th3
th3
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- th3
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1483235#Comment_1483235
Does this mean you guys will be limiting how much information a survivors computer gets before a game starts to render the 3rd party programs telling them what killer it is useless can we get an official response on this?
The log files which those programs utilize to provide that information are encrypted (As of 7/28/2020 at 11 am CST) and they do not work.
Edit: I do not use them I merely was curious looked into it to see if they broke or not.
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nice
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The whole idea is that you don’t know what exactly the other side brings into the match.
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@Slashedolive384 said:
heres a vid if you want the full game, just ask i still have it
report them
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My favorite build is pwyf, nemesis, pop, bbq on him and I do amazing well
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That was fixed in the most recent update so it no longer automatically gives extra fov for stretched res
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I ran it like 3 times and it was fun but I really like doing the pallet doctor build unless I got tunneled.
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Usually I guess based off how well the killer is playing
purple rank killers have noed equipped the most
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i mean it’s only enabled on Xbox according to the post
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Are you playing on Xbox?
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@Maperson said:
Why would they? PGTW rewards good plays, devs said they nerfed ruin bcs it did a lot without killer doing anything
I don’t understand why people miss this as it’s so obvious. Exactly my thoughts on this.
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Wasn’t this fixed a while ago?
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@sojalol said:
https://forum.deadbydaylight.com/en/discussion/comment/1457325#Comment_1457325
No they are locked in an animation when breaking pallets or vaulting windows.
In their breaking animation their heads look down which is what I was talking about.
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What devotion is considered old? I see some with devotion 27 like Cope
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They look down at the ground so it’s much much harder to get the angle needed,
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@ Antares2332 said:
I can't help but imagine the reaction. Quietly being alone in the basement, searching the chest and suddenly..
I had gotten unhooked and was hoping my teammate (who got downed) would loop the clown while I healed and hopped back on a gen, and I was just getting ready to hide in a locker to avoid bbq and screamed 😂
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I barely play clown but that guy kept doubling back unnecessarily and using his bottles at weird spots.
I would have ran the meat tree the opposite way to prevent fast vaults while throwing a bottle near that space between the long wall gym and meat tree vault. As a survivor I would have utilized the jungle gym more to use that window and possibly juke him but thats off topic I just like thinking about how to run tiles differently to throw killers off with iron will :)
It is a strong setup but that seemed like a less experienced killer who was making mistakes and didn't read the setup you had or used his power effectively.
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Gonna name myself with ttv in it so I don't have to face players like you now
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To be fair, you have to have a very high IQ to play Spirit. Her power usage is extremely subtle, and without a good headset most noises will go over a typical DbD gamer. Spirit mains understand this stuff; they have the intellectual capacity to truly appreciate the depths of the mindgames, even if the survivor needs to guess what you're up to - survivors say the counterplay is that you must SUCK. As a consequence people who dislike Spirit truly ARE idiots- of course they wouldn't appreciate, for instance, Rin's existential catchphrase "Wah!" which itself is a cryptic reference to Waluigi, Mario's brother. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Spirit players get hits without even touching the keyboard and mouse. What fools.. how I pity them.
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Vault speed increase, gen breaking speed increase, etc
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1446244#Comment_1446244
He presents himself as an active developer, actively makes it a point of trying to encourage people to initiate feedback and discussion with him in both his stream and his private discord. So where exactly is the cut off that allows him to act like a dev when he hears things he likes and then cut himself away and say he's not obligated to anything when it's things he doesn't like? That's called double standards.
There's always stuff companies will not want being discussed before they are ready for public release. Clearly as an active developer he understands what he can and can't get into detail about. But as I've watched his stream he referred reasonable suggestions and criticism to the forums. Also I'm pretty sure they made changes based off the ptb feedback which completely contradicts your original post about them ignoring everyone.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/9GFJVAWQDYZZ/hbasset.png
It has been a few days since the 4.1.0 PTB began (click here for more info), and we have been closely monitoring feedback in the days following. Based on the feedback we’ve received, we are preparing a number of changes in time for the live release.
The Cannibal
We are happy to see a positive reception to The Cannibal’s update, so we are not planning any large scale changes. We are, however, making a small change to the tantrum meter so it only increases while the power button is being held. This will prevent you from entering a tantrum when you’re trying to put your chainsaw down.
The Hillbilly
We had originally mentioned that we were mostly happy with the way The Hillbilly played only wanted to add a small drawback. However, after watching people play on the PTB, it became apparent that the overheat mechanic was too strict, preventing people from using their chainsaw in interesting ways. This was never the intent, and as such, we are making a series of changes to ensure that your chainsaw is not overheating too quickly or frequently.
Please remember that the numbers mentioned below may be tweaked before the full release, or after based on the feedback received.
First, the amount of heat generated while actively revving the chainsaw has been reduced from 10 to 8. Additionally, the chainsaw will only generate heat while the power button is being held (like The Cannibal’s tantrum meter), allowing you to “feather” the chainsaw much more efficiently than before. Feathering is when you tap the power button repeatedly to keep your chainsaw ready before starting it, allowing you to get into a better position before starting your sprint. With these two changes combined, feathering your chainsaw with generate roughly 60% less heat than before.
Finally, we’re increasing the heat dissipation rate when not overheated from -3.5 to -5. Your chainsaw will also begin cooling down the instant the chainsaw sprint ends, rather than after the animation of missing, hitting an obstacle, or hitting a Survivor ends. These changes will make managing the heat of your chainsaw much more manageable.
We are aiming to have all of these changes ready in time for the live release of the update. We’d like to thank everyone who took the time to try out these changes on the PTB and leave constructive feedback, and we hope that these changes address some of your concerns.
The Dead by Daylight team
Definitely seems like they ignored feedback and if you say a majority of people wanted the overheat mechanic removed, they made it clear in the original ptb notes that while they were satisfied with the way he performed, they felt there was more needed.
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Keep in mind that this unnamed person streams when they aren’t “on the clock” or working so they really are under no obligation to consider your arguments. Besides from what I’ve read and listened to, they do take feedback and discuss what they can with players who visit their discord’s or streams but they always do say there is stuff they can’t discuss.
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@Unfun_Tunnel said:
https://forum.deadbydaylight.com/en/discussion/comment/1437651#Comment_1437651
Do you even play killer? Anyways, I don't want to argue, but the reality is that survivor side is too easy and requires way less skill than killer.
Yes I do play killer. Not as much as I like being chased rather than chasing people. I like that you just refuse to acknowledge that the crux of your post is that if people disagree then they are just bad without even discussing it with them.
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@YaiPa said:
mori:
- instakill a survivor AFTER a hook (which means you have to down someone first);
- can be used on every survivor;
- is an offering, hence it can be used only before the match, hence survivors can prepare themselves before;
- if the match goes very well and you don't use the mori, you basically waste it;
- counters major meta perks but requires hard tunneling, potentially wasting you much time.
key:
- can open the hatch, multiple times;
- let escape every survivor through the hatch, even with only one key;
- you can literally do nothing and still get a free escape, because hatch spawns NO MATTER WHAT;
- if the match goes very well and you brought the key, you get to keep it if you escape;
- can be found in chests during the match, giving you an immense power the killer couldn't prepare before to face.
seems pretty clear to me.
There's no way survivors can prepare for a mori when it pops up on the offering screen after the game starts. There's no magic item like a key they can go back in time to equip.
That's the only gripe I had with this entire thing but I agree with everything else.
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What about a pulse rifle?
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If you disagree with me you are bad.
Great argument by the original poster lmao. Perhaps there already have been nerfs and you need to get better instead of having things simplified for you.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1436540#Comment_1436540
Run Spine Chill or Iron Will, or walk instead of run. Being injured is always a bad idea, Spirit is there to emphasize that point.
Stridor makes one of the few perk counters useless.
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@Captain_Spaulding said:
https://forum.deadbydaylight.com/en/discussion/comment/1436278#Comment_1436278
Fair but would be nice to get indirect buffs
One buff that hasn’t been mentioned is the immunity to firecrackers which old lightborne didn’t help against just if you are wondering :) but not many people run firecrackers
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It probably wouldn’t as old lightborne did nothing to prevent burns. Also since flashlight burns and blinds are separate scoring events for survivors I don’t think it will change.
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I’m probably the only one who gets caught off guard when the killer uses it as I don’t know if they are coming for me or going for someone else like prayer beads do for spirit. It seems bad but when I see it I honestly get hesitant as I want to leave my gen or objective I’m doing to make sure he isn’t coming toward me which is the goal of the perk right?
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If dodging a hit were easier with dead hard right now then yeah dead Harding for distance should be looked at but when I’m exhausted on the ground it’s really unfair.
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I've been playing him cause I have bbq on t3 for him and he is normal. 115% while not crouching and then 3.6 m/s while crouching
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Most of the feedback consists of just "you are wrong, it was fine the way it was"
That doesn't help them.
Personally I feel the overheat charges gained should be cut in half so it isn't as punishing when going for chainsaws but it still keeps the mechanic.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1426772#Comment_1426772
They could have done all of that in ptb and spent a few months making tweaks then released all those changes at once slong with the ruin nerf. As it stands it SEEMS like they did a stupid thing that greatly impacted the game and drove players away and then said "#########, lets try nerfing a fes things" (not saying thats what happened but thats what it looks like)
True they definitely could have done it all at once but the results on the PTB are from a small portion of the community and people always have issues finding serious games on the ptb that aren't without one dc or people throwing just because. In my opinion the results they got from pushing the ruin change onto live servers which effect everyone not just on steam.
It definitely seems like it was stupid but I certainly couldn't expect the changes made following the ruin change if they didn't have accurate data on how fast gen speeds were on every level and how toolboxes were without the passive slowdown ruin did.
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Personally I think looking at what they have done since the ruin nerf which are related to generators.
With the removal of the passive effect it provided them with solid numbers on how fast generators are without ruin passively impacting the speeds throughout the match. Then with those numbers in mind the toolboxes can be looked at with how they impact gen speeds. Followed then by a toolbox nerf.
With toolboxes nerfed they could then take a look at other factors impacting speed, such as great skill checks and multiple people stacking on generators. I assume after that they were able to identify several changes that would address those issues and voila.
Seeing threads like these while justified given the written explanation they had for the change, I feel overlook everything that has most likely happened because of ruin's change.
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@Anomalous said:
It was supposed to start July 7 right?
Got delayed until tomorrow at the same time, check the twitter for updates as they communicate a lot through there!
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@vandromar312 said:
https://forum.deadbydaylight.com/en/discussion/169625/billy-chainsaw-is-a-massive-nerf-imo
Least they couldve done is make his ultra-rares good lol. But they are legit so bad that its not even worth it to use them over the greens/yellows.
If it overheats then buff the chainsaw in some way... make it go through pallets atleast.
That’s exactly what one of his ultra rares does
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It's intentional
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What I gathered is that it will do a validation check on the survivors side and if it’s within a reasonable margin then it’s a valid hit. I can’t make assumptions until I feel how it plays on the ptb especially with the tick rate being upped
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Something interesting to note is that you can’t get the flashlight angle on traps she sets on the landing in the basement stairs. I’d like that to be changed so it’s tenable to perform a save with a flashlight.
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Yeah I main Meg and I just got used to the movement which feels more smooth than on male survivors.
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@Hero_awesome said:
https://forum.deadbydaylight.com/en/discussion/comment/1405209#Comment_1405209
Im assuming you didn't read the whole thing. Not to make noed basekit but a movement speed or something.
https://forum.deadbydaylight.com/en/discussion/comment/1405216#Comment_1405216
That would be amazing! Great idea gen's regress so why not doors. Imagine this as a hex perk. Like noed the exit gates cant open or the entity blocks them until the hex is cleansed.
That’s basically what noed is without the instant down.
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So basically make noed basekit without the insta down
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I think Tru3 said it best:
https://clips.twitch.tv/ConcernedAttractiveCoyoteShazBotstix
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I’m a rank one getting matched with rank 12 survivors. There isn’t a lack of red rank killers
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Prevent the killer from seeing if survivors are bringing items in then it would be a fair change
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Doc loses bloodlust when you shock people with shock therapy just so you know.
My Doc build is Pop, BBq, Discordance, and Sloppy
Dont be afraid to slug especially when people are in tier 3 madness.
Also try to zone survivors with your shock therapy so they can’t immediately vector towards a window or a pallet without getting shocked.
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@EmpireWinner said:
Tf are you saying
Do not be so careless with your scratch marks or fast vaults if the killer isn't near. Especially when doing it near another survivor like a troll if the killer is not aware of their location.