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thefallenloser

thefallenloser

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thefallenloser
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  • I want a new game mode, preferably a ranked mode first that takes away all perks items, and add-ons so that the sweaties can play with themselves there.

    Otherwise, something like a survival mode in which you actually need to wait until Daylight to escape would be cool.

    But the devs should fix the current game first.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451596#Comment_2451596

    Well, ask yourself these questions:

    1. Is BHVR aware of the issues?
    2. Would it be in their best interest to fix them?
    3. Were they being honest when they said that they were trying?

    If the answers all lead to "yes", but they haven't yet been able to fix anything yet, what could they say that would satisfy anybody? People want results, not comments like "we're aware of the issue and we're working on it", but if that's all that they have right now, what more could they say?

    Well I would hope for at least a progress report on what they were doing for the past 3 years at the very least. Does this "strike team" consist of only 2 people who work on weekends or what?

  • I like how we're 100+ pages in and still top post without any dev response.

    BTW, the Otz petition is cool and all (though it will most likely go unnoticed or completely ignored by the devs), but being able to lower the graphical quality is nothing more than a band-aid to these issues.

    It's not gonna fix the random chopping when someone opens a chest or picks up an item.

    It's not gonna fix the skipping when literally any status effect is applied.

    It's not gonna fix the complete freezing and possibly crashing of the game when the killer swings around a corner too fast.

    Devs, is it insensitive for me to say "get your ######### together?" The only thing that will fix these issues is a true optimization of the game.

    _______

    By the way, is anyone completely sick of the "WhAT Do yoU EXpECt ItS a 6 yEAr OlD ConSOlE iTs nOT GoNNa Run GAmEs gOOd" argument?

    DBD is not graphically intensive or complex.

    TLOU II runs at a stable 30 frames on PS4 and is basically the best looking game there is so far, and with a much larger scale.

    MGSV runs at a stable 30 frames on PS3, a 15 year old console, and looks better than DBD.

  • @Yui_TheBeauty said:

    NOED is fine the way it is, it's the survivors fault for not cleansing the totems.

    Let's say that Bubba immediately finds, downs, and facecamps a survivor to death about 1 min into the game. In those 120 seconds it would take for Claudette to die as well as the additional 60 seconds from before, an average of 3-4 gens would be completed. Cool, almost all the gens are done. Bubba doesn't catch anyone after, then the final gen gets done. That survivor Bubba couldn't catch? NOED helped him out with a little speed boost and instadown. Bubba facecamps that survivor to death. The others can't do anything about it.

    Would you say that NOED is fine in this instance?

    Even assuming that survivors were looking for the totems while the first survivor was being camped, that would mean less gens would get done, giving Bubba more time to kill. This is assuming that the survivors even find the totem in the first place. On maps like Grim Pantry where the totems can spawn in some random corner away from everything else hidden in grass, do you expect survivors to reliably cleanse those totems in a timely manner on that big map?

    NOED is not fine and I'm so sick of people saying it is.

  • I won't blame them, but I won't hesitate to call it boring since a ton of people use the exact same set of perks.

    I'll make the same complaint about very obvious Nurse mains who use Ruin + Infectious + BBQ and sweat their asses off in pubs against solo queue rank 9s. Like damn, take a shower-- how boring.

    The only killer I will legitimately be upset about is Stridor Spirit because it's an already very easy killer to play that you are making even easier and infinitely more frustrating to go against.

  • @Tekno_Badger said:

    I think the simplest thing to do is just make him stalk faster, make the meter update more accurately, and make him go wild in Tier 3 (faster kicking, vaulting, stun recovery, and further increased lunge)

    While that would be the most simple thing to do, I don’t think that would entirely address his issues. He would still have the problem of having a limited amount of tier-ups and lackluster map pressure. And although players should be able to get out of EWI relatively quickly, if unchanged, it would remain a useless— and detrimental mechanic that doesn’t serve much of a purpose and actually makes Myers worse to play. After tiering-up Evil Within I can’t be used again.

    Myers’ big issue IMO is that Evil Within I and Evil Within II are basically useless and leave him without a power for a majority of the game. Changing that so that Evil Within I is the baseline and that Evil Within II gives him additional map pressure as well as his Undetectable effect that can be used freely allows for more diverse play.

  • @Jarol said:

    I like the concept, it just seems strange to me that Tier-2 only lasts 20 seconds in exchange for being Undetectable. I already want to see it reworked and see what Tier can become, so that it is more updated and modern.

    It may seem a bit short on paper, but you also get a ton of potential map awareness and speed as a trade-off, so you can pretty much get a guaranteed down if played correctly by quickly transitioning to Tier III or grabbing them. I’m gonna give it a bit more consideration though, as it may be a tiny bit too short. Maybe 5-10 extra seconds?

  • @UncleStabby said:

    This would not be a very welcome change. Im a huge lover of DbD Meyers gameplay, but I don't believe that adding a supernatural ability to a character who's fear factor comes from how human he is as opposed to ghosts and ghouls would do him justice, and just pass him over into his sequels' territory. I get what you're saying but I think he's fine where he is.

    While I agree, this is a strange point considering that Myers is thought to be able to teleport by other characters in the movies and is especially inhuman.

  • Who even makes these ridiculous arguments after 1 hour of experience, Tony?

    If anything, neither side should be able to see each other just to make it fair.

  • @GentlemanFridge said:

    Am I the only one who thinks OP’s drawing looks like a drawing you’d find on the inside of a school’s toilet stall?

    What drawing?? It's just the reflection??? HOW DARE YOU IMPLY THAT I DREW THIS TO GET ATTENTION!!!!!111!!!111!11111!!!!!!!

    Did a quick 5 second sketch on my phone lol.

  • B—But the reflection! It has to be Candyman! The twitter!!!!!!!1!11!1!1!1111

  • I guess the game visually looks a bit more polished.

  • @Orion said:

    Don't you use forks with your left hand if you're right-handed?

    I use everything with my left hand and I’m left handed lol.

  • I tried that, didn’t work. Entire text window was gone.

  • Since the forums system is terrible and buggy, and I couldn't even actually type the rest of the post:

    Point 4. EXPLAIN YOUR ARGUMENT

    Seriously, people will join in on the discussion will all of the value and criticism of "yes" or "no" and not add anything else. Thanks, very insightful.

    Point 5. DO YOUR RESEARCH

    I've had to many encounters with people who clearly just have no idea what they're talking about and their only support to their point are pre-existing biases or word of mouth. Please do your research.

  • Here we go again.

    Yes, I think Springtrap is a good fit.

    It's not a kids game. It features literal child murder as the inciting incident. Just because it had a large youth audience (and that was like 4-5 damn years ago) doesn't mean it'll bring in the entirety of the child population. Hell, this community is already childish enough anyways.

    Regardless of whether or not you find the actual design of Springtrap horrific enough, we have fat pink elephants and yellow bunny mascots with a YELLOW AND PINK OVERCOAT WIELDING KPOP STAR as killers. I think that ship has sailed.

    FNAF is rated between T and M.

    No, Springtrap is not just "man in bunny suit hehe haha." He can teleport, warp around, and create phantoms that incite hallucinations.

  • @Itslat3ncy said:

    How would he work. Spring trap is just a man in a broken suit. He has no ability besides M1ing. He doesnt really have anything that I could think of besides using cameras that are set on gens

    No… no he isn’t lol.

    Also, the bottom of the post was made for this exact counter-argument.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2408052#Comment_2408052

    I don't even care about upcoming killers anymore, but I now hope FNAF never makes it in to DBD out of spite for the reasons you list.

    @OnryosTapeRentals said:

    I think one of the main reasons people are so against it is because of how incessantly people request it. It gets really boring seeing a new thread/video/post pop up every other week talking about how "X popular horror character should be the next killer!" or "The next chapter will be themed aroung Y." Especially considering that most of them have been suggested a hundred times over, with very little difference from previous threads.

    I don't really have anything against the particular franchises but I don't want FNaF, Chucky or Candyman in DbD simply because of how tiring and uninventive the suggestions for them are.

    I don’t get this. You guys are referring to it like someone is forcing you to watch the video or read the posts. Seems like if people truly weren’t interested, they’d just… ignore the post.

    Also, I think people keep bringing these killers up purely because of how much people on the forums say that it doesn’t fit or it won’t work, when they very clearly have elements that do. I dunno, that’s really what my post was about.

  • @MeatBycicle said:

    Na, little kid games dont belong in DBD.

    Tell me you didn’t read the post without telling me.

    @DwarvenTavern said:

    I always disliked reading comments on "Candyman won't work" but immediately side with Springtrap.

    Now, I do wanna say this, yeah I don't like just jumpscare games and Springtrap fits that description.

    But, Hag exists so whatever. I'm okay with the concept of Springtrap being in the game if they made it more of a heavily armored unit charging after people.

    Like if I dropped a pallet on you (if you're playing Springtrap) and you just ate the pallet like it's nothing. I would be terrified

    Always wanted an animation where the killer gets hit by the pallet and barely moves— just looks back up at you and cracks their neck.

    *omg they should make vader a killer*

    @NomiNomad said:

    At this point, please BHVR, just add him. I'm so tired of people talking about it.

    And, like I've said before, watching this forum become a shitstorm after the fact would be ######### hilarious.

    Trickster release, but now with 100% more crying.

  • I guess that’s a fairly easy way to get 50% of the playerbase to instantly stop playing.

  • Honestly, the devs. If the decs openly acknowledge that they know the game is in serious need of health updates and then say they aren’t prioritizing it, I’m done.

    Right now I can force myself to accept that they’re just ignorant to how bad the performance and overall game health is. If they say that THEY KNOW AND they aren’t gonna do anything about it, that’s it for me.

  • @Hoodied said:

    I’d much rather something much more interesting than a robot with a corpse in it, no joke an internet series inspired by fnaf is better than fnaf solely because it used real horror instead of “scream at you”

    Anyways the unique kick and break animations can also fit literally anyone else, silent hill creatures, creatures who are stronger when it comes to upper body strength, and so much more, they could also use a weapon to break it (kinda like spirit)

    Fnaf may be suggested alot but most of the time people don’t usually agree with it as FNAF really isn’t considered horror as, and I cannot believe people are desensitized to this,

    HORROR.ISN’T.ALL.JUMPSCARES

    Silent Hill doesn’t use jumpscares, it uses unsettling imagery to leave the player uneasy for example, fnaf literally is just “dead body in robots that yell at you” and thinking about that sounds bad already, can we PLEASE just leave the idea of fnaf in dbd alone for a while cause everytime this topic is brought up, I basically have to extend my response to tell the person that its not a good idea

    FNAF's horror appeal also isn't all jumpscares, that's simply the gameplay loop.

    This is the conclusion people get lead to when they don't do their research.

  • A few touch ups here and there, but nothing huge is necessary.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/261085/ghostface-rework-suggestion

    Remove his one hit down ability. He does nothing to earn it and staring right at him doesn’t do anything. He’s so busted.

    I don’t think we should be taking advice from the guy who wants killer speeds nerfed lol.

  • @danielmaster87 said:

    Why do y'all keep calling them gamehealth "chapters"? We have these things called patches.

    That don’t solve major issues with the game and only touch up on things we’ve been complaining about for literal years. BHVR is extremely slow when it comes to anything game health related so focusing entirely on that would be good.

  • Most of these changes don’t actually fix Ghostie’s issues and would likely just make him more problematic.

    Having stalking be linked to range is unnecessary and would also make leaning pretty redundant. Unlike Myers, Ghostie already stalks fairly quickly, even more so with stalk rate add-ons (which I agreed need to be tuned down). Having stalk speed increase with less distance would give survivors very very little time to react since he has no Terror Radius but also doesn’t require Ghostie to do anything special like leaning. It would also make stalking from afar more annoying as it’d be super slow.

    Having reveals based on range is ditto. The problem with revealing is that the mechanic is broken, with the reveal area being tied closer to the top of the screen and the amount of Ghostie’s body registered is not accurate all the time (thanks latency).

    Night Shroud recovery reduction to 20 seconds is good. Add-ons would also need to be nerfed though. I don’t think the extra recovery with downs is necessary and would work better as an add-on.

    Eh, I’m a bit indifferent on this point. 99% stalk isn’t a problem really. But rewarding survivors for interacting with the killer is good I guess. However, stalk meter should be reduced by maybe 30% on hit, akin to Trickster’s Laceration.

    Starting the game with Night Shroud activated is unnecessary. Survivors shouldn’t spawn within your Terror Radius and you already begin with Night Shroud being useable. Give players the option to use it or not.

  • Probably has something to do with you being really bad at Huntress.

    The game is not dying buddy. Bigger than it’s ever been.

  • This would just make Nurse players use blink range and thus just make her more annoying to go against. Not a good direction for her changes.

    Nurse’s Calling nerf is completely unjustified. The perk is fairly decent. It can stag as it is.

    Spirit is just straight up nerfed. It’s fairly easy to see Spirit’s direction while lunging so a constant effect like this while she’s phasing is a bit overkill. Just have her intermittently appear or leave husks like Freddy used to do.

    Ultra Rare changes are pretty meh across the board. I would’ve done something different but it’s servicable.

  • Let’s not forget Nero wearing a Mega Buster.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/260179/to-everyone-saying-to-re-enable-the-sets

    All linked sets likely share the same code for linking. As far as I'm aware all linked sets are fully linked, and partial links would require further development which will take time.

    They literally changed Leon and Jill’s outfits from unlinked to linked in a hotfix.

  • @Mooks said:

    You realize that the linked sets wouldnt even exist if they couldn’t create them as linked sets? If you have a problem with them you can just ignore them and not buy them. There are not-linked cosmetics and there will come many more of those.

    maybe instead ask for 2piece sets when the other cosmetic piece wouldn’t have problems like clipping etc.

    Maybe they should put in more than minimal effort considering each skin is 10 bucks. Even unlinked skins have clipping issues so this argument doesn’t even make any sense, and I don’t even think the community cares that some sets have clipping issues.

  • I actually agree with OP. There are times where the optimization can completely screw you over with skill checks.

    Personally I don’t even see why DS needs to be activated with a skill check instead of a button press within a 2 second window.

  • I stilling don’t get why their license agreement calls for linked sets considering that multiple licenses already don’t have w cosmetics and Capcom especially does stuff like this:

    88340A6B-C4BF-47DA-8AC5-99F7FFF7FBD6.jpeg


  • @OldHunterLight said:

    Billy was the better bubba, now bubba is the better billy, PH is slightly stronger than slinger, amanda....... Is amanda.

    So no I think licensed killers are actually stronger than regular dbd killers.

    Legit the top 4 strongest killers are all originals.

  • Because the game is indeed survivor sided at high levels. Most survivors are just bad.

  • The post speaks for itself. We’ve been telling BHVR this since the dawn of time, and the discussion sparked again when A Binding of Kin and All-Kill dropped back to back.

    BHVR will not listen unless we show them with our wallets.

  • How does this sound?

    With Lightborn, you can see that Blast Mine still has a smaller flash that doesn’t blind. If that’s easier on your eyes, I’d suggest that instead of being forced to run Lightborn to cope with it, maybe the flash effect can still be there, but instead of being blinded, there’s a little stun effect with a bit of an afterimage, similar to Knockout!

  • Knew I recognized your name somewhere.

    It’s okay to admit you like playing the worst killer buddy.

    For context, this guy is a so-called rank 1 1% Trickster trying to prove that Trickster is actually a good killer.

    Not sure when you lost all reliability in your argument by claiming Nemesis can’t generate map pressure but Trickster can.

  • @Zensunim said:

    Thanks for the heads up. Going to stay away from the tutorial until they fix that!

    (Was the killer tutorial still restricted to Trapper?)

    Yup, tutorials still Dwight and Trapper only, but resets everyone’s everything.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272939#Comment_2272939

    Why is it so big on console? isnt it supposed to be the same content? I got a 3 gb download on pc..

    The game went from 32 GB to 50. ######### is going on with this chapter…

  • @GuyFawx said:

    no lag on my end might be a you issue

    Try reading the thread buddy.

  • @MissKitty95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272988#Comment_2272988

    I’m on ps5 and there’s not a problem it’s a old console problem 😂 people need to upgrade

    Not to mention that DBD isn’t even a technically or visually impressive game compared to most others. The game should work.

  • @MissKitty95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272988#Comment_2272988

    I’m on ps5 and there’s not a problem it’s a old console problem 😂 people need to upgrade

    Probs has something to do with barely any consoles releasing + scalpers. Thanks for the advice buddy.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/257295/the-new-chapter-is-nearly-unplayable

    This sounds like a YOU problem. I haven't suffered any lag whatsoever.

    It is not a ME problem and a look down general discussion would reveal that other people are having this issue.

    Also my game crashed after dropping to 3 frames, so that’s pretty epic.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272288#Comment_2272288

    Maybe, maybe not.

    The answer is "no". No game on Earth reveals exactly how their MMR works (or, if one does, I've never heard of it).

    But in a unique game such as DBD, we have absolutely no indication what we’re being graded on.

    DbD is not that unique, other than being the "first" widely successful asymmetrical game. As for what you're being graded on, it's your performance during the trial.

    I’m not asking for them to copy paste the code online, I’m asking for an actual answer to what determines MMR.

    Look at the current pip categories and interactions that give points toward them, then think of all the things it doesn't take into account. That's most likely it.

    Regardless, why does it matter? Either it works and you get trials that are at your level of skill, or it doesn't and you don't. You don't need to know how it works to know whether it is working.

    We need to know how it works to give reliable feedback?

  • @Orion said:

    Is there any game with MMR that explicitly tells you exactly how their intellectual property (i.e.: the code behind the MMR calculations) works?

    Maybe, maybe not. But in a unique game such as DBD, we have absolutely no indication what we’re being graded on. I’m not asking for them to copy paste the code online, I’m asking for an actual answer to what determines MMR.

  • @Crowman said:

    The devs gave us the results of the test like they said they would. At no point did they promise to tell us how MMR works and it's unlikely they are because they don't want people gaming the system. It's why we don't know much about the exact DC punishment decay as to prevent people from treating the system as "I can DC x times within y"

    How does one “game” MMR? By playing better? Knowing how MMR works isn’t going to affect your actual performance.

    You can also already do that exact thing with DCing to an extent. You can pretty much tell how many time you can DC and how your time goes up.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263164#Comment_2263164

    Scratch marks aren't dependable she relies on them to point her in the proper direction. Oh and by the way survivors have control over there scratch mark trails, they can do this by letting go of Shift which also stops your footstep sounds. Your injured? Iron Will. She has Stridor? Its a shame Yin and Yang cannot exist without each other.

    Throwing pallets down early isn't counterplay. Isn't the point of chases to buy teammates time to do gens and doesn't throwing the pallet down and forcing her to break it buy you and teammates time?

    As a Spirit main, survivors tend to run obvious paths because they've gone brain dead to looping that they don't stop to think. If I'm at a jungle gym, I simply stay away from obvious looping paths because that's what she expects. If I'm at a unmindgameable loop I just throw the pallet down to both confuse her and force her to waste more of her power. Your at loop with a dropped pallet, count to 3 if you haven't gotten hit, she's faking it and you need to get away from the loop.

    I'm not a basic survivor player that calls killers broken because shift + w isn't effective. I find shift + w counterplay boring af, because its not skillful and involves no risk decisions, because unlike most survivor's I like using my brain to outplay others in a pvp.

    Now if you'll excuse I gotta get 3 heals and escape with Dwight and than murder someone with Spirits grandfather

    Doesn’t matter if scratch marks aren’t always dependable when she can hear where you are. Survivors without Iron Will even more so. Not only that but you literally admit here that injured survivors without Iron Will or with Stridor will lose.

    Throwing pallets early is a counter for most killers in general, but that is not good counterplay for Spirit. If the only counterplay is to immediately throw your limited resources in order to slightly slow down the killer then the killer was designed terribly. All other killers have counterplay, including the strongest killer in the game, Nurse (break line of sight and try to dodge). Blight and Oni do (hug corners). Demo does (bad at round loops and can be dodged). This is the same reason why Nemesis’s Zombies are somewhat problematic on indoor maps. You can’t see them coming and you can only stop them momentarily with an item or by using pallets.

    Even if the survivors don’t run in an obvious path, Spirit is only slightly delayed if she makes a mistake and can just phase again to catch you. She can see your scratch marks to fin where you’re going, then hear your footsteps or breathing for the rest.

    I figured this recycled argument would be used.

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