konchok
konchok
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Let's talk terminology. low skill floor, means easy to use. That'd be bubba. low skill ceiling means that once you know the basics, there's nothing else to learn.
Are you honestly saying that once you know how to bump into a wall turn and then hit a survivor there's nothing else to learn with Blight. Because anything that's more complicated with that would suggest that the skill ceiling extends beyond that. What about accurately aiming your rushes, rushing at the correct location in order to give yourself an opening on the next rush, planning several rushes ahead. Or even not even using the rush ability at all until the oportune moment in a loop. What is bump logic if not an additional skillset, or what about know how to correctly hug tech at a specific loop. Yes obviously those are all things that suggest that Blight has a low skill ceiling.
Maybe you misunderstood and thought that they referred to skill floor. But even so, wouldn't skill floor be more relevant to a killer that can instadown and then keep a survivor from escaping? To me that seems about as low as you can get as far as skill floors go.
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The only perk I would consider game breaking is CoH because it invalidates entire killers while in play. You can run any other build and I honestly do not care.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2919528#Comment_2919528
When cheaters rebuy they buy grey market so BHVR is not going to be getting money off their new key purchase typically. Many grey market accounts or keys are acquired during big sales and using regions/currencies that have lower pricing like Kazakhstan or literally free accounts like ones from epic games.
Additionally, a lot of gray market keys are purchased using stolen credit cards, which then results in charge backs, but the keys have already been resold and used. So the developer ends up paying the credit card company charge back fees, and actually LOSING money on a game sale.
to Quote a comment from a small game dev on reddit
"Yes, please pirate my games over buying them on G2A.
In fact, if you are going to buy them on G2A, just message me and I will just send you a key."
Although I agree that if you report a cheater and they are banned you should get a reward.
Alright, that's a perspective that I hadn't thought of. Then yeah give them BP and a charm.
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There's 3 events.
- The pallet is dropped
- The killer is stunned
- The survivor is or is not hit
The pallet being dropped is not the determining factor in whether or not the hit lands, the determining factor is if the killer is stunned before the survivor is hit. Their is a delay from when the pallet is dropped to when the killer is stunned, this difference in time is what allows the killer to get a hit on the survivor.
Hit validation is simply another layer on top where the validation simply confirms that the hit landed in the appropriate window to land a hit.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2919521#Comment_2919521
I'd dial back Alchemist's Ring and Adrenaline Vial, but I wouldn't touch base speed. I think Billy just needs a QoL pass with hit detection and turn rate.
I'm in the opposite boat, I think that Blight's add-ons are fun and give him variety. That's why I say change his speed.
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@ScarBack said:
https://forum.deadbydaylight.com/en/discussion/comment/2917611#Comment_2917611
I disagree. I play at a low-ish MMR because I constantly let survivors escape on purpose (I get 2 hooks on everyone and let them escape out of exit gates) and still get extremely sweaty survivors running the best perks, items, and addons you can think of.
In fact, I once played 30 games of Doctor where I let EVERY survivor escape (that’s 120 survivor escapes) and then started playing normally, and there was not a single difference in the survivor skill. MMR does not adjust the way you think it does. The system quite simply doesn’t work, and I’ve heard the same thing from everyone else I’ve talked to about this topic.
There absolutely is a difference is survivor strengths between MMRs. My survivors with Blight are much harder than the survivors that I play against with Legion.
I will give you this, They're both running the same meta perks, but is that really so hard. I can put together a meta survivor build together in 30 hours on a new account.
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@Milo said:
"Oh boy! Let me just report everyone 'just in case' they were cheating and get something free for that!"
Milo, he is suggesting if they go through the whole shebang, hitting the report button, making a report, uploading a video, and getting a confirmed ban. I honestly agree. But I don't think that simply reporting a cheater, even if confirmed as a cheater later should reward you with BP. And honestly I'd take it a step further, reward them with auric cells. Make that reward super juicy. BHVR is going to get money anyway when the cheater buys a new account.
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@[Deleted User] said:
He's still good, but there's almost no reason to play him instead of Blight. Blight is stronger and arguably easier/more forgiving.
You have to play Billy perfectly to take advantage of his potential, and that's frustrating. I've had games where I've bounced off of survivors because I shoulder bumped them with the saw. Meanwhile I can just play Blight and have 180 degrees of hit detection.
Yes, this is the real issue. Blight should be a 4.4 m/s killer. If that were the case then Billy would shine just a bit more and Blight would be less oppressive.
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@MrPeanutbutter said:
Hiding the grades was done to try to reduce the complaints about crappy matchmaking. Of course it does nothing to actually address the problem itself.
Of course we know that grades have zero correlation with skill level, none whatsoever. Even if you manage to get to iri grade 1 only a day after grade reset because you play this game 20 hours a day, that doesn’t mean anything regarding your skill level. This is a new learning for me that the amount of time you spend playing a video game has zero correlation with your skill level. Guess I shouldn’t bother to spend time practicing to get better! It’s also super weird that in my past matches, the red grade survivors were almost universally better players than lower grade survivors. So weird…
🙄
There were definitely some bad actors. I myself go through stages of playing this game regularly and taking breaks. When I take a break, I'm ash grade and the survivors that I versed were 3 or 4 iridescent survivors. It'd be super easy for me to lose a game on purpose, show the end game screen and then complain about balance.
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@MetaBuildSurvivor said:
one game I faced the literally worst killer I have ever seen in my life. The next the sweatiest killer I have ever seen in my life. Its kinda weird that I get this mix between what feels top 5% killers one game, and the next the bottom 5%
I think you have a misunderstanding of MMR and balance. This game is all about snow-ball as either killer or survivor. Survivors snowball if they can lose chase or get the killer to give up repeatedly, killer snow-balls if they get fast downs, especially multiple downs at once. I've had games against the exact same 4 man swf where I've lost one game decidedly with 3 or 4 hooks and the next game I win verses that same group with 4 generators up. If you think that fair matches are close matches, that's just not how this game plays.
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@Suspecm said:
The only thing left to do now is to stop incentevising face camping for killers :) Literally had 5(!) games where I was placed on the hook and the killer never moved further than a few meters from me. How am I supposed to shoot goals in hockey if the goalkeeper is literally sitting on top of me?
As soon as you brought up hockey , you guaranteed that you would not get a response from BHVR. lol
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I honestly think that when a survivor is broken, that shouldn't be revealed to the killer in the killers HUD. An observant killer will see that a survivor starts injured and they should know not to slug them. But it also means that a non-observant killer may forget that a survivor has no mither midway through the game and get caught unawares from a self pick-up.
Give me an example of a case where a killer needs to know that a survivor is broken.
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I get that some people prefer one role to the other, but playing both roles is essential to get better. I know that you said you're going to take a break, but I'd honestly suggest consider changing roles for a couple months. You may learn some empathy for survivors that way and you'll probably enjoy it more than you think.
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Learning killer is stressful, playing a killer that you've mastered is not. The fact that playing killer is stressful is not an indicator that killer is weak or strong, it's just the nature of how killer is played.
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@IlliterateGenocide said:
Movement speed perks/add-ons are not something to take lightly, I'd rather it be given a secondary effect then just buffing the speed.
Also give a secondary effect to dark theory
My opinion with all boons (wit the exception of CoH) is that the amount of time that they should remain active while being outside of the radius of the boon should increase a lot. Shadowstep 10 seconds more, Exponential 90 seconds total, Dark Theory 90 seconds as well. This allows them to keep their original effect and to have it be more useful too.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2906921#Comment_2906921
Actually, Monto did it. But it is because the last survivors gave it to him. So i ain't sure that counts.
I think that's the only way it is possible to get. If you're a survivor and you see 3 other survivors get mori'd you know not to stun the killer or you'll get mori'd. Most players would just give up and give the killer a hook instead.
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They've already made it clear which holidays are a focus and which events are not. Easter is not one of the events that they've decided to focus on.
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Blight
- set base speed to 4.4 m/s. Alchemist ring, recharge all charges when hitting a healthy survivor.
- Crow and Rat reduce the speed increase by 50 percent.
- Adrenaline vial, reduce speed bonus by 50 percent.
With one of the strongest powers in the game, like all other powers that are strong, base speed is set to 4.4 m/s. The strongest add-ons have also been tuned. Still kept strong (which makes sense when we consider the basekit nerf) just not as strong
Twins - changes already being done
Onyro -
- Returning a video tape increases condemned on all other survivors with 32 meters by 2.
- Returning a video tape rounds condemned up rather than down
- The add-on to see the yellow auras of turned off TVs set to base kit
- The distance from where condemned is gained is increased from 16 m to 24 m
The idea here is to build upon condemnation. Make it easier to build up condemned and a little bit harder to remove condemned. This will lead to survivors having to interact with the condemned status as it can be ignored entirely right now.
Leatherface
- chainsaw cannot be used within 8 meters of a hooked survivor. If used outside of 8 meters and brought within 8 meters of a hooked survivor, a non-damaging tantrum will trigger.
- tantrum duration is reduced to the speed the add-on to reduce tantrum and the add-on will be reworked to have another affect
Basically make leatherface more beginner friendly and prevent the chainsaw from being used to camp someone to death
Amanda
- Pig Dash increased by 25 percent
- Amanda can grab off of generators while crouched
Nurse
- Attacks immediately after blinking are special attacks
- Distance Add-ons go back to taking the regular amount of time to charge
- Distance Add-ons distance increase is reduced by 25 percent
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2900849#Comment_2900849
That is how you lose and gain mmr but my point here is your MMR should alter according to your loadout. This is nothing new, many other games that use mmr also do that exact thing.
The only way to set this up would be to prevent changing of perks or loadout once match making begins. I'd personally be for it, but I can just imagine the amount of complaining in the forums such a change would generate.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2901559#Comment_2901559
I'm aware it's not all the information used, and I'd love to see more detailed stats. I love me some good stats and it's a shame they're so vague.
And I understand you care about new players, that's great but I just dont feel including people who actively arent doing anything in them.
Once again, and I ask this every time you do stats, please make them abit more detailed or even split into low,mid, high mmr (we dont need mmr numbers). Having the stats split would actually make me happier, I wouldn't care if you took every player into the stats then as I'm able to analyse what's there.
Personally the stats are mostly useless to me as they're to vague. I love seeing them, but theres nothing to get from them
People are really really bad at understanding statistics. And when they don't understand statistics, the next thing that people will do is write off statistics all together. This is really obvious anytime that stats are shown and Nurse is at the bottom of the pile in terms of average kills per match. You might get some people suggesting to buff Nurse, and you'll get others saying that the fact that the Nurse has the lowest kill to death ratio is an indicator that the stats in general cannot be trusted.
Both of these responses are foolish, but you can see with responses like those above why the development team is not forward with showing stats for this game.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2900417#Comment_2900417
The data from matches against players of even skill shows as much. She averages out to 2K. Taking perks like Starstruck is a significant risk because all the survivors have to do is bolt in completely separate directions ASAP, and she will lose the majority of time on the Exposed pursuing them. Or be spread out already, and thus not even in the area of effect. Even with Agitation, this is a trade off against good players.
Please reference what stats you are referring to.
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I really liked the way it used to work. I understand why it was removed but I agree with the most recent change I feel like it could go back to being the way it was.
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Blight is easy, but that takes learning Blight. But honestly, even a game where you lose is generally still a high scoring game.
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2894474#Comment_2894474
I see what you are saying.
How is it possible that the overall game population has a ratio of 1:5.45 and yet the queue is 1:50. That doesn't make any sense. Do Killers just drop out of the game after their match that night?
Sure, some survivors die early and enter the queue sooner but in my experience any death that occurs before exit gates or 1 maybe 2 gens remaining is followed quickly by the deaths of the rest of the survivors (2-3 minutes avg unless killer is being nice).
The queue is a reflection of the ratio overall. Survivors wouldn't be waiting 4-5 minutes on average late at night if the actual ratio was 1:5.45.
Even if the ratio between killers and survivors were even. 1 killer for 4 survivors. Survivors get killed and can queue up for another game when they die. Killers have to have all 4 survivors dead or out of the exit gates before they can queue up for another match.
Let's do the math with just 4 matches with killers. At the start there are 4 killers and 16 survivors. They get into a match and each of the games 1 survivor is killed. The survivors leave the match and queue up again. Now we have 1 party waiting for a match. Then the second survivor is killed in each group and we have a second survivor group waiting for a killer match, the 3rd survivor is killed and we have 3 survivor groups waiting for a match, and then we have 4 survivors killed. The 4 killers are able to get out of their match and instantly queue up because 3 out of 4 survivor groups have been waiting.
This is a simplified example of what is going on with killer and survivor queue times. For killers and survivors to both have fast queues I suspect that the ratio of killer to survivor players needs to be 3:1 not 4:1
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@Chusan said:
What I meant is I just started the game and yet I'm matched with players over 1000+ hours. Maybe it is different here in Asia but it is just highly unfair for new players like me.
Chusan, are you playing with friends when you play survivor. And if yes, how many hours have they played?
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You offer some fair points, that I can't peer into his games and know what's happening. It may have been that on every day except the first day that he was just thrown into games that he stood no chance of winning. That MMR matched him with survivors that could not be beat. But I doubt it. The test was never about putting you against out matched opponents it was about how much weight to put towards MMR vs how much to put towards fast games. Fair games are sweaty games, because fair games require both sides trying their best to win in order to win.
You shouldn't as survivor or killer be able to use meme perks or add-ons and expect to do well. If you're using weak perks than expect to lose. He talks about how survivors run meta perks, but he doesn't bring up his own perks. It's obvious that he's only presenting one side of the argument. And that's why I come across as hostile, and I'm not really. I'm just pointing out that his argument is absolutely fabricated with the goal of taking advantage of poor matchmaking to be paired with individuals that don't cause him to sweat. And that somehow when I want fair games, I should be playing Scrim because I should not get fair match making in public matches.
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@MilManson said:
I was getting BM'ed in an exit gate, downed the guy out of sheer luck then I can't pick him up because the survivors can keep spamming heal to stop the pick up.
And? Them BMing you does not entitle you to a kill.
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Increase the amount of time that the perk remains active while outside of range to 60 seconds. That's all it needs.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2879844#Comment_2879844
It wouldn't be just as much of a nerf of Shadowstep, it wouldn't even be nearly as much of a nerf for Shadowstep. Shadowstep by itself would be completely unaffected. It just builds anti-synergy with CoH, that is all. But that also creates more design space because you don't have to worry nearly as much about boonstacking becoming a problem in the future.
https://forum.deadbydaylight.com/en/discussion/comment/2879849#Comment_2879849
That would only work if boons had a global effect and required no set-up. This kind of take has been retired already.
https://forum.deadbydaylight.com/en/discussion/comment/2879851#Comment_2879851
That would make it too directly compete with comparable perks again, and with a nerf like that, I don't think Boons would serve any purpose anymore.
Boon stacking is a major port of the design of boons. What you're calling for is incredibly destructive for any non-CoH boon.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2880151#Comment_2880151
Completely disagree, you're allowed to your opinion, but it's not that "killers want easier games" it's the games felt unpredictable for once I didn't know what perks Survivors were running for once, games felt fair and balanced but not sweaty and boring as they have been. That whole "Killers want easier games" is over used and over done by that same logic if I wanted easier games, I'd play Nurse and Blight over the Killers I currently play because they are easy mode once you get good at them. If you want sweaty matches KYF exists, go join the comp scene and Scrim against sweats all day while the rest of us look for fun in the game because we accept DBD has too much RNG to ever be considered an Esports game.
What you call fun is honestly bullying. The reality is that your non-sweaty games are just babies that you're beating up. I don't need scrims to find appropriate opponents, they already exist in the MMR pool, they just need to be put into my lobbies.
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@MonsterInMyMind said:
First day felt like OG Dead by Daylight for sure the other two days were awful hopefully they bring the first day back was by far the best.
The first day was so stale to me. I've never had so many games where the survivors couldn't do a single generator. I get the feeling that a lot of killers just want easy games. I'd rather have heated games than that. If MMR becomes what it was on day 1, I will quit.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/2879793#Comment_2879793
nah we need to buff him
I agree, Blight needs to be more buff. I suggest having more syringe injection interactions. Down a survivor, get a syringe, break a generator get a syringe. Smell some flowers, give me a gosh darn syringe!
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2879016#Comment_2879016
You're misunderstanding: when I say CoH should reduce boon radius, I mean -specifically- CoH should do so. When I say CoH should incur a 90 second cooldown, I mean -specifically- CoH should do so.
Boons have a ton of parameters to them that could be tweaked on a perk-to-perk basis, which is my point about there being better ways to nerf CoH.
I don't think I misunderstand you at all. What happens if you are running Shadowstep and CoH. Both affects stack on the same totem. So now the cooldown would apply to both, which is just as much a nerf of shadowstep as it would be for CoH.
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Here's the problem with your suggestion. The only overpowered boon perk right now is CoH, your changes would nerf all boon perks. That's why the change was done the way it was.
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You can be a killer main while wanting specific changes to killers that are not beneficial to killer and vice versa. I am a killer main, simply because I'm better at killer than I am at playing the survival role. But I often advocate for improving survivor perks or even making certain killer mechanics weaker.
Some examples of things that I've suggested
- Removing the grabbing from hook mechanic
- Introducing a tantrem for Bubba when his chainsaw is used within 12 meters of a hooked survivor
- Reducing Blights movement speed to 4.4 m/s
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@Johnny_XMan said:
On bad killer players, yes.
I disagree. Now I do think that good killers prioritize chasing. And some killers do go out of their way to make sure that everyone gets a fair shot at playing the game, I do not think that is the norm or what should be expected. If a player is playing verses other players of similar skill then to win means taking every advantage. I personally do not play killers that lean into camping. Examples include Bubba, Trapper, Hag or Twins. But if I'm playing survivors who as good as me or better and I think that I can get an edge in the match through either camping or tunneling than I will. And I'm often punished for it by eating a DS. I also refuse to grab off hook. I'll hit the survivor with a basic hit and let the match continue. Grabbing off of hook is a stupid and boring mechanic that encourages face camping.
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Why does there need to be a visual indicator to killer that a survivor is broken. There's no indicator for other status effects like mangled. That seems like the easiest to implement buff honestly.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2871480#Comment_2871480
I guess I am just disappointed that a normal set of changes like this isn't just a normal thing. Hearing about this for months and then just receiving essentially some number changes? I'm still excited but it just makes me sad that work like that takes apparent months to do.
This is entirely on you and the community that blew this up. All that BHVR said is that they had been running some internal buffs to both legion and ghostface and that they would be released when those changes were ready to be released.
Yes, even simple changes require refinement before they go live. Especially for legion. Legion has in the past had mechanics that were incredibly easy to abuse and were absolutely awful to verse.
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Patch Optimization: Part 2
We announced plans to shorten the update time at the beginning of the year! We are working on this in two phases, completing the first phase of compressing Steam game files and improving patch times in January 2022.
Now we want to start the second step. This is a much bigger update than the first phase, and will affect all platforms.
Simply put, the game is divided into several small pieces. When one of these fragments changes, we need to update the entire fragment. As the game grew over the years, these fragments grew as well, resulting in larger download file sizes and longer patch times.
We completely reconstructed the pieces this time. Thanks to this, there is no need to download unnecessary data when updating the game. Updates are now up to 200% faster.
Unfortunately, we have changed the file structure of the game, so the 5.7.0 update requires a completely fresh download of the game. All future updates will be much faster than before. :)
GhostFace.png
Ghost Face Update
First of all, there are a few changes to the Ghost Face. We plan to increase the duration of the mark on Ghost Face from 45 seconds to 60 seconds. These changes will increase the amount of time you can attack after following a Survivor and leave them exposed for longer.
Second, marked survivors can no longer reveal ghost faces. You may be spotted by other survivors, but it's now more dangerous to run alone. Because when he is undetectable, he has no choice but to avoid him.
Finally, tweaked the addon for Ghost Face.
scabbard on the thigh
A knife suitable for any action, free to move and suitable for quickly inflicting deep wounds. This is the weapon Danny stole from a night patrol officer in Philadelphia.
Ghostface gains 10% movement speed for 5 seconds after marking a survivor.
Olson's wallet
Olsen's wallet contains $30 in cash, a video club membership card, and a picture of Olsen's first victim in a folded state. He can heighten his excitement and refute his guilt by having convincing evidence.
Breaking a plank or wall instantly recharges the Night Shroud.
GhostFace_Addons.png
Legion.png
Legion Updates
Years later, the Legion remains one of the most frequently used killers. Sometimes you want to quickly kill your prey with a knife, right? With this in mind, we've adjusted our Legion to be faster and more agile than ever before.
The first change is the Legion's "Chain Strike" mechanism. The ability to hit multiple survivors multiple times is a signature of the Legion. Now, when 'Dream Madness' is triggered, you gain a 0.2m/s speed boost every time you hit a Survivor. This makes it easier to close the gap when switching target audiences. In addition, the fifth blow ends the madness and grants a moribund state to certain survivors. A satisfying reward for executing chain strikes.
Next, we lowered the duration of Exhaustion that activates after the end of Grim Madness from 4 seconds to 3 seconds. Exhaustion mechanics are an important part of Legion's gameplay, preventing them from canceling their madness and instantly switching to basic attacks. We've also changed the recharge of Grim Madness to start immediately after Madness ends, effectively reducing the ability's cooldown.
Finally reworked the legion addon. Some are just balance updates, others have completely new effects.
Hemorrhage.png
Bleeding Rework
Bleeding has long been one of the least favored condition abnormalities by killers. Current bleeding causes survivors to bleed more, making it easier to track them down. The bleeding effect was not rated as useful in most cases because if a survivor leaves scratches or walks while sprinting, the puddles of blood appear clustered together.
With this in mind, we improved the bleeding mechanism.
If treatment is stopped, bleeding will decrease healing progress by 7% per second. This can impede the recovery of the birthright and force them to waste their first aid kit charge.
This change will be reflected in all currently applicable technologies and add-ons.
Difficulty.png
Difficulty Rating Update
Currently, in the Info tab of each Killer and Survivor, you can find a difficulty rating that tells you how easy or difficult they are to play. This rating will help new players decide which killers to play first and which ones to raise as they become more familiar with the game.
We have reorganized these difficulty levels. We reviewed different elements of each killer and gave them a score of 1-5 (where 1 is the easiest score) in the following categories:
Technical Skills: How precise control is required to use the killer effectively? (Aim, reaction time and control)
Strategic Skills: How much planning and strategy do you need to use the killer effectively? (Timing, resource management, decision making)
Personality: How similar is this killer to the other killers?
The scores were summed to determine the Killer's overall difficulty. For example, Nurse classifies her on her new "Very Hard" difficulty level, because it requires a lot of her skill, a bit of strategy, and requires a completely different gameplay than her other killers.
Finally, we removed the difficulty from the survivors page to avoid confusion. This is because all survivors are functionally identical. This is because skills can be shared among survivors and do not affect the difficulty of the killer.
Haddonfield.png
Hadenfield Update
After each developer update, be sure to ask "When will Hadenfield be improved?" was asked. Do not worry! Now you don't have to ask that question.
Ramkin Lane appeared in the realm of the Entity 5 years ago. However, with additional updates, other parts of the game and maps were updated, and Hadenfield's shabbyness began to stand out. Now it's Hadenfield's turn to receive a visual update.
Do not worry. Changes will also be made to some layouts and gameplay.
Preview:
All changes mentioned here will be applied to the game via update 5.7.0. What changes are you most looking forward to? Let us know what you think!
Dead by Daylight Team
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@Mandy said:
I understand what's being said on this thread...can I suggest trying the MMR tests and supplying your feedback based on those tests - without preconceived ideas about whether it's going to work or not?
I can assure you, as you can see by the fact we created a separate section for this alone, the feedback is something we're taking very seriously. And I will be monitoring it daily.
Can we be given some kind of indicator of what our MMR is and what our opponents MMR is throughout the test?
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@[Deleted User] said:
I have a feeling about Bubba being nerfed and I'm scared.
Pls no nerf Bubba, he good :(
Oh god, I can only hope you're right and that he does get changed. Once Bubba is changed, if he is weak he can be buffed. But for goodness sake, please remove his ability to pressure hooks.
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Increase her movement speed to 4.4 m/s and reduce her to just a single blink (her second blink, not her first blink) I would also have attacks being used right after phasing be a special attack rather than a basic attack.
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This would just lead to tunneling the obsession. It's a terrible idea.
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@MikaelaWantsYourBoon said:
Buff Blight and nerf Myers.
This man spouting wisdom right here. No one pays attention to the Blight's blight.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2854718#Comment_2854718
Yeah, not much question in my mind. Needs a lot of help just to be mediocre.
I think that Legion has quite a few redeeming qualities. He can slow down the game quite effectively. Circle of Healing hurts him a lot, but I still feel that he's better than ghost face.
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@JoaoVanBlizzard said:
I find her difficult to face (maybe because I play alone) and I always find her in my games, to me she seems strong, but I always see people saying she is weak, I think for the guys to find a strong killer he you have to blow up the map and kill all survs at the beginning of the game, heheheh, but swf and mmr must be the biggest obstacles for killers
She's easily countered. If you're having difficulty versing her run the following build. Boon - Circle of Healing, Spine Chill, Resilience, Dead hard and a brown medkit.
- Circle of Healing will give your team the ability to heal themselves
- Spine Chill will prevent you from getting snuck up on
- Resilience is to get generators done faster and while in a chase you can reliably use Spine Chill + Resilience to safely medium vault
- Dead Hard to protect you if you're caught out of position
You 99 percent your heal with CoH if you want to take advantage of Resilience on a generator and if you see spinechill activate you can then use a bit of the medkit to go full health. Even if you get caught unawares you'll be able to use Dead Hard in a tricky situation.
How to use video tapes: Use them all you want, you have no risk of getting condemned. You want to return your tape when you're almost at 4 bars of condemned. If you do your condemned will go down to zero. When you return a TV you turn off that TV, and you can usually turn off 1 or 2 more TVs safely. It's not even a time waste because you can do objectives like generators, healing, or unhooking while carrying the tape, if there's an objective along the way go ahead and do it. If you're full health and you're on death hook you can even let yourself get condemned to try to lure the Onryo off of a survivor that's being chased that's injured. If you're caught you'll die just like you would if you were caught , so if Onyro takes the bait this can easily win the game.
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@Piruluk said:
I dont understand the logic behind these decisions
Blight is overplayed, and in good hands close to be unbeatable, while his addons also top tier.
While Blight is over powered, all of his add-ons, with the exception of Compound 33 reward skillful play. I've made posts about this before, but rather than change his add-ons they should reduce Blight to a 4.4 m/s killer.
This gives survivors counter play while he's not rushing. When right now, he's a strong M1 killer with mobility and a strong M2 killer with lethal hits.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855527#Comment_2855527
No, she was fine. In a game where mindgames are the most skillful thing, that's what she and her counterplay were all about. No there's no mindgame because survivors know exactly where she is.
You just said that all killers who are 110 percent are garbage. But now you've said that Spirit the version where she was at her strongest was entirely fine.
So which is it? Was she a perfectly balanced killer at 110 percent or was she weak?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855439#Comment_2855439
No, she's a dead killer. The people who are 4King with her are playing against survivors that are beyond chill. She's nowhere near S tier, so I'm not sure why I keep seeing her placed there. She gives more info to the survivors for free than she gets on them, making them completely in control of the chase. She can't see or hear anything. Like, in what way are the devs expecting people to play her?
Was she weak before her nerf?
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I got it, but I don't know why I got mine.