twistedmonkey
twistedmonkey
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The hag one is probably just binding it to the mouse wheel. No need for a macro on that.
Using 3rd party software for them can be bannable so if they use macros it's generally ones which are build into devices such as keyboards and the mouse.
Survivor ones are normally just to bind a key where it will do struggle mechanics. Its akin to a non official controller with a turbo button. That imo is just a qol thing really as it saves breaking devices. Another is for flashlights but those dont do much just make that annoying noise.
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@h0lden said:
https://forum.deadbydaylight.com/en/discussion/comment/2136158#Comment_2136158
Why did it take such little time for a announcement that jflicking- which actually takes skill- to be called an exploit that will be gone soon. BUT this breakdown exploit (I am sure the devs can see their stats, that breakdown was basically NEVER USED until this whole bug happened.) has yet to be even talked about? Breakdown was never ran, ever. Now you have 4 person swfs all bringing it and somehow, some way, this is not a red flag?
This makes no sense as they have acknowledged that the breakdown issue is a known bug on these very forums. They have also stated they are working on a fix for it.
Now of course J flick will also be fixed as it is something that is not intended feature and turning like that should not be possible.
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@LazyPayday said:
https://forum.deadbydaylight.com/en/discussion/comment/2136158#Comment_2136158
Please name a scenario where it was actively avoidable. When you say it like that I can't help but try to remember where a perk was broken and abused for some time without it being bannable. The way you're speaking reminds of the pallet stun bug, which was impossible for the killers to avoid, it was a base mechanic that couldn't be changed, what I'm referring to is perks and add-ons that are bugged and exploitable of which please remind of some. The legion is one of the best examples so that's why it's commonly used. There's also the 2-killer in a match, which while fun because of the cool mechanic it had it was fairly a bannable offense.
There were spots survivors could land by jumping out windows or simply running off objects and some got banned for it in the past as they were recorded doing it. Some were on purpose and some by accident. There have been perma bans for such things and in some cases they were taken back as not everyone knew what they were doing.
Some bugs also allowed killers to get to places not intended and these were not banable.
We can't take what happened in the past as it was done to both sides.
The two killer bug was before the legion addon one and the legion one as far as I remember was the last one to be overall banned for and basically as Mandy said because many things have changed thus also has how they view these bugs. If something can be used or done with out knowing by means of a bug it leaves it open to the mods having to decide if someone did it on purpose or not.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2136158#Comment_2136158
I mean, can't the whole "not everyone knows" thing be easily alleviated by making an in-game notification on the news prompt?
Yes and no as it takes more than a pop up.
How often do people read the news or what pops up on the screen? It would need at least an acknowledgement option like a tick boxwhetre you have to scroll down and accept you have read it. Even then it's not guaranteed someone will read it.
As I said maybe they need players to run it to be able to gather data to find what is causing the bug. If not disabling the perk until it is fixed would be the only logical solution.
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Players have not been banned from using bug exploits for a while now and the main reasoning is not everyone knows about the bug and they would be banning for people simply using the perk.
Both sides have been banned in the past for doing such things in the past. It did not happen just once with the legion scenario so its not a double standard. Players keep bringing up the legion scenario but others bugs which benefited killer have happened and no one was banned.
The scenario that makes some sense would be to deactivate perks or addons etc when they are bugged but at the same time this can also remove data they may need to help find why it's happening and fix it quicker.
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They never said when they would implement it. It was them simply showing the community what they plan on doing.
One thing we do know is that it is dependant on the mmr system being implemented as the reset will then take everyone back to rank 20.
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@Beefmur said:
I didnt put this juicy part in the post but here you go if you care so much. I let the Kate go about 15 times. She was going to bleed out instantly if i downed her again. She willingly staid on my back for 40 minutes at least so its my fault? she couldve escaped my grasp and died but she didnt
While Kate willingly stayed on your back you could also have dropped her on the ground so she could bleed out.
if you had hooked Kate or put her on the ground the game would have ended. You can't expect someone to just give up when you down someone on death hook and stand at the hatch.
The game could have ended easily within 2 minutes if you chose to let it.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2072406#Comment_2072406
I dont have an exact clip but the video above your comment has the clip in it
To be fair this is nothing new.
As people have already stated they typically do minor tweaks from a ptb.
The devs stated a while ago that new chapters will have more changes in the mid chapter patches after release to give them time to gather data. The ptb afterall is played by such a small minority and is not on all platforms. Its primarily to check for bugs in the upcoming chapter.
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@madminer95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2058881#Comment_2058881
Back to one of my original points it wouldn't make it any easier to tunnel, they're already told the Survivor they are hooking is dead on they're next hook by them beginning to struggle and the "entity summoned" score event, if they're inclined to tunnel they'll still do exactly what they do now and go back to the hook as soon as the Survivor is unhooked and only chase them with no need for the counter.
And if memory of hook states is going to be lorded as part of a Killer's general skill ceiling and the devs want that "thought process to happen and not be given" the same should apply to Survivors.
Of course it would as you have the info on your screen. Anything which gives you info instead of having to remember inherently always makes it easier.
I think you miss the point with the second statement. This has never been about those who will go back to the hook as they are going out to tunell regardless..
Take this scenario - You see 2 survivors on a gen. 1 has been hooked once and 1 is on death hook. You don't remember who is who and they are different chars. Now with this info you can clearly see who is the one death hook so who do you think player would go for? Yes some may go after the one not on death hook but it's logical to get someone out of the game quicker for others to gain more of an advantage.
I already said I did not agree with them giving that info to survivors in this thread for similar reasons so that point is moot.
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I feel like some posts in this thread show a degree of not understanding what the phrase tunelling actually means.
Tunelling is solely when after an unhook the killer instantly goes after the same player and ignores everyone else. If you expand that to anything other than this then sadly you are misinformed.
In this scenario DS does exactly the same as before. It still does the same job of being able to stun the killer extending the chase time.
Now if the killer does not go after the unhooked player and downs someone else, hooks them and then comes after you that is not tunelling.
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The DS timer lasts 60s and in that time a kicked gen will regress 15s.
I see this as a non issue tbh for how little time it will save tapping that gen. If you end up in a chase after an unhook and manage to use DS other gens should be popping anyway.
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Make sure you 100% lose the killer before doing any actions.
You will have to play a bit safer and more aware after being unhooked.
Remember if the killer is on someone else and down and hooks them they are not tuneling. If they come right after yourself ignoring all others after being unhooked you will have DS to use and nothing has changed.
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@[Deleted User] said:
censor?
The new patch added a chat filter on the pc end game chat.
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@madminer95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2028989#Comment_2028989
Again, I see a hook counter making very little difference to player attitudes as far as tunnelling/camping even if they are new,
Chances are if they're new and haven't seen any gameplay before they will tunnel and camp, regardless of counter or not, simply because this game's tutorial is a joke and only barely touches on the very basic game mechanics and as a new player those may seem like the logical things to do, generally as people play more and or watch experienced gameplay they come to understand that tunnelling is generally a bad idea because you end up eating decisive strikes and there's no pressure on the other survivors.
Also I completely disagree with the sentiment that it wouldn't be helpful to higher skill/playtime players, quite often i'll see streamers like Otzdarva and TrU3Ta1ent that have thousands of hours and are relatively high skill going "this is they're last hook right? oh its not, damm thats bad for me, it was the other Claudette".
Of course new players may camp and tunnel until they realise once they rank up that they are getting less bloodpoints but should they be given the tools to make it easier? That is what the argument is.
Your last point is also one of the reasons why its not there. Yes even vets forget at times but the devs did state that they want this thought process to happen and not be given. Then we look at the hook counter which can of course be used in your example but when you flip and know even vets can forget you have then just gave them the info to go after the one on death hook instead. This itself then promotes it for those who would do it.
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I got it after 3 weeks of playing by following 2 players who motioned to me after the gates were opened.
This scenario is not really a sign of how broken keys are as when all four can escape via the hatch all the gens need to be done.
In that case at best a killer should get maybe one kill if the others are smart and dont feed anymore.
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Dinners ready!
Can you bring it down, I am playing DBD.
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You can't take a single pov of one survivor player and say a killer played good. Especially when said survivor plays the game for a living.
As already posted 5 mins to down the first survivor with Billy says more than any chases in the video and with all killers this would normally be a loss.
Your comment about playing with skill and not being rewarded seems to be quite out of place when showing this video from a killer perspective then.
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@DarkSonAaron said:
https://forum.deadbydaylight.com/en/discussion/comment/2041902#Comment_2041902
But if they couldn't afford to buy the DLC they would have a problem with buying the game initially anyway. I feel like a game that has an install price shouldn't use F2P tactics. 9k for older characters I don't think is fair.
A character does not lose its value just because they are older.
In terms of playtime and not waiting in lobbies it should take around 30-35h to get 9k shards.
This on top of the frequent sales where older dlc chars can be 50-75% off I think it's more than fair.
Before BHVR bought the rights all the dlc was paid only. They decided to give players a means to earn something which had a monetary value when they did not have too. I don't see how anyone can realistically see that as unfair.
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Challenges have always been a way to try and entice those who play one side to play the other for a few matches with the lure of small amount of blood points.
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@madminer95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2015562#Comment_2015562
please could you give an example where this even could be used "from the start"
Because it sounds like your envisioning killer's choosing to tunnel one person from the start, which as I've explained a killer so inclined is already given all the information they could possibly need to do that, the hook counter would not change anything.
When I say from the start it does not mean from the start of the match.
It means when they first pick up the game and start as new players.
The argument from some others is that it would help new players as those who know the game don't exactly need it to track who they have hooked.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2028727#Comment_2028727
When devour undying becomes meta, you'll eat your words.
The only reason people don't run it now is because people tend to prefer consistency over powerful hex's that go in 2 mins. So most don't run hex's outside noed but even then that's niche.
Also, it's not much of a downside as it works when: huntress' or devour have no use yet, haunted grounds is up (even more reason not to do it).
The 8s is nothing to be laughed at. 8s is enough to get to a loop, make no mistake. It will waste the killers time. And that's powerful in itself. Most killers will assume it's UB and swing, they won't expect soul guard.
Overall, it doesn't really have a downside unless they have a 3-5 stacked devour, in which case you'll probably ( against a good killer who slugs) have gotten 1-2 uses from it.
That doesn't make much sense as that would be meta already since undying already got changed.
Now let's say it does get more popular it makes a lot more sense to actually cleanse totems than let devour get 5 stacks rendering soul guard a dead perk.
That whole scenario also relies on the killer slugging and which again seems strange as hooking gets them stacks. Then of course mori comes into play when downed after 5 stacks so soul guard really isn't a strong perk versus it.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2028250#Comment_2028250
Survivor also needs counterplay, so maybe a warning when someone DH or something? Or is this to op because they now have counterplay.
Yeah I rushed the suggestions, was trying to link them to DS and UB but too loose, I agree.
Instadowns do need counterplay, but the guy I responded to was talking about how many instadowns are as powerful as second chance perks- including powers- so I had to correct that.
You are looking at this in a 1v1 as if a survivor getting caught looses them the game early. It doesn't. If they last 1 min (assuming it took 20s to find the first survivor which it usually does) then 2-3 gens pop. That's why survivors need counterplay too. I agree killers need it, but think from both sides please.
Soul guard, if I remember correctly, can infinite revive if there's a hex and gives resilience once you get up. That could be a second chance perk with no counterplay (outside of not taking a perk, but we don't know that going in as much as taking calm spirit isn't a real doctor counter as it only helps against him and IF). This is fair in most hands, but good survivors will abuse this.
Edit: also DH. It's fair in most senses but has no counterplay (against good survivors, if your against bad survivors that's not the perk that's them using it stupidly) is another example.
Well to be fair soul guard does need that hex so it does have thw downside of having to leave said hex in play.
The endurance effect well it is only 8s and they still need to be slugged or injured to be healed or picked up to get use out of that effect and then to be fair the killer has to be really close and go after them to get affected by it in those scenario's.
This is why you don't see it as much as others due to it being situational on what the killers uses and how they play to actually get use out of it. Its more of a meme perk tbh.
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@Peanits said:
https://us.v-cdn.net/6030815/uploads/MTOO7V8L81CP/devupdateasset.png
We’ve prepared a bite-sized Developer Update- a series of posts where we go over everything happening with Dead by Daylight. This one will be a little more brief than usual and go over some of the major changes in the 4.6.0 update as well as our future plans for hot topics.
4.6.0 Update
Decisive Strike
We’ve made some changes to one of the most discussed perks. Decisive Strike will now deactivate if you repair a generator, heal yourself or another Survivor, unhook a Survivor, cleanse a totem or sabotage a hook.
The intent behind this change is to remove instances where a Survivor can make some sort of progress while being completely protected by the perk. With these changes, Decisive Strike remains active for 60 seconds so long as you are only evading the Killer, and the only person who can make it deactivate prematurely is you.
Quick FAQ: Another Survivor healing you will not deactivate your Decisive Strike.
The Wraith
The Wraith will be receiving a few more changes besides the ones we made with the previous Mid-Chapter:
- Increased movement speed while cloaked from 5.09m/s to 6m/s
- Decreased movement speed while uncloaking from 2.02m/s to 1.6m/s
- Adjusted the Windstorm add-ons accordingly: Reduced movement speed bonus, removed uncloaking movement speed penalty
With these changes, The Wraith should be able to get around the map faster with less reliance on the Windstorm add-ons.
The Blight
They grow up so fast. We’ve raised The Blight’s POV to better reflect where his head is. Proudly tower over windows that once blocked your view and assert your dominance.
Colorblind Modes & Chat Filters
https://us.v-cdn.net/6030815/uploads/36MDXB6Z24WD/cb4.png
With this Chapter release, we are adding colorblind modes to Dead by Daylight. You can find new settings in-game to switch between default, deuteranope, protanope, and tritanope modes. These settings subtly adjust colors to make them easier to see for some players. Colorblind modes are our first step in increasing the accessibility of the game.
We have also added a chat filter to the game. This filter will act as an additional line of defense ensuring that you don’t need to see inappropriate messages in the first place. Our support team will continue reviewing chat reports as we have done in the past to make sure that players who are breaking the rules are punished accordingly. Although offensive terms will be filtered for you, our team has access to uncensored chat logs, and we encourage you to continue reporting any messages you feel may have been inappropriate.
For more details on both colorblind modes and the chat filter, check out this article: https://deadbydaylight.com/en/news/trb-midway-update
https://us.v-cdn.net/6030815/uploads/9Y4MW932DC82/patchnotesdivider.png
Post-4.6.0 Update
The Realm Beyond
In the past, we’ve consistently shipped one or two graphically updated realms with each major release. We planned to continue this trend with another realm rework in this update, but unfortunately this next realm would not be ready in time for this Chapter. Rather than releasing what we have, we decided to postpone the next map update until it is ready. Our goal is to ensure that all graphical updates we release are up to our standards before we unleash them into the wild.
Work on the next graphical update is well underway, and you can look forward to seeing it in a future update.
HUD: Next Steps
In the 4.5.2 bugfix patch, we made some changes to the HUD with regards to your feedback. Discussions surrounding the feedback we’ve received are still ongoing, and we hope to share more with you soon.
Survivor Animations: Next Steps
Also in 4.5.2, we made some changes to Survivor movement animations to make them feel more familiar to long-time players, notably by removing some of the transitions between animations. Going forward, we’ll work on polishing some of these animations, including the idle and injured running animations.
With that, we’ve reached the end of this short (not actually that short) Developer Update. We look forward to reading what you think after you’ve had the chance to try out all of the new changes!
You can read about the upcoming DS changes above.
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Technically it doesn't get worse per tier.
For one you must be 32m for it to activate away so closing that gap can take a while on less mobile killers and at tier 3 you have 20 more seconds to catch them.
The cooldown also matches the length of time the survivor is exposed for.
It can take 50s if you run at the survivor and the survivor runs in a straight line away from you and that's not including exhaustion perks like SB.
The perk isn't that great overall imo on most killers but those who benefit from it can close that gap quicker and get still get more time to down someone as you still need to find them afterall.
If the time was shorter then it would make the perk even less viable for anyone but high mobility killers.
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@madminer95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1999321#Comment_1999321
Unless the dev's plan to overhaul many of the core game mechanics, like Gen speeds, exit gates being 99'd, etc, which they haven't made any statements suggesting so, expecting killers to 12 hook every game especially in red ranks is unreasonable.
In most well match made games the killer choosing to chase someone with no hook states over someone that's got 2 when all four survivors are alive and there's not many gen's can be the difference between 2+ kills and none, and that is they're goal after all to get as many kills as possible.
In your circumstance yes it's the smartest play but at the same time it should not be promoted to be the play to always use from the start.
It's about choices and why strats like camping and tunnelling will always have a place in the game but at the same time they put in ways to try and stop them from being overused.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/2010197#Comment_2010197
Body blocking can be a little toxic in certain situations, when a swf/efficient team crushes out multiple gens and body blocks the killer trying to get their first hook that they've been working on for like 2 minutes. Im not saying its wrong or to punish for it, but it is a little toxic.
That's not toxic what so ever its just playing the game as its intended tbh.
We have to always consider perks on both sides which are used in these strats and can reward each side when the strat is used. There is also an achievement to reward getting hit in this scenario.
It's then more a smart play when it's in your favour.
The word toxic in this game is highly overused. If it's in the game and an intended then mechanic then it's all fair play regardless of the situation. Imo toxicity only comes from end game chat and messages and anything else is just something a player disliked being used in the game.
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@madminer95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1993039#Comment_1993039
realistically the Dev's aren't going to take away the hook information from the Survivors now they've given it, with they're goal of bring solo play up to SWF level, so if they're going to as you say hand over the information to Survivors they should be doing the same to killers.
Not really as one is to try and close the gap by your words which is something the community is asking for while the other can help promote a play style which I don't think the devs want to be more of go to strat than it already is.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1995552#Comment_1995552
Quick answer, no we do not have control over usernames used on platforms such as Steam or Consoles and we do not have the means to pass on tickets to those platforms either.
It's very difficult to report names on a cross platform basis, unless you can find their steam profile you can't report to Steam for example, also bear in mind that different platforms have different name rules so whilst a name might be undesired on the platform you play on, it will be fine on another platform.
Thank you as always.
That is what I thought but the question had never arisen from what I remember so I prefer not to assume.
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Usernames are set on the platform they play on so generally come under those rules and not the game ones in the past.
Interesting question and it would be nice to know if the devs/mods will then report it to the specific platform if you use the end game system or reach out to the player.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1993039#Comment_1993039
that scenario with the 50/50 choice is only going to happen to killers who paid no attention to the game / new players though.
so all that excluding killer from this HUD element does is making it harder for new players to get into the game, older and more experienced players shouldnt have a problem telling who has been hooked how many times yet.
i really dont see how giving killers this information would be a bad thing tbh. like, high rank gameplay would stay mostly unaffected by it and low rank gameplay would generally improve for killers...
I've seen players with over 5k hours forget who they have hooked. It can be rare but it happens.
I can understand there reasoning on not wanting to do it but as I said I don't understand the reasoning for giving it to survivors.
Imo neither side should have it. I don't think hand feeding info is needed even or new players as once they become more experienced then they ultimately won't need it.
I also feel less experienced players could be those who would use it to tunnel more which i don't think the devs would want to set that precedent.
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They want killer to think about the strategy rather be handed the info.
You see two survivors and you don't know which has been hooked already you take a 50/50 chance. If you are given the info and do know who has been hooked then the optimal choice seems to be to go for the one who has been hooked (depending on looping skills of course). It removes a degree of thought process.
While most good killers know who have been hooked there are cases where one forgets and some of course would use it to go after the non hooked one for bbq stacks.
I don't quite understand why survivors need the same though process removed to be fair as it does remove some plays that can happen.
Survivors knowing can avoid running closer to the hooked area and sit on gens or at end game they know 100% to leave.
Personally I don't think it should be there for either side as I do not like too much info being handed to me and believe the game is at its most fun when we are having to think more as we play.
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Reasons for playing anything are subjective but the largest one comes down to if you enjoy their power and play style more than other killers and if they will give you the results you wish out of the game.
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@DTJObe said:
https://forum.deadbydaylight.com/en/discussion/comment/1982275#Comment_1982275
The question is, why did they balance their game without comms in mind if they're encouraging their use? The game isn't balanced for comms, so they provide a competitive advantage.
And using 3rd party software for a competitive advantage is the definition of cheating.
They need to buff solo q with proximity comms and rebalance the game from there if they expect and encourage the use of 3rd party communications software.
It's unfair to the other players otherwise.
Correction using 3rd party software not allowed is classed as cheating. If it is allowed then it is not.
Proximity comms is a terrible idea as swf can just disable it or use another device to chat negating that system. Not to mention the toxic nature of this game I would guess a lot of killers would not like a survivor screaming down the mic at them and vice versa.
They have been trying to balance it more but it is so easy to rank up for either side along with the matchmaking not being great that it gives a false sense of achievement making some feel they should be better than they are even if they beat some higher ranks.
When you have some players who can escape over 100 games easily and aome killers having over 100 game 4k streaks it days a lot about the disparities.
Why don't you ask your question in the next Q&A stream thread?
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@DTJObe said:
https://forum.deadbydaylight.com/en/discussion/comment/1979423#Comment_1979423
This brings up a good question.
Why does BHVR encourage their players to utilize a 3rd party software that provides a competitive advantage? You don't encourage people to utilize 3rd party cheat engines or bypasses, but you do encourage 3rd party chat software that allows survivors to bypass the use of information perks, freeing up perk slots and allowing them to coordinate in a way that solo players cannot...
If using 3rd party software for a competitive advantage is cheating, then why does BHVR encourage survivors to use 3rd party software for a competitive advantage on one of their official platforms?
Because the game came out in 2016 and any game such as this which does not allow friends to play together or bans for comms would die pretty quickly. It's called commercial suicide and a game is designed to make money afterall.
While comms give and advantage they are not the same as 3rd party software to show auras constantly or increase speed.
The real question is why do you think that any dev team of a mulyiplayer coop assymetrical game would not allow friends to play together using comms.
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@DTJObe said:
https://forum.deadbydaylight.com/en/discussion/comment/1978243#Comment_1978243
But no mention of comms, especially 3rd party programs. Playing with friends is one thing; gaining a competitive advantage through the use of 3rd party software is completely different.
If You go to the official DBD discord where they made a lobby you can join to meet others and create an swf to play with. You can also create a room there and play the game using comms.
It has been stated many times comms is not cheating as this myth has been going on since 2016.
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@shotime95 said:
Recently I've no longer been able to block users in game, when I click 'block' nothing happens.
When I unblock an already blocked player and then block someone else it works.
The only explanation to this I can think of is there's a limit to the number of in-game blocks, which is totally absurd.
Does anyone know if I'm correct?
tbh it's hard to understand why they would have a limit to such thing, it's not like toxic players cease to exist beyond a certain point.
You cannot block players so you are not matched with them.
You can only block chat messages from them.
If you are using a third party program like MLGA this no longer works as the game uses dedicated servers now and that only worked when the killer was the host and the game showed each individual IP. Even then if the IP was dynamic it would only work for a short period of time until that got refreshed with a new one.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1978077#Comment_1978077
... you know swf wasen't originally in the game right?
It was only added afterwards because of popular demand and because people started lobby dodging untill they had the same lobby as their friends.
And while it's not as big of an issue now with how the game has changed over the years it was very much not intended in the beginning.
Might want to do a quick fact check before calling someone daft. It does not make you look good
Actually it was stated on stream by McLean that SWF was always intended to be added in the game its just at the time they only had time to release the game with either that or kill your friends and they decided to add the latter first for the initial release.
time stamp @ 9.10 just in case it did not copy right.
https://youtu.be/gTpZSllfMmw?t=552 -
This is the argument within DBD when some want the game to be more hide and seek and have killer more of a power role.
When they then meet a group of players who are stealthy and immersed they complain its not fun. The blendette comments have always been a prime example.
The fun in DBD for the most part is in the chase and it's why stealth isn't rewarded as much as putting yourself in harms way. The devs do want interaction between the players but it's not something they force as they want the players to play how they wish too.
So there is nothing wrong with a stealthy playstyle as just like camping it is part of the game, play how you wish and don't dwell on these type of comments.
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Fun chases, multiple hooks, lots of bloodpoint's with 4 bbq stacks and a pip with 2 or more dying.
I don't dwell too hard on winning though as I am not highly competitive and having fun is the most important thing.
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It never hurt the game with prospective buyers before so why should it now?
You are complaining about movement which has been in the game some 2016.
The 4.5.0 changes were never designed to change the movement in anyway as stated by the devs so in reality this is actually a fix to something they never intended to happen.
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Its better than before but still not great. They really do need to separate these "widgets" so we can place them where we wish so everyone can be happy.
They should also allow us to chnage the character portraits to either be as they are, as they were or as above. These options are not hard to make happen.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1968728#Comment_1968728
That’s the only logical conclusion. Survivors keep telling us 360’s don’t work yet remember they cried and cried and cried to the point that the developers just scrapped months of animation work to appease them.
But hey we can get more sIcK m0nTaGeZ like this dude!
If people don’t think that looks goofy as hell, low budget and janky and is ultimately a bad look for the game then they really are willing to hurt the game just for the sake of having another second chance added to their ever growing list of second chances.
There’s a lack of killers in the game and if I was someone who hadn’t heard of DBD and saw that it would sure as hell put me off ever playing the game. It looks like the kind of cheap trash you’d see in Unity asset flips on the steam store
That's not entirely true. The devs did not scrap months of work to appease anyone, they took the feedback given and adjusted them and the conclusion has to be that they changed them as they were clearly not working as intended.
How do we know this?
The statement they made regarding the new animations that specifically stated that the new animations would not affect movement in any way. They did not intend to remove the fast movements so it should be no surprise to see them fixed.
It's a game and some killers such as Billy, demo, deathsliger and huntress etc are designed around the possibility of dodging hits when using their power which means fast movements.
360's may look goofy but it's a game and not something to be taken seriously. Its the game you choose to play and these have been around since 2016. Like most have said 360's aren't hard to hit by either stepping back or not lunging and doing a quick hit.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1964195#Comment_1964195
That's fair. It's just odd how they made a point in the September Dev update that they were gonna start using the Mid-Chapter for chapter reviews.
With the upcoming Mid-Chapter, we are kicking off a new initiative to review the previously released Chapter (the Killer, their Perks, and the Survivor’s Perks) and make any changes that are needed. The first to receive this treatment is the Silent Hill Chapter.
We feel that it is important to see how new content plays out in a real scenario before committing to balance changes. Something that seems overpowered upon release can end up being a non-issue once people have had a chance to play against it and develop counterplay. Likewise, something that might seem underpowered might find a niche once people have had the time to experiment with new builds and playstyles. Other times, the playstyles that crop up over time can turn out to be frustrating or unfun to play against.
With this in mind, we plan to review the previous Chapter once it has had a few months to simmer and address any issues or imbalances that may have appeared. This period gives us a chance to monitor how the new content is used and get a better understanding of how it is used (and how it can be abused) before tweaking things.
And this Mid-Chapter, it's not mentioned at all. Other than Undying. Visionary and Blood Flavour could really use some love. Hell, every perk (maybe aside from Built to Last and Undying) could use some kind of love.
Personally I don't think they need to state in a mid chapter each time that they will be reviewing the previous patch as that is more of a given due to the info given past year.
Even in mid chapter 4.3.0 they didn't specifically mention they will be making changes to the previous patch due to that in the notes but changed Pyramid head as an example.
The Blights pov they have stated will be addressed which is kind of strange it is not in this patch but that may be two things. Either its not a simple change or they now feel differently which would be nice to know.
We may personally think some things need changed or given some love like the perks you mentioned and give feedback on that but it comes down to if the devs agree with said feedback.
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If they are happy with the perks then of course they won't change them and probably why on undying got tweaked.
I don't think its about abandoning things they said but more about what they think needs addressed from the chapter.
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The only thing that irks me is the fact that because all this was done in one patch they can't roll it back.
I think this should be a lesson to learn. Do not make all these changes happen at once.
I think they need to start separating patches again. Change maps in one. Change killers in one. Change animations in one. Change the UI in one.
Its alot easier to quickly find and identify an issue when there isn't so much changing.
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On paper they seemed like a nice idea but in practice I feel they don't add anything to the game.
It's was meant to be something of a choice but lately with the reworks it's either needing to break them or leave a god loop up or it would be stupid to break them as it open up longer loops/God loops. There is no real choice when it comes to these.
I know the concept sounded good but it is something the devs themselves really need to think about as the implementation of any mechanic which doesn't wield the results of enhancing the experience itdoesn't make sense to keep it in the game.
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The gen sounds are relatively new and came about when they updated the gens to look more realistic and added new animations when working on them. The only thing people really seemed to dislike was the train sound they used to make which was quickly removed.
The smoke while not a bad idea and one I wouldnt mind may have the possibility to lower some players fps when working on them if using older hardware. Its one of those is it really needed scenarios.
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@xEzekanarioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1945196#Comment_1945196
I dont think of the time/effort , but the money wasted... Im talking about someone who for example buys ghostface and then his original suit.
Devs take a look at the money they gained from this user than wasted like.. 15€? instead of how much is this guy playing.
This encourages devs to do what they want because they see they are winning, while the community is dying.
Yes but in theory most of the revenue comes from the experienced ones in the 30% bracket where your OP stated they listened to the casuals as they buy more.
A casual may buy a dlc and a skin but those who put in the most time and effort will more than likely buy more if not all the dlc and possibly a few skins plus buy the rift as they are more invested in the game and have the time to do it.
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Not really since casual players by definition don't tend to put in the same time or effort as experienced players.
In business take the Pareto principle of 20% of your customers will create 80% of your revenue. This theory would point more towards the experienced players since they have a lot more invested in the game with all the dlc so have more characters to buy the likes of skins for.
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Personally I don't think they understand why people liked the info along the bottom.
It's was easy to see and it didn't cover much of the screen especially when seeing a hand can mean getting into a chase with a down when turning. The other thing is have they fixed the size of the hook timer bar?
I can live with this one. It isn't great by any means as I feel the power info is still too big and the survivors should be horizontal along with allowing each segment to be sizable separately and not just as a whole.
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They did say the events would just be as you described for the most part apart from the anniversary and halloween ones as they are planning larger ones for these two.