twistedmonkey
twistedmonkey
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1937548#Comment_1937548
I'm not saying people shouldn't be vocal but there is a line between a lot of us feel this and we would prefer this and
"The devs dont care if they dont please us and I will delete the game and never buy anything again"
And then attacking people who say otherwise
There is a line and a lot of people don't seem to see that
Well if players wish to delete the game over this then they do have a right to vocalize it, whether we think it's childish or not. It doesn't break any rules as long as they are not advocating for a mass exodus of others to do the same. None of us have the right to say how someone reacts is wrong if that is how it makes them feel.
This is also why there is a report button and if you see someone doing something that you beleive breaks the rules report it and let the mods handle them.
When it comes to a game players invested a lot of money and time into and typing when emotions are high lines can always get blurred. The best bet is to ignore threads or posts like that or like I said report them if you feel they cross a line which breaks the rules rather than get into an argument over something you can't change.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1937490#Comment_1937490
Idk where "backend" came from I'm just saying it was the devs decision to change the UI and animations players need to adapt and overcome (or don't and get hung up and stop playing). I don't see the people whining putting all their time into making the game they love playing.
You are neglecting the fact that players love the game and its why they can be so vocal.
Yes the devs decided to change these things but does that mean it's a good decision? Are players not allowed to question it or say they dislike it? That is basically what you are saying with such statements.
Many game devs have made changes which have been detrimental to the game itself and held their "we won't change it back stance" only to revert it later as the issue is over time is it can affect game player numbers if it impacts the game in ways which means it is no longer fun.
Now BHVR being a company not only has to make decisions based on what they believe l is best for game but also to make sure these changes don't affect how players enjoy the game too much or affect future revenue. This is why they have made a statement and are looking at making changes as the backlash has been overwhelming on multiple social platforms.
The current changes have shown something different from all the previous balance changes in the forms of nerfs or buffs for one major reason. Right now both sides are actually unusually unified in the critism when normally the forum is filled with just us these them posts.
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@ChurchofPig said:
I'm going to say this now. Between what happens in game, the dev team, and the community, only one of those things makes me actually want to stop playing and it's this toxic entitled community that thinks the devs are out to get them because they messed up. Everyone in this community makes it sound like the devs are robots who have no emotions and purposely try to f things up and make things as unplayable/unfun as possible. You know that's not true. They're human beings. As a community I think we should be more ashamed then the devs. They don't listen because you don't give constructive feedback you just talk about how you're going to ruin their game if they don't give you what you want. Would you want to do what someone wants if they said "If you don't give me what I want then you don't care and I'm going to f up what you've been working on for years because I don't like that you didn't give me this"? NO. I wouldn't give that person what they want. I'd say "Ok bye go away."
To be fair the PTB was released and there was a huge amount of constructive feedback. You will always get some whom go over the top but the vast majority explained why the UI was bad.
The animations were also stated to be visual only and in no way change survivor movement which they did and again feedback was given on the ptb.
Yes some do go too far way and the mods do an amazing job of weeding them out, we should always encourage players to give constructive feedback though even if its something you don't agree with.
The UI and animations changes imo should never be put in a patch with anything else as these things should be something worked on and tested in lots of mini ptbs allowing for more feedback over a longer period. Putting such changes in a patch with a set release schedule give or take a week is never a good idea especially with the original feedback being overwhelmingly negative.
The patch has made the game worse for a lot of players who are of course upset at the current state of the game. This is because they love the game and quite frankly aren't enjoying their time in it anymore.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/1933561#Comment_1933561
The question then is why was the survivor hanging out where there was no cover? How is that the killers or BHVR's fault?
Sometimes you have no option which any player knows. A gen could be in the open and to prevent a 3 gen its one which should done if playing smartly.
Of course its not the killers fault as they are just players. No one ever said it was the killer fault so that's moot point.
It is of course BHVR's fault this time as I will say it for the third time. The animations were stated by them on stream to not change survivor movements and were purely visual.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/1933436#Comment_1933436
I don't understand why it's hard to play around terrain instead of out in the open and relying on jukes. Terrain still interrupts killer hits.
Because when there is no terrain a killer such as those I mentioned gets a down a lot more easily with a lot less counter play.
Again these killers were designed with the ability to dodge in mind and again the patch was not meant to change survivor movements.
This means the animations have to be bugged so players should give feedback as they are clearly not working as they intended them too.
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@SonicOffline said:
"Devs made changes I didn't like the whole game is dead now ;~;" is all the post really says. As a survivor AND killer player, I really don't have an issue with the new animations. You can't randy-arse zag to the left now to get out of Huntress or Slinger, but like, if they hit you while you're trying to juke they'd have likely hit you anyway. Why is it hard to just stay near terrain and/or change your strategy from randy-arse juking in the open?
Well to be fair they did openly state on one of their streams that the new survivor animations would only be visual and not change how the survivor moves so the complaints about the new animations are completely valid.
A huntress, slinger pyramid head, billy etc yes should get a hit when they actually hit and that should never be in doubt but when you can't dodge in the same way as previously then it becomes a much easier hit for them. These killers afterall were designed with the past movement in mind along with being able to dodge to create some counter play.
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Of course they can go back.
The whole system may be changed but the old system still exists and worked in the game previous to this patch. At worst it may need the whole patch reverted of course.
It's then not a can't but a we don't want too put in the work to do it.
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@ShadowRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1929649#Comment_1929649
They confirmed they can’t revert it
This is more of a don't want to than can't tbh.
Anything changed such as this can of course be reverted as its all about coding. The issue may be how deep they have put the coding of this change in with the overall patch. It's then more about the work needed to change it back being deemed not something they wish to put in.
Imo something such as this really should never be released with any other changes and be patched separately.
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I don't quite understand their reasoning for including it in the live version myself.
The only thing that may be an issue is if the hud itself has been coded so deep into the patch it would delay its release so they realistically can't remove it. At least this reason would be feasible but if that's the case just say it as right now its a very strange decision. I for one dislike the "it just needs getting used too" way of thinking.
I understand people work for a long time on these things but a bad change is bad regardless of that work and sometimes an idea just needs to be reverted and taken back to the drawing board.
For one any change like this should not be released without the colour blind option being 100% ready. On stream they said some changes have been made but did not detail what for some reason.
They should allow player to switch back and forth to the old hud as this alone would instantly let them know what the players like. It also needs the option to move the hud placements around which they did say isn't easy to do but it is certainly something that is desperately needed and should have been thought of when discussing changing the hud in the initial meetings.
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It's not an issue with perks but in the players mindset to use those which will give them a more competitive edge. Casual players tend to mix up perks a lot more as they don't care as much about the outcome.
When it comes to dbd being a team game it is and it isn't. The game does not reward a solo player for more getting out and its designed to be survive together or alone, save others or be selfish much like in horror movies.
if you look at the meta then Survivors tend to use perks which help prolong a chase or stop them from being found/caught.
Killers use perks to slow the game down and help find survivors.
It's a double edged sword as it doesn't matter how good other perks are Because these ones help ones personal interest more so the only way to change that is to make the game more team orientated but that may be detrimental to the game itself.
We only have to look at others games that have came out in this genre where team play is a must, they have all but failed as they only really work with pre made groups. We have to then think that DBD has been the most successful possibly because they make team play more of a choice.
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@SkerpiTwitch said:
https://forum.deadbydaylight.com/en/discussion/comment/1901308#Comment_1901308
I just did a match with pig, and i didn't realise that they can escape through the gate with a mask on? when did that change lol
This was changed in patch 2.7.0
Traps only activate once a gen is done so if one is put on after the last gen is completed it will no longer activate and they can escape through the gates with it on.
Anytime you close the hatch the egc starts, this does not finish the gens but blocks them so that also won't activate any traps allowing them to escape through the gates.
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This is why I always run kindred and if the others refuse to do gens seeing the killer is around that's not on the killer but those survivors.
You are pointing the blame at the wrong players as you can't blame any player for taking advantage of a situation.
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Probably because it has been changed a few times.
The original NOED used to activate after the last gen and last the duration of the match.
It was then changed to last for 2 minutes after the last gen activated.
Now we have NOED tied to a totem so its power can be removed before it can activate.
The only problem with it currently imo is that it can reward hard camping as the way to punish this is doing gens and getting out asap so doing totems lessens the viability of this. This is a hard one to fix imo as it would need quite a few stipulations so neither side can abuse it.
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@UkilledLegion said:
are u agree with this?i lost interest to this game after nerf memento mori :D and u know my friends i see tendency that devs more and more restrict possibilities at killer side. :D
-dont run with pop 1 min its bad
-dont use undying with ruin its bad
-dont stay near hook its bad
-dont use memento mori after 1 st hook its bad
-dont use remember me 28 sec its bad
What we see?
-we nerf pop because kiilers relax
-we nerf ruin because survivors annoying this hex
-we nerf pyramidhead because survivors annoying his power
-we nerf hillbilly because survivors complain
-we nerf nurse because survivors complain
and after
-we add SWF for comfortable play with friends
-we increased sense (idk for what)
-In EGC timer will slow if unhappy survivor be caught
-lets survivors use discord its normally.Discord not give advantages
And i not will write about survivors perks all people know what survivors perks need to change.
And dear friends u know its obviously devs make game that 1 side feel comfortable here and other side feel as hell.."Killers relax run and damage gens with pop" haha
Devs>0maybe u work so much but more people already lost interest...
maybe better if killer will bot? :D its good idea and survivors will happy :D
Anyone that truly wants some sort of balance is not against the mori nerf.
Keys and DS are being looked it but they will always take more time as its not a simple number change like mori was.
DS has been changed in the past a few times where as the perks you mention POP was originally buffed so this was its first nerf and Undying well they already said when a new chapter comes out they will monitor what was released and make changes in an upcoming patch if needed.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1889702#Comment_1889702
That is still a perfect world scenario, but in reality it will still cause survivors not to do anything to save their perk. A ghostface can hide and wait for them to touch a gen or heal and tunnel knowing the perk is gone. That's too many restrictions on a single use perk. If it is single-use it should be powerful and be dependable. It should not be like MoM or Power Struggle, where it has so many conditions to make it activate that it can't be used and never used. Nobody uses MoM unless they want to meme. Neither of these are ever used because they require too many conditions to activate. Unlike killers, the survivor side has very few useful perks that is helpful against a good rank 1 killer. Survivor perks also have too many conditions to activate compared to killers. Killers can pick 4 good meta perks and they are guaranteed to swing the match in their favor.
"Why should a survivor be able to do half a gen and still punish the killer with DS?"
The killer can still slug them and that causes a lot of strain on the team. Slugging is so strong killers slug even when DS is not even active.
Thats a very specific scenario and one which is easily countered by not instantly jumping on a gen or healing along with knowing your surroundings. You also have the the fact that if a killer does this they are losing pressure waiting for said survivor to heal or jump on a gen which good players will do and the others can then capitalize on it.
This is about removing the offensive side of DS while making it something to dissuade killers from going after them. It still does its job but each side has choices to make along with being more mindful on what is going on around them.
As for slugging this is not something anyone should want in the game as a go to strat as its not engaging gameplay for those in that position. Hence the DS timer would stop and start again once up.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1889169#Comment_1889169
I feel like punishment for doing the objective is not a good change. That would cause survivors to not work on the objective to save their perk which guarantees the win for the killer where it is already in their favor, a reason why killers want these conditions so their job is easier than it already is. Nothing should ever deactivate a perk such as DS. Doing the objective doesn't deactivate sprint burst, neither should a 1-time use perk.
If you have something in your hand to use to break free from the killer, the killer shouldn't dictate when it is used.
Its not punishment its a choice to do these things when the other side is not playing in such a way that it is needed. If any survivor tries to keep it they are already lowering the the odds of escape and most now use it offensively which isn't intended and why its being looked at.
DS should be something to dissuade the killer from just chasing only you as a survivor.
If the killer isn't going after the same survivor and gets hit with DS then its more of a punishment to them.
Why should a survivor be able to do half a gen and still punish the killer with DS?
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1889169#Comment_1889169
so if i take a borrowed time hit my ds is getting deactivated...? I didn't know killers couldn't tunnel with bt active lol.
It has to be a situation where you would earn a protection hit scoring event.
Technically you can't say the killer is tunneling going after an unhooked person and you get in there way to protect them.
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DS imo should deactivate when you do anything to progress the game.
Gens, totems, healing up, unhooking, protection hits, sabo.
This means anyone who wants to keep DS for 60s is doing nothing giving the killer more time to pressure the others. The chances of that happening aren't high and most will lose it not long after if not being tunneled.
Lockers need to stay as is to combat being slugged along with possibly the DS timer not going down since its not something anyone should want to be used more.
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Hawkins and Midwich I feel both of these are too dependant on what char and perks are in play for either side
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@Pulsar said:
It's because everyone knows Keys are next up on the chopping block (rightfully so) so people are bringing a whole bunch before their nerf.
OoO is probably not gonna be nerfed, so that might just be bad luck.
This^
Keys are being looked at and since changes are being made and announced at the exact same time now (rightly so) they are using them up before it happens.
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Billy animations and that horrendous roar he now does.
As if the chainsaw noise didn't give enough of a notification we now have this roar which grates in every fiber of my being. It is actually so bad it stopped me playing him.
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Its always possible as they said they are working on anniversary and Halloween to be proper events.
We don't know for sure of course but even if they do more skins will probably be released with it so you would have to purchase some either way.
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@hungrybear65 said:
https://forum.deadbydaylight.com/en/discussion/comment/1880306#Comment_1880306
But what about reworking undying keys could just be reworked as only one can be used in a match
It's not quite as simple as the mori number change due to hatch mechanic needing changed along with possibly animations, addons and some achievements may need looked at also.
When it comes to undying the devs said a long time ago after a killer/survivor and perk release or patch they will gather data over a period of time and make changes on what was done if needed.
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That is part of an ever changing online only multiplayer game as anything and everything can be changed for the sake of the games health.
Its part of the tos when purchasing anything for any game such as this.
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The answer is it something they would like to do but they are cannot guarantee it will ever happen.
If it does happen they will announce when it is coming.
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@SocialDistomancy said:
https://cogconnected.com/2021/01/gun-media-reportedly-working-new-game-horror-legend/
tot he dude directly above, 200 perks with only about a dozen at the most on both sides really being worth using. so the rest don't count when they are too situational or practically a waste of the slot they're in. I'm done biting these hooks so I'm ignoring this thread from now on since I already know I'm right and don't need to argue over it.
https://forum.deadbydaylight.com/en/discussion/comment/1874263#Comment_1874263
Well technically Gun Media were the publishers of F13th the actual developers were illfonic.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1874232#Comment_1874232
lmfao, dbd is the game "lacking depth". You could kill Jason, a player could come when killed and get another chance to save the others, you could hide well enough to win, the objectives became dull like with any other game like if you wanted to get the car going but that's an issue with every game somebody plays too much. Jason being able to be fought back against, but still feeling powerful and fun to stalk around with already made it better than dbd in my book where all you do here is literal crouch and hide when a leech or creep around and hold m1 in a circle around the map unless you happen to be running around in a circle instead when seen. This game feels indie compared to what f13th was becoming. It absolutely could have slain this game, and slapped it around like a red-headed stepchild if the stupid copywrong bs didn't get in the way of it.
F13th Died long before the lawsuits. It failed to keep a playerbase which dwindled fast due to questionable dev choices.
The original F13th devs also already made a new IP which was predator hunting grounds which also has failed to keep a playerbase.
Like it or hate it DBD has been the only successful game of its kind and many have tried to compete over the years and each one has been labeled as one which will kill DBD.
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Play as you wish using what you wish and if it helps you reach you're goal why not?
You do have the option for a killer who doesn't tunnel you to just miss the skill check if they hooked others in between if you wish to keep your principles.
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Self care, bond and iron will.
Now I use inner strength, kindred and detectives. I always run wglf I just love BP.
Killer I used to always run brutal strength with enduring but I dropped brutal for spirit fury. The others I like to run are nurses and bbq. I prefer info and chase perks rather than slow down ones. Sometimes I use thrilling or corrupt it all depends on what killer I play.
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Its a common misconception as players really only see what affects the main role they play.
Take the MoM nerf two weeks after release, now we all knew it would be silly OP but they released it and then nerfed. It basically just gave the effect rather than have to work for it upon release. Now people always justify this nerf but its still Its the same scenario they just waited for more data on undying.
Undying had a similar reaction when it was announced with people not saying it was completely OP but concerned how it would affect gameplay in an oppressive way. In essence it was also passive effect paired with ruin each time a survivor left a gen that could last too long along with the aura effect for a lot of information. The rng aspect was not great for the game imo as its one of those who knows scenarios. This means it was down to luck with how well the perk did against or for you.
I really don't mind the change as it still serves a purpose its just not as strong rng wise and they are working on totem placements constantly.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1864069#Comment_1864069
I wasn't disputing that point. I merely explained that the weight people give someone's arguments is often affected by the credentials said person has, and I don't think that is a bad thing.
Sometimes it is and sometimes it isn't. It all depends on how they achieved those credentials.
4king for example can be done by 12 hooks or by camping.
Simply kills don't tell us anything in regards to a players skill and the same goes for escapes as many throw their own escape to save another player who may end up with far less points.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1864024#Comment_1864024
Yes, and no. Rank is earned by Pips but when you are good enough you can Pip or double Pip rather rapidly and you might not play near as much as people assume. For me, Rank was important because I wanted to make sure I was fighting other Red Rank (or Purple at least) as often as possible. That will no longer be the case. I wanted to have something to measure myself against. Do you follow? I wanted to aspire to something.
In regards to the rare people whose names might make this Leaderboard, their arguments don't have anymore weight than people choose to give them. And, for what it is worth, if the standards to become a superstar are stringent, their arguments might well be more valid than others. I don't go to a Doctor, a Plumber, or an Electrician that I don't think has the time and work put into their credentials. Do you follow? I do give the commentary of Otz more weight than I do some nameless, faceless voice who chimes in here. Why? Well, someone who can win 50 straight games in a row with most Killers probably does have more understanding of the game than those who cannot.
But, all that said and done, a High Score or Leaderboard is important to people like me (shallow or not) and there are a lot of people like me. I don't care about BP. I don't care about Rank if it doesn't mean anything. All I care about is being sure I'm playing against people who are going to challenge me. If the new matchmaking system works, I don't have to grind to get that. I won't bother getting out of bed for 250K. :) So, if I get automatic matches at my level, and I don't care about points, what drives me to play a LOT? And remember, this game needs people to be playing a lot because there are no Bots. If I can get the fun games I want without the grind, I will play for the fun but I won't be driven to do more than that. The prideful side of me will know there is nothing I can do to strut. As I'm always polite in my end game chatter, I believe in being humble in victory and gracious in defeat, I need that Leaderboard as a way to toot my own horn in a good sportsmanship kind of way. Without it, fun is nice and I will play the odd match but I won't be here near as often. I know myself and what drives me. I suspect there are other people driven by the same pride.
Of course its driven by pips and someone can rank up in 10 hours after reset but a new player can also reach it if they played a lot longer in a month or two. Rank pits 5kh players versus 100h players very easily. It has and always will be a metric of time bar the ones who can 2 pip but since it doesn't show anything to separate players skill level its not something which can be used to determine it.
The goal to rank 1 will still be there so nothing in that respect changes and if anything it will take longer since it resets to rank 20 now. The mmr will take over who you are matched with. You will still have that personal goal without a list of I am one of the better players mentality see this link below being used in discussions.
I never said any argument would hold more weight just that players would use it. You did mention yourself they might well be more valid so technically you just proved that point.
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To be fair rank has always been a metric of how much you can play in a month and why there are major skill disparities in all ranks.
The only issue I see with such a leader board is how players would use it to make their arguments more valid than others.
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@pandorayr said:
Memento Mori has been nerf because is was unfair but when the keys going to nerf? I haven't seen any mention in the mid patch.
Decisive strike is a meta perk used from survivors and generates many problems for killers because survivors abuse it, for example: if a killer has a chase the survivor run to the locker, a survivor must try to escape not forcing this absurd situation.
Hex Immortal will be get a nerf because is a perk with reading aura, ok but tell me...when are going to nerf Object of Obsession?, some killers example: trapper, Hag, Freddy are at a disadvantage against this perk because gives much information to survivor.I see many contradictions in decisions when a perk is changed for having aura reading and the object of obsession remains unchanged.
I am not against the next changes but if u need to change some perks or addons try to do it on both sides in the same time.
I'm sorry about my english.
Keys are being worked on but the change is not as simple as mori's. They need a lot more work as they are used in a lot more mechanics so the items, add-ons, hatch, achievements etc all need to be looked at.
DS has been changed around 5 times since release and again they stated they are looking at the perk to reduce the abusable parts when its being used offensively. Lockers are a hard one as if the killer does tunnel then they can just slug. Both things are strats but its not great for the player so I can understand the need to have things which make remove some unfun options.
Imo DS should deactivate when you do an objective which progresses the game. Gens, unhooking etc and when you are fully healed up.
OoO I agree needs looked at but the usage is so low along with the escape rate its not on the radar. The issue is more the info that it gives with comms in game. Certain maps also make the perk too strong. Its just a perk which imo is not needed and I feel instead of complete aura it should be something which gives the killer info of the area they are in so they want chased, this could be done like a reverse spine chill but only works outside 16m on the survivors icon so no noise spam or aura. The survivor does not get any info, much like no mither it then becomes a perk which is meant to give a player more of a challenge.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1858733#Comment_1858733
The aura reading of BBQ has been nerfed several times now.
I still wonder WHY survivors want a perk nerfed that reduces camping.
Isn't that the number 1 issue for survivors?
This has always baffled me too.
I think most only see what the perk does for killers and forget that the aura is only useful information if they leave the hook area.
Like you said its all about reducing camping which has been echoed many times since its release so the perk is designed in a way that helps survivors as much as killers.
I still don't understand why players want it nerfed more when the changes have already given a few ways to block the aura. What they don't realize is that itself is detrimental to the game as it makes the killer want to stay by the hook to look around the area for survivors.
I feel the aura should only be able to be hidden in certain ways when it's down to two players as being the last one not on a hook I can understand more why one wouldn't want their aura to be seen.
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@Weeb_H_Toast said:
https://forum.deadbydaylight.com/en/discussion/comment/1859343#Comment_1859343
See the problem is that there are 4x more survivors than there are killers, I remember when old Freddy was nerfed a week after release because of survivors complaining. Nothing remotely close to this has happened because of solely killer complaints, only when the survivors comparing about something, does anything get changed. This is a fact, observable through the entire change and update the history of the game.
I didn't have a bad match, I've only had easy ones, there are a few exceptions, but because of how this game is built. in favor of the survivor experience over the killer's experience, killers had to get good, whereas survivors relied on perks they know will never get changed. Any player with the salt of their tears knows this about Dead By Daylight.
Freddy was an exception which they admitted was too knee jerk of a reaction and its why they take longer to assess everything now. You also have to think how long ago that was.
There have been numerous changes for both sides and even perks like DS have been changed multiple times and MoM 2 weeks after release. Sometimes things are apparent and changes need done while others take longer.
The game is an online multiplayer and these always change over time. The reason the game is what it is today is that no one wants a hide and seek game in reality. If this was the case no killer would complain about a blendette.
What became apparent overtime was the player base enjoyed the interaction between the two sides so the game adapted more towards that aspect.
No one wants an easy game but they do want to have the feeling that they have a chance to win and outplay the other side. The main issue with this is someone with 40h can be at red ranks playing versus someone with 5kh and because they hit the top ranks they beleive they should be doing better in all matches.
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@Mandy said:
Can you be more specific in your comments please. It's really hard to take feedback on board when it's just "this is awful" without any explanation of why it doesn't work.
I feel putting the survivors at the top left clutters the screen and with the portraits they can also cover seeing any smaller details like and arm or part of an item behind a tree or rock etc in the distance.
Maybe since Huds will have options now for size scaling at least they could also add in an option to keep using the current one with the added hook counters on them or allow us to put this hud in the same place so its out of the way.
I know they said they are updating it as the old one was restrictive for certain future plans but a simple vertical/horizontal option with scalling along with being able to position the new one on the screen where one would like it. Its being referred to as a widget and most of those work that way.
I feel with the placement I personally would have to make it so small most of the features won't be as usable as they would like them to be.
The portraits look OKish but I don't feel like they are necessary as what to stop people from all playing the same character? This sort of negates the info its meant to give since its back to name remembering which tbh I never had any issues with. Then we have the red injured status which right now looks like it was made in MSpaint (not final i know) and to tone that down I don't think it will give the same immediate glancing info as the injured icon did. Then as others have stated it will be harder for colour blind players so that really needs more thought.
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When someone is being facecamped it is the best strat to leave them as it can reward the act with more downs and kills.
This is something which has been echoed numerous times throughout the games life and its why a 1 or 2k can easily turn into a 3 or 4k by silly plays.
If survivors keep rewarding a facecamping player there is no reason for them to stop doing it.
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Its always too early to celebrate but some will still do it even though we know nothing of what any of the actual changes to her add-ons will be.
Once we do know we will probably have the usual post's that say its not enough, its stronger please revert it or its now a useless add-on and not worth the rarity.
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Clown
I just hate the tonic effect as it makes me feel queasy.
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The main issue has always been players being dodged for using items.
You can really blame people for abusing the system when its both ssides that do it and to be fair it never used to happen until the lobby dodging started.
Its a problem created by the userbase.
This is why many of us have said that survivors should be locked in before the Killer to enable them to switch up perks for certain items which would also need a lobby penalty for a killer leaving after they are locked in.
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@celestialking24 said:
Hey, so I just finished a match where I came across a hacker in the game. I happen to be playing on the PS4 console. I came across this cross play Ace player equipped with a flashlight who just went full on cheat mode.
His flashlight beam was unnaturally bright, like the beam was abnormal and covered a wide area that any flashlight with the best add-ons couldn't cover normally. Also, the blind duration lasted for maybe 30 seconds or more, even when I turned away. He also proceeded to insta heal other survivors in my face, he walked right through a wall, and speed zoomed to me. I believe he also did insta-gens on me, as they completed a bunch in a small time frame.
At least 3 of the players were cross play and, based on their add-ons (Ghastly Gateau, Escape Cake, and Bound Envelope), most likely a SWF. Only one player was on the PS4 and after I messaged them, they claimed that they didn't notice any hacking. Which is impossible, considering Ace insta healed them and others in front of her constantly.
At the end match results, I looked at the Ace. He had no perks, a purple flashlight with no add ons. He also had a full 32k points, which can't be possible either since there's no way he got enough altruistic actions in through his cheating insta heal methods.
So, I tried to save a video recording from my PS4, but the stupid thing messed up and didn't save the video properly. I wanted to send in with an official complaint to the devs about these people, but now I can't. I went ahead and reported all of them for cheating, but I know it doesn't do much on console.
Does anyone know what else I could do? I read that they need proof of the cheating for the report, but obviously its gone now. I don't want to let these jerks go around and ruin people's games like this. Any advice or direction would be great. I did screenshot their names, but still doesn't do much.
Also, sorry for the long rant and explanation. I just needed to vent my disgust and anger out somewhere.
Unfortunately video evidence is a must to make banning someone a 100% correct decision without a shadow of doubt.
Without that its speculation of what one saw and can you imagine how much that could be abused by this player base if they only took peoples word!
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The bar goes red if you as a survivor are repairing below 100% speed.
Multiple survivors on a gen have a debuff so you are reparing at say 95% or 90% it all depends on how many are on the gen.
Prove thyself negates the penalty making it 100% again so all that does is remove the debuff of multiple survivors on a gen hence it buffs the speed.
It doesn't have to be huge numbers to be a buff or debuff.
So while its faster to repair a single gen with two on it technically its less efficient than if you were on two separate gens.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1833517#Comment_1833517
This actually is reportable. Intentionally leaving you on the hook and teabagging is.
Also, OP, I had this yesterday. This Nea duo repeatedly sandbagged me from the start of the game, and then when I was finally on the hook, they were crouching in the corner of the map and one came to me and teabagged while also starting and stopping the unhook animation until I died. Pieces of ######### got reported, but nothing will happen, even with evidence, despite it being something the devs themselves say is reportable.
See what Mandy stated above. Its not reportable as its a choice not a rule.
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This isn't reportable, it is messed up like the poster above said but there is no rule that says someone has to save you from a hook.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1824749#Comment_1824749
I mean it makes sense and im just saying that its messed up for any one to do that. Yes it makes sense but even logical things aren't exactly right are they? Its logical to switch the tracks to have a train it one person I stead of five but its still messed up. But there is definitely an issue with hacking in this game at least I mean not as bad as it could be granted. But still they need to ramp up their defense and make it to where when someone or the game is hacked its extreme and noticeable. But may I ask which one involved steam because I don't have full knowledge of things that I previously mentioned and I even stated so.
Well in this instance they would have to hack the persons steam account first to load up the DBD account as the BHVR ID is tied to that. To get into steam they generally also have to get into the person's email account.
Thats two different platforms before even getting into this game to hack it and do what was done.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1824694#Comment_1824694
DDOS coconut went up against one who linked his account to noob3 banned account and he hacked big time. He also followed coconutrts to is I next lobby and when he dodged he changed name and got on his next. Hacking dc penalties as well so hacking into an account isn't out of the realm of possibilites and if anything hacking through dbd shouldn't YOU guys be liable?
The liability of a personal account is on the user. In the case that you mentioned that is a steam account so the owner would have to go through steams process to get it back.
When it comes to hacking in any game this is an endless cycle as they are made to break system hence the word hack. Now these are constantly being looked at but they need to first be found, deconstructed and then a fix implemented. Its not an easy process with some. No online game is ever free of hacks and they can only ever try to stop them as quickly as possible when they find them.
Basically ones account security is down to yourself and if you are hacked then the responsibility is on yourself. That is unless a company puts there hands up and acknowledges there is an issue but that is only done if there are an abundance of accounts being banned so its 100% clear.
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Its a nice feature but I believe some may not like it as it covers up the skins people buy sort of devaluing them.
It can make survivors harder to see. Imagine a blendette with extra blood on her clothing.
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1798809#Comment_1798809
”NOED is only OP when it activates” so you just admitted that NOED is in fact OP. Lmfaoo are you ok??
yes a lot of the time survivors have time to do a totem, but there are a lot of times where they just simply don’t have the time to look for totems.
I brought adrenaline into it because I used an example, plus adrenaline is NOEDs counterpart.
I don’t care how strong NOED used to be, just because something is nerfed once or twice doesn’t mean it doesn’t need to be nerfed again.
and yes NOED does reward bad killers, but that doesn’t necessarily mean that you have unlimited time to go find all the totems. They can be bad at looping but still get some hooks. And if they’re extremely bad at getting any hooks, then the survivors will most likely get 3 gens done in the beginning and if you start looking for totems they can easily get the last 2 done before you find them all. With the game lasting like 4-5 minutes long. Since you did gens so fast you and didn’t even have enough time to check and destroy totems, NOED activates. Not every game is just a perfect “oh I’m going to do this and this and this, then we will have x amount of gens done, then I’ll go find some totems while this is happening and then I’ll go do this” and if you can’t see that then idk.
If a game last 4 to 5 minutes then everyone had ample time to look for totems.
This isn't about one person's mindset but everyone in the game. You can't blame a perk or the killer when the power of four players to do totems is not used.
You yourself are putting the blame on the perk which should be directed at the others you played with instead.
You obviously can't control others but if you find yourself in a position where totems are not being done and noed comes into play frequently with gens getting done so fast then be the one who does use a build to help do them. Its a choice you can make. Run detective or small game for example.
If players negated noed more frequently then killers wouldn't run it as its a wasted perk slot. Its the mindset of doing nothing but gens and getting out that makes the perk strong.
Again this is by design to try and prolong the game with a second objective. By not doing this objective the players know the risk of a strong perk activating.
Players have complained about noed for long enough but do not realize its purpose IS to make players do the totems.
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1798542#Comment_1798542
just doing totems doesn’t make NOED any less OP. It just deactivates the perk that game. NOED is OP because you get a speed boost along with the one shot. Pair that on a killer who can one shot such as the hillbilly and whoever is on the hook is dead unless you find it. It’s literally a free OP buff for you doing nothing. It rewards the killer for playing bad. Unlike adrenaline where you have to actually stay alive until the end of the game, and do all 5 gens and while using only 3 perks just to get rewarded with adrenaline. I’ve literally done builds with NOED where I afk until about 1 gen left and then I start playing and get 1 or 2 kills because of it. THE LEAST it needs is a “hook survivors X amount of times” should be like you need to hook survivors 6 or 7 times to be able to get it. Along with it being a hex.
but your comment just shows how irrational you are. Good job.
Noed is only op when it activates but it can be removed when it is or even before that.
Do you realize how many games survivors walk past a totem and don't do it? For this little amount of time it stops its activation completely. This is by design and its a perk so strong that it can only activate by means of survivors not doing an objective to remove its ability.
I don't know why you brought adrenaline into the conversation as it was never mentioned.
Noed originally used to be a lot stronger, it had the exact same effect but was not a hex so could not be destroyed. The perk activated when the last gen was done and lasted till the match ended which was extremely op. It was then changed too last 2 minutes once the last gen was done before deactivating and then this version came out.
You can say Noed rewards bad killers for but if they are so bad that they struggle to down players then you have to realize you have ample time to remove it from ever coming into play.
Its not being irrational to see the purpose of a perk and acknowledge its counters. Its actually more irrational to complain about something you have the power to negate.