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thedevalex

thedevalex

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thedevalex
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  • "make these add-ons cause the old exhaustion effect and make the timer last twice as long while running" ???? so you want a killer add on to buff exhaustion? While running exhaustion cooldown doesn't go down, but you want killer addons to make survivors recover from exhaustion faster??

  • Can we fix his face first

  • Sad there's no mention of sole survivor *cries*

  • Empathy's range wasn't nerfed. The change was just providing a numerical value instead of infinity.

  • It's basically like you're saying certain killers are the same because they both have legs.

  • Will there be oceanic/australian dedicated servers? A lot of the playerbase is in Oceania...

  • @blue4zion said:

    Absolutely, I turn down my own screen brightness to attempt this.

    Only on Survivor though


    Same! if only it was naturally like that

  • @White_Owl said:

    Darker? No. Foggier? Yes.

    Think about it, the maps are literally illuminated only by moonlight yet they look like they're in the daytime

  • @[Deleted User] said:

    Yes! ofc, its Dead by Daylight not, Pallet Loop in Sunshine.

    Exactly, I want darkness.

  • @altruistic said:

    Are you serious? You obviously never played during that time.

    Gens were 60 seconds, no gen regression, no HEX Ruin to slow the game down.

    Survivors had no exhaustion, at the time of this video I believe sprint Burst was 40 seconds but maybe it was still 20 seconds.

    Double pallets every where. This map especially was trash, because the long walls with windows were wide enough, you could always fast vault. Jungle gyms had double pallets, every time and no holes in them.

    Every Survivor could instantly DS after Myers came out, for a little while.

    The ONLY thing Killers had was capability to carry survivors across the map with IG and Agitation combo, and machine gun build.

    But yeah, playing Killer then was so much better? What are you smoking? Because I’ll have some.

    But still I remember it was crazy, 40 seconds with it being able to cooldown while running. The only thing I miss from back then is old iron grasp, the visuals/lighting/fog, sounds, pink perks, old menu UI, and some other stuff

  • @altruistic said:

    Are you serious? You obviously never played during that time.

    Gens were 60 seconds, no gen regression, no HEX Ruin to slow the game down.

    Survivors had no exhaustion, at the time of this video I believe sprint Burst was 40 seconds but maybe it was still 20 seconds.

    Double pallets every where. This map especially was trash, because the long walls with windows were wide enough, you could always fast vault. Jungle gyms had double pallets, every time and no holes in them.

    Every Survivor could instantly DS after Myers came out, for a little while.

    The ONLY thing Killers had was capability to carry survivors across the map with IG and Agitation combo, and machine gun build.

    But yeah, playing Killer then was so much better? What are you smoking? Because I’ll have some.

    Nah it was 40 seconds at that time. 20 seconds was before the nurse chapter.

  • Ahhhh I remember when the game looked this aesthetically pleasing

  • @D3v3S3aTp3An3S said:

    Dude her voice was annoying as all hell. Even Laurie over exaggerates her wounded state. Like ugh shut up already lmao.

    ??? I'm sure if you were wounded you would whimper like that

  • @Milo said:

    The old animations maybe looked cool, but they took a lot of time compared to animations these days.


    I can't remember which patch but one of them sped up the default killer pallet breaking speed, which is what you've noticed

  • @Peanits can you guys darken ormond lighting?

  • @DBDbuildsYT said:

    not for killers, ABSOLUTELY not!

    Killers are already visually impaired by a stupidly narrow field of view

    They could always increase the killer FOV alongside

  • @Orion said:

    No. I was there when it was darker and foggier and it was a pain in the ass.


    I was too, and it made the game feel amazing.

  • Uhhh that unrelenting buff, I don't want the rebirth of the machine gun. That build was absolute slaughter

  • But like cmon, Ormond is literally set in the daytime... how is that spooky. The only time daytime was effective for spooky atmosphere was in texas chainsaw massacre

  • Enter in my survey if you haven't already!


    ALSO! I agree completely with the pallet breaking animation. Now it feels like the killers have slappy noodle legs but before they were firm and the breaking animation felt strong. Same with the old M1 attack animation, it felt brutal.

  • I agree, the atmosphere of the old version of the game was so much better. The lamps, streetlights and moonlight were contrasted against the darkness of the surrounding environment which created a beautiful visual. It was dark, gloomy, and atmospheric.

    Now it looks more like an arcade type game which cartoony graphics.

  • You would have had 8 meters of room. BBQ is seeing all survivors outside of 40m, and if the perk has 48m protection, you only have 8m for protection from bbq.

  • @ArecBalrin said:

    The devs don't give an explanation for how their match-making works, but we can make inferences based on events.

    Typically, whenever a new killer has been introduced there has been an observable change in the population balance as everyone wants to try the killer. A new killer has more of an impact because their unique power is available immediately, whilst for a survivor there's usually a few days before all the new perks are gained, maxed and unlocked as teachables.

    However, what's going on at the moment started with the new game searching system and the wait for killers curiosly does not change according to time-zones or peak hours, as is the case when there is an overt population imbalance.

    The devs say the new system only opens a lobby once four survivors have been matched to a killer, so the game should be ready to go when the lobby opens and everyone is there seconds later. This is not the case most of the time. If lobbies are only being opened when the matched players are already found, there should not be so much waiting in the lobbies.

    It looks instead like killers are having an enforced waiting period that is fixed, no matter how many survivors are looking for matches. This is speculation, but it seems justified based on how things appear.

    It used to be the case that the match-maker tried filling each lobby as fast as possible, with solo survivors being the smallest blocks and therefore the fastest way to get a lobby filled because they can be placed into any lobby with a vacancy. For groups however, they can only go into lobbies where there is as least as many vacancies as they can fit as a block. A 4-man SWF needs four empty slots in a lobby; they are excluded from any lobby with just one survivor in it. The only way the devs could improve the wait times for 4-man SWF even slightly was to seriously extend the wait time of solo survivors, allowing more lobbies with four vacancies to be available for the premades.

    Now here's how I think the system works, pure speculation, but it's just logical that the only way what the devs say about the new system can even make sense is for the following to be the case.

    Rather than working to fill lobbies as fast as possible, the system is looking at the blocks of players searching for a match and treating them exactly the same: a 4-person block of SWF is regarded as the same as a 1-person block whether they are killer or survivor. Lobbies are not a factor because lobbies are not open until the last step. Everyone is in an invisible waiting-room and rather than taking a ticket in the order they came in so they leave in the same order as online lobbies become available, the whole waiting-room empties when there's enough lobbies for everyone and the process starts again.

    The pre-wait that killers experience is always the same: if the waiting-room is full, the killer has to wait for more killers. If the waiting-room is not full, the killer has to wait for more survivors. Either way, the built-in delay for killers to get into lobbies disguises what's going on.

    They actually have explained how their matchmaking works. If you haven't found players in a certain amount of time it expands the search for more ranks, further away players, etc

  • You should have seen in March/April 2017 the game was genuinely bleeding players and everyone was preparing for its death with only 8k players average. They really managed to pull it back on its feet.

  • Object has been out for 3 years. Only now with the introduction of Ghostface is it actually a "problem" that people are complaining about. This means that it's not the perk that is a problem, it is how it works against stealth killers. So, simply just disable detection perks against stealth killers.


    It already has a massive downside, having your location revealed. This perk is not a problem to normal killers if you know how to deal with it.

  • If your team didn't repair all the generators, and you didn't find the hatch in time, why should you get a free escape?

    The gates being powered when the hatch is closed and everyone is dead is already a privilege.


  • @SadonicShadow said:

    You think Bloodlodge is a pallet paradise now? Here is a video of the old bloodlodge. It was known as the defacto pallet city. Literally possible to mindlessly loop every single killer except the nurse because of the huge density of pallets.

    https://www.youtube.com/watch?v=Z39cgI6PyxA&t=1s

    That's still not the most pallets that have been on that map, that's after the global pallet reduction. It used to have even more

  • @BloodMoneyMerc said:

    @thedevalex the problem is it's unlimited use and strength against no TR killers. In a SWF, somone with OoO can just always inform their team of the killer's position. With no TR killers, it can be used at such a close range to negate mindgame potential/stealthy gameplay for the killer. To solve both of these issues, it seems best to just put it on a cooldown and restricted use time.

    Like I said, I agree with point 3, for no TR killers. If point 3 exists then there's no need for cooldown.

  • I agree with 2 and 3. The killer most of the time sees my aura in the loading animation when you spawn in which is annoying.

    In response to 1), that's way too much of a nerf. It already has the significant downside of the killer being able to see you

  • @NMCKE said:

    Then wouldn't female survivors be meta because they always have a smaller body? What about Male survivors?

    Laurie was meta for 360ers for a while when she released because she had such a slim hitbox

  • Object of obsession + Sole survivor

  • @SmaugMyte said:

    At the moment no, there isn't a room that can be identified as the one the Hillbilly spent most of his childhood in into the Coldwind Farm house. Maybe after the rework, if even there will be one.

    I hope so, it'd be nice to know what it looks like

  • Are these q's going to be answered

  • @KillermainBTWm8 said:

    Yea it was so much fun back then! Pallet Vacuums, Exhaustion honestly I think exhaustion was more powerful than old DS or Pallet Vacuums because you got Sprint burst back every 40 seconds and it is quite easy to loop a killer for 40 seconds in one area then you sprint burst to the next. Infinites are also great! some are still in the game but not as many. It used to be hell.

    The OG sprint burst recovered every 30 seconds

  • Now that you guys have fixed play with your food in 3.0.1, is there any plans to buff it, and myers other perks? The gaining a stack whenever the obsession was downed made it a useful perk in comparison to now

  • I'm not sure to be honest. Back when PWYF had no cooldown, it gave you a stack when you downed someone.

    I think I prefer it like this tbh, was a weak ass perk before

  • Has it already been 3 years since the new intro damn...

  • Fat no on this one chief

  • Ah a fellow tru3ta1ent viewer

  • The window can easily be countered by walking up the stairs as killer and jumping down through the gap in the wall

  • You don't need to nerf OoO, you need to buff ghostface's stealth abilities to include a counter for it.

  • They basically are reworking them.. With the archives, you complete different challenges for blood points and cutscenes etc

  • Saboteur: From S tier to E tier hahahaha. I remember the days when all the hooks were destroyed on the map.

  • @zimer said:

    https://forum.deadbydaylight.com/en/discussion/comment/512732#Comment_512732

    this shetass game is on a new engine? never would've guessed.

    Also, from a dev side of view, it shouln't be too hard to lower the overall light in one game based on offerings.

    Example:

    -----------------------------------------------------------------------------------------------------------------

    beep boop, i got 2 [green] moon bouqets => 25% + 25% => lower light by 50% beep bapp

    * poof *

    ...everyones pc is on fire now

    It actually is quite hard to impliment this. If you knew anything about game development you would know there’s such thing as lightmapping where the lighting is literally “baked” into the scene. For each lighting level the map needs to be rendered which takes a great deal of time.

  • Thanks for that though I didn't realize they said that

    @Johnny_XMan said:

    They mentioned that they will be working on other survivors' hair as well.

    Just didn't get to them this time.

  • @Johnny_XMan said:

    They mentioned that they will be working on other survivors' hair as well.

    Just didn't get to them this time.

    But I wanna know if Laurie is included or not because of licensing.

  • Agreed. Bigger Killers = More intimidation factor. I don't get scared or intimidated by midget legion.

  • Do you have plans on making the game more atmospheric and scary? i.e thicker fog, darker maps, scarier music, etc.

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