2022 roadmap at this point, all that’s left is the custom match bots and the new mori system that’s being tested out on PTB. So it’ll be interesting to see what they announce in January for 2023. They’ve already mentioned doing a bunch of work on mitigating cheating, and they have a couple of characters whose full balance passes got put on hold for everything else going on this year. So I wouldn’t be totally shocked if they make a second smaller pass than this years at more perks to maybe beef up some additional perks that are underused, and if the custom match bots work well I could maybe see them putting in a system like the Mobile game has where disconnected players get replaced by a bots. Also as part of their anti-cheating plan it sounded like maybe they might, possibly, be getting around to having the server save replay files for tickets to streamline reporting, which if so could ultimately lead to a replay system for players. (Or not, it’s hard to tell.)
no they're not getting a replay.
god the servers still basically do nothing besides rare hit rejection and ping stabilization. entire game is still practically peer to peer. unless they genuinely move 90% of the game logic onto the servers (niping all current cheats besides WH in the bud) i am pressing X to doubt.
lots of balance changes they should be doing are literal number buffs,it shouldnt be this hard and they themselves admitted "yeah just buffing numbers isnt hard" yet they're not doing it.
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@RonMan32 said:
I kind of agree. I think once they're finished with the roadmap they should slowdown. I don't approve of stopping adding characters entirely. I think maybe every other chapter should be QoL and FREE content for the game like new nonteachable perks, killer reworks, a new map, and yeah new gamemodes.
yeah that's what the mid chapters are supposed to be but we get really small mid chapters all the time. if they started doing two mid chapters worth of content at once it would be decent
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@Bot_Salvo88 said:
https://us.v-cdn.net/6030815/uploads/U3CIDNUZDKP5/immagine-2022-10-02-155719179.png
I get it, it's Sunday and it's afternoon from me so people tend to play with their friends. But still, finally I can have fast killer queue in the day!
no lol
@Ghostofsnow said:
Sad part is iirc hearing the BP bonus has to be still up by the time the match ends if you want the extra blood points. You'd think it'd be locked in as soon as you que
I think that's fixed either now or on 6.3.0
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@dugman said:
A lot of the 2022 changes have been quality of life and balance changes, not new characters. Heck, they literally just did a massive base game and perk rework this summer, they’re adding bots to custom matches soon, they updated matchmaking this spring, they revamped some of the maps, they overhauled the menus and challenge system, and they totally redid the Prestige and perk system. And that’s just off the top of my head from this year.
To say they’re not making a ton of quality of life changes is objectively false.
They did a few questionable but at a relatively decent amount changes for the first time in the past 5 years. It's cool and all but nowhere near enough.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3215177#Comment_3215177
Yeah, much fun.
/s
top #1 EU points spent on DH becomes a thing

