twistedmonkey
twistedmonkey
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To completely balance this game it would become a shell of what it actually is meant to be.
Removal of all offerings, items and add-ons which give an advantage to one sides objective.
Rework or remove all perks so the maps and in game mechanics aren't as affected by them. There is no point allowing the likes of NOED when the balance is around doing gens and getting out likewise there is no point in allowing you to remove your sound with IW.
Rework the entire rank system and remove resets so new players can never be matched with vets. This itself could mean new players may not even get a game.
There are many more but I think you can see where I am going. The game pits all skill levels verus each other and many factors can and do affect the games whole balance.
While your idea is sound when it's a game of equal players say 5v5 when both sides can have exactly the same tools it doesn't translate as well in an assymetrical game as you need to also balance it in such a way that people want to play each side over all ranks.
There is a reason this game has done better than any assymetrical game which has tried to compete with it. I beleive its because people play and have fun and don't feel they like they have to just do or use X or y. It's so varied and different with each match even if the concept is so simple.
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@kisfenkin said:
@twistedmonkey The same is true in the current situation. If the grind is too inconvenient most people will say screw you I'm not doing that and I sure as hell am not paying you for it.
The better situation is putting almost everyone into a fair and reasonable opportunity to complete the rift, then they all are a potential customer of the premium rift purchase.
In addition to that, I think they need to stop staggering the release immediately. Nobody is playing right now. Not because they have nothing to do, because most people could be grinding rift right now, but because they would simply make more progress by playing after the 13th, so they are waiting until then to play.
That's what I was saying. It's down to the perception of what you can achieve versus it's worth.
The balance needs to be found so the rift is achievable yet earns them money from people as they keep having to buy it.
No one likes to pay for something they feel they dont get and even if the price is worth it for the items in half the rift a lot will only see what's they cannot get.
The auric cells being involved is the most obvious reason why it needs to be made harder to achieve.
A way to maybe eleviate this is choice. The auric cells achieved are worth double on the store for skins is one example.
Staggering the releases isn't going to stop people from playing as the challenges only give you around half of the rift tiers. It will still take around 100+ hours of playing and queing to grind for the rest of the tiers.
The reason they don't unlock them all at once is two fold.
It stops people burning through them in a couple of weeks feeling like there is nothing to do for the rest of it. This would make the situation you said even worse in theory.
Its also so everyone isn't just doing challenges and not just playing the game as its intended since a fair few detract from playing normally.
@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/825127#Comment_825127
They will always recieve income,especially with so many DLCs and cosmetics
Of course they do but this was added as another way to get even more revenue.
There is no point in adding it if it only ever gives you money once.
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@Hoodied said:
Me and some people in a discord thought up of a way to reduce the grind in the rift, and I thought of it on a business scale too
Reduce the total amount of XP needed for 1 fragment from 800 XP to 650 XP
Nobody wants to spend multiple hours just to tier up once in the rift, so decreasing it by 150 XP is reducing the grind
Now how this could potentially help business wise is that some people dislike having to grind heavily for something, so they won't purchase the premium pass for the rift, doing this will make them not have to grind as much and allow casual players to even get far in the rift.
That is like 3 birds with one stone!
The main issue with reducing the grind while giving the pass away for free is you make it too achievable which then means it can start to make no income.
Being a business they need to have a lot of people partially paying for the premium pass or it will soon become non viable.
Overall its the perception that probably needs to be changed.
If it looks achievable and you don't make it then people tend to blame themselves more.
If it looks purposefully made so you cannot complete it and not designed around what was stated then it's viewed more of a carrot and stick idea to get you to keep spending.
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This is just showing the changes one dislikes. What about all the good changes which were done?
Freddy rework
End game collapse
Insta heal change
DS change
This is naming but a few.
Basically people who complain always shout loudest about the things they personally dislike and very rarely speak up about the good changes. It's true in all aspects of life. Doing 1000 good things will always be overshadowed by one they deem as bad as that's all some people will remember.
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I used it for the first time in a good while for the two archive challenge and the first three chests I opened were two pink keys and one purple.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/822263#Comment_822263
You're right about the first one. Because you can't check on reality before implementing it.
The election prognose versus the actual election was only a difference of maximal four percent in my country. You can't state facts on prognoses, but you can prognose things with prognoses, that's why they're called prognoses.
I know that nurse is still viable, i'm a nurse main (still, after the nerfs) with roughly 800 hours on the game. It's not my point that she's not viable anymore. My point is, that the base nerf was not necessary and that she feels very clunky and slow rn.
Thats one sample of prognose and also an election has months of pre election campaigns to sway and ask questions of the voters over the whole time. Also thats one countries sample while others differ vastly and they have years of past elections and parties to go off. It's always easier to see a pattern if you have all the data from past ones to go off. If it was always so clear of course to be a true indication then there wouldn't be a need for an actual vote at all.
While we agree on not thinking the base Nurse change was needed and it feels off I reiterate my point of what we feel doesn't mean that is what the stats reflected. The other issue is re learning her. It took many over 100 hours to get her down and playing with her over a long period of time which tbh could make any change to any kler feel clunky
I see the Nurse as a killer that needs more time to re learn these chnages than changes to other killers as she took the most time to learn initially. Over time you will see the complaints dissapear as people do this and see they can still do just as well with a little but more planning.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/822193#Comment_822193
A prognose BEFORE an election. That's what im talking about. They ask a fix number of about 2000 people out of millions or even more.
I did it. That's why i said most people gave negative feedback on the nurse base changes, not all people gave negative feedback on the nurse base changes.
The players opinion is only a part of the balance decision of the devs, like you mentioned. And i'm just ASSUMING, based on the decisions the devs made in the past, that they don't wan't strong killers, that are not counterable by basic looping.
A promise is nothing it's a sample and in reality it changes completely from it the majority of the time so it's a mute point to make.
Again that's a fallacy statement as you cant take that to say most when it was a tiny minority of forum users who did. If you said wuite a few forum user then that holds true but there could be 5k registered on here and with only 50-100 it doesn't even come close to "most".
The devs do want balance and they do take feedback but history has shown that what users want isnt what is best for the game. Your statement is a typical one from someone who doesn't understand. The Nurse still can't be looked and is still the strongest killer hi the game. That would read true if they took away her ability to blink through objects.
Your last point makes no sense as if that was the case they would have removed the Nurses blink entirely. She still can't be looped.
Never assume it makes an ass out of U and me.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/821265#Comment_821265
But you know how scientific journeys about, let's say elections, work? They don't ask a quarter of the inhabitants of a country. They ask a minority. A really tiny minority, compared to the whole number of inhabitants. They ask them randomly or as randomly as possible tho.
What country are you from that the Elections ask a minority? They use a much higher number and you are talking millions upon millions of people they generally pull around 40% of the country. The others arent about a change to something but to try and get a guesstimate for an idea which doesn't directly affect the people and also why they are highly scrutinised. Come on you know this couldn't happen by using some 0.01% of the playerbase.
You are also not considering those that have gave feedback here who don't mind the change or even like it.
Think about all the changes in the past. DS had just as many users give feedback saying it didnt need the change. Every single change to anything people dont like they give feedback of why it isn't good for them here. You are then saying all these should also have been listened too which really means no change could have ever happened.
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They don't ignore it. Over the years they have added changes to try and make others play around. The whole game is geared towards not doing just gens as you gain little bloodpoints and won't pip.
It's the same issue as being camped you won't get much if the survivors punish it but can have two kills by doing it.
Both issues coincide with each other and work In a way both would need changed and why the hook time was increased along with gen time.
The other issue is what someone wants be it points, rank or kills/escapes ignoring the rest which isn't quite as easily solved as it seems.
Then there is the whole userbase being in one big pool with the average game being over 10m. So you would need to seperate ranks and change it in rank brackets along with making people actively want to actually rank up. This could then have the side effect of making queues even longer for one side as once you hit a bracket deranking can't really exist.
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It's suppose its more guaranteed to work as there are less in the match to punish it.
Camping one it's only two gens done instead of three with the other two less than half way through then take another off a gen and it's practically game over if they hook or slug the next.
Tunnelling well some might just want the game over quickly or again like I said above they know the gens won't get done.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/821101#Comment_821101
You can't ask the whole playerbase, you have to deal with the opinion of a minority. I scrolled through many feedbacks and they all agreed on that point. Only a few players said the new base nurse is still the same and strong as before. That PROVES nothing, but is a very strong sign.
That's not how it works and would be really silly if it did.
You can't have 50-100 people dictate what happens in the game just because they posted on the forums when the playerbase could be in excess of 1m per month. It's not a minority its the tiniest of minorities.
Forums are always where players go to complain. Look at rhe majority of posts on here most are about one sude being OP. Nerf this, buff that and most would be quite frankly bad for the game.
This is why few changes happen from the forum complainers and people that give good feedback constructively are taking more seripusly as its thought out rather than reactionary.
There are also multiple places to gather feedback from and not just this place. The survey alone was posted in game, twitter, reddit, steam, here etc.
Changes being made are rarely if ever reverted from a ptb unless it's completely broken.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/821010#Comment_821010
The feedback to the PTB nurse (at least the biggest part of it) was, that she is fine in her current state, but the base nerf was not needed. So the right move would've been a revertion of her base nerf and a rework of the cooldown addons. They didn't do it. Why?
Because the ptb is primarily for testing and tweaking not complete changes. The amount of players who join are again a small minority of the user base.
There is also no data to say what you are assuming as we dont know exactly the feedback from the players on the ptb. If it was the forum posts then you would notice they were mainly from the same people complaining before it even went live which has to be taken with a grain of salt as their opinion was already made prior to them trying her out.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/820932#Comment_820932
And the data plus the forum posts clearly showed, that her addons were the problem. Still no valid explanation for the base nurse nerf. Except subjective "fun".
Actually the data didnt show base Nurse was ok or it wouldn't have been touched.
The forums are also a tiny minority of the playerbase so should be taken as such.
I already posted some of us though she was ok at base but that is subjective in itself.
They wanted to add more counterplay between blinking twice and being able to and first though of increasing fatigue. This was deemed as not a fun mechanic as would be staring at the ground for too long losing survivors more. They added the cooldown to try and give a similar effect to the blinks but also to allow the nurse to see where someone was going. It can be tweaked but feedback is what is needed not constant whining as that has the adverse effect.
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The devs balancing around fun isn't about what one side wants it's about making things have a counter.
The Nurse changes while I myself and many others thought the base kit was fine that doesn't mean it was. Good survivors escape and good killers killed it's about how well she did it over the ranks. They thought about extra fatigue to allow more counter play but looking at the ground for longer didn't seem as much fun so they added a Cool down. I'm sure she is still being looked at closely and changes can happen to the charge time if she doesn't fair as well.
Both sides have had many changes but since survivors are skins it's mainly to the strong perks and map changes for them.
You can tell biased viewpoints as they.only see nerfs or buffs to one side and ignore the others or say they were just a qol improvement (that always works both ways).
Of course when they change something one person uses that is when you see the complaints from them. Changing anything someone enjoys is going to upset them but it's not about that one person's viewpoint it's about what's best for the playerbase overall.
They take feedback for the community but as the community have shown many times in the past it's not always what is best for the game. Many think they do know better on here and it's evident when they post, thinking they are not being heard or being ignored when it's just the devs don't want to come out and say every single time "Your ideas aren't good for our game".
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I've had a good experience so far. Initially it felt wierd but I got used to it and the extra delay especially playing killer.
For now its always a green ping and I dont feel as cheated when I should hit or one shouldn't have hit me.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/820251#Comment_820251
I liked the missions where it was in your gameplay and you didn't have to throw the game (like not doings gens so you could heal others for the challenge to be completed).
The challenges that were part of your every day gameplay were the fun ones, the stuff like break 8 totems makes others want to do their challenge and not help their team, I'm not saying to change anything, I just like the challenges like "trap 2 survivors in your bear trap" or "kick the same gen twice" or "break these many pallets or hit gens 5 times with Brutal Strength".
This I agree with 100% and gave the exact same feedback to the devs. Challenges should be tied more to normal play and and not detract players from it.
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@tonycuup7 said:
In the end it's just a chance to ruin matchmaking and split the players...focusing on the money.
In what way? The only option this gives is more players in the end and give people a choice. Now where does money come into this.
@Broccoli_Jaeger said:
@Peanits can you explain this, please?
Its already been explained. They enabled crossplay as it's very simple to do and why its on by default. The option to disable it as explained by Peanits that is really for future use which tend to say crossplay between pc and console is being considered and some may like to opt out of that.
While playing on pc it may seem logical to have all store fronts be able to just play with each other but the legality of it without having permission is probably why some use there own launcher (3rd party drm) instead of the stores account.
If you just used the store front to launch the game and had to create a seperate dbd account and log in then that issue in theory goes away.
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This post doesnt make any sense.
BT is a perk designed to help with camping so you can get a safe unhook which helps with emblems and tokens in WGLF.
You are wanting those who use it in a legit way to be punished simply for using the perk when someone is camping so removing the sole reason for it being part of the game in the first place.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/818828#Comment_818828
It costs me a week (7 days) to just sit around and wait for the next challenges why the rift counts down their change. I'm upset because I paid for a pass that is not complete, I should be getting what I paid for, I didn't pay half the pass, so it shouldn't give me half of what I paid for.
Not really as it's already been mentioned and this was well known before they released it. only around half the rift is earnable via doing the challenges. You will still need to grind the xp from normal games which right now means playing around 7 games a day on average.
Your not waiting 7 days to do more you are doing the challenges as they appear and and grinding the parts you can't get between them.
This is understandable as the game already changed with people trying to do challenges instead of playing normally. I don't think anyone wants that to be something which affects the game constantly.
It was also mentioned that they time gated them so people wouldn't do it all in 2 weeks and having nothing left to look forward too for the remainder of the time.
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@Plu said:
And yet they implement crossplays which nobody wanted and is just going to ######### on console/mobile players even more since they don't have stable FPS.
Many have asked for crossplay between certain platforms, its just Console v PC that is argued against. If you search there are numerous posts asking for Xbox and PS4 crossplay. They have also stated mobile also wont have any cross play.
The current crossplay is between the Steam and the Windows store versions so only two stores which use PC.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/815166#Comment_815166
If someone Saves and leaves you to go down again thats a misplay on the survivors part, and let's say you have bt or ds, whoever unhooked doesn't. The cycle would repeat until the killer gets a 4man handed to him or he messes up somehow.
Thats not the point I was making and a completely different scenario, I was responding to the "just do gens" remark which still doesnt help you personally.
While its the best strat against camping it in no way counters anyone hooked dying.
@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/815166#Comment_815166
I could do it without my friends but getting in a kyf without people you know is a bit hard.
You could have any random people not just friends who actively want to protect you, I am sure if Peanits could get on xbox it could be set up.
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@xRem said:
I play on xbox and if I get friends then sure I'd gladly show you the counter, and tell you now.
If a killer chooses to tunnel down or focus one survivor you have multiple ways to try to combat it, #1 rush gens, if hes camping or only chasing one specifically then you should be rushing gens for your team.
#2 you attempt to body block and get the Killers attention, if this fails you take a hit if you can and immediately rush gens.
If a killer chooses to only focus one survivor then 3 others should be on gens to punish the killer for failing to pressure multiple Survivors.
That isnt a counter to help you personally.
It all relies on the others in the game and if the killer is camping it doesnt help you it helps those others, also taking a hit may work in an SWF but what about solo players? could you do it without needing your friends?
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@StarMoral said:
https://forum.deadbydaylight.com/en/discussion/comment/814958#Comment_814958
Keywords: "When Dedicated Servers are fully implemented"
Dedicated Servers right now are in no way close to being shipped out. From what we have now, it seems like a years+ worth of work to even consoder implimenting the servers.
If they can't even iron out GF stalk, Wraoth unclean during stun, and Headshot Huntress, how on earth are they going to track survivors for bans?
Ghostface has a fix just implemented.
Dedicated servers in general are almost there and I think they will annouce a released soon afterall it's been around 6 weeks of testing so it seems like they are here to stay. There are a few cases but they seem more region dependent on where someone is, someone's internet and pc setup which need looked at.
On NA east with spectrum ultra I don't have any issues personally when on them while on them.
Bans are entirely different from tweaking some character mechanics as it's just about how you lost connection to the server or if the server kicked you. Its pretty simple really with timeouts instead of bans as they can timeout even if it's an error with the persons setup or isp as it really just gives them time to fix it while waiting like most games do.
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It wasn't really and event.
Recycled offerings which give the same bp you buy them for. (Should have kept the 4.5k reward)
Gens and hooks which don't stand out just a couple of pumpkins really and personally I don't even notice them or go out of my way to do them.
Event items not being tied to the actual event but the rift instead and most will be lucky if they unlock them all by December if at all.
The double bloodpoints were the best part of it which saddens me as normally they do such a great job. The past ones as soon as I logged in I knew an event was on and it gave me excitement with cool rewards to reach.
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@themirrortwin said:
Yes because the developers are choosing to simply ignore the problem. They should be brainstorming solutions but this just never has been a top priority.
They are not ignoring the problem they have a post on this very forum stating the changes coming when dedicated servers are fully implemented and how they plan to change the system so they have been brainstorming a better solution.
The problem was the p2p nature of the game as they couldn't tell exactly why someone dc'd be it the game or them pulling the plug so could lead to false bans which is never a good idea and why the percentage is probably higher than even they would like it to be.
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The new patch notes are up coming in 10 mins and one of the fixes are for this issue.
Hopefully it fixes it as not being able to use his or Myers power is well pretty terrible for a bug.
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You can't change someone's mentality no matter what you do.
Hopefully the upcoming changes help with dcers and we can only wait for its implementation to see if it stops those players from ruining the game for everyone.
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No point in changing this when better dc punishments are coming. In this scenario the entire swf will have a time penalty before they can play again.
Quire frankly being slugged isnt fun so id argue they should just add a give up button to survivors instead in that scenario. 2 left one slugged you have the option to sacrifice yourself and the killer gets rewarded with all the points as if they were hooked.
I don't care if the last one gets the hatch. I already have my 3k and won the game.
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Yeah it doesnt feel like an event as taking part in it doesn't have a purpose, it's just 3k points for each hook or gen. I don't class it as a real event and It would have been better just to have a week of dbp's instead.
The cost of the offerings isn't worth the purchase and it seems you normally just end up getting back the cost or at an extra 3k most times.
I think the most dissapointing part of why it doesn't feel like an event is the serum being tied to the rift. While I am grateful to have the opportunity to earn the skins it just feels way too grindy. I preferred the past events where you earned them within the time frame.
Event skins imo should be obtainable through a bit more than average play. I don't mind grinding more in an event but when it's liking like it may be December before I can get a Halloween event skin I lost all interest in participating.
I stopped playing after the dbp and decided to take a break for a while. I haven't enjoyed playing nearly as much since the challenges were released. Relying on others as a solo player was always hit or miss but now they have a challenge to distract them even more.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/812075#Comment_812075
Small correction here. Why do you think Killers have a higher kill rate in low ranks? Because if both sides suck, the Killer role, the one that can actually remove people from the match, has better odds of winning. Their role is literally just Find Survivor -> M1 them once -> Follow -> M1 them again -> Hook. And repeat. Survivors have to extend chases, and that requires game knowledge, and complete generators which require muscle memory (skillchecks) and being bold towards killer presence.
I never said anything about low ranks so I don't know why you mentioned the obvious.
You seem to be over simplifying how to play killer. It's not simply follow the survivor and M1, hook. There is much more to downing a survivor in a game at high ranks than simply follow an hit. It's probably why a lot of players complain about balance if they play this way.
You need to outsmart the survivor and be predictive of movements, know how, where and when to use your power. Muscle memory also plays a large part as knowing the distance between you and them versus a good suvivor is needed to make a hit or you miss much like how they can know the distance to extend a loop.
Killers also require a lot of game and map knowledge so they can chase the survivor around a loop the correct way to make then take more time for them to get to another loop spot along with mind gaming them at certain pallets which all gives a higher chance for more hits. Your knowledge of the map, loops spots and what has been used can win or lose a game for you. You also have to know when to break a chase.
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@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/813559#Comment_813559
None of that is circumventing gameplay. It's augmenting it.
A mori circumvents gameplay by ignoring the requirement of having to hook a survivor three times to sacriffice them.
A flashlight does not circumvent gameplay as it simply prolongs a chase much like a well timed pallet stun or loop.
Toolboxes do not circumvent gameplay because they still require you finish the generator which can be kicked and regressed.
Iridescent heads circumvent the requirement that a survivor must be hit twice to go down (killer powers not withstanding).
It doesn't depend on how well a player can use it. Using it at all circumvents standard gameplay.
An iri head circumvents the need to hit a survivor twice.
A flashlight may prolong a chase but if you have already hit them twice to down them it means a killer needs to hit them three times or even more it could be 4 or 5 hits easily so it also can circumvents the 2 hits.
One removes a hit the other can add them.
Generators are the objective for survivors and removing 32.5%? Of that time is a major change to the game length. The same could be said with iri add-ons as they don't help you win a chase or down someone they simply remove a hit which is in essense just saving time doing the objective. They still need to pick them up and get them on a hook to sacrifice them.
As Rydog said it opens a can of worms which is what I originally said as each item or addon is cutting down the overall time to do the objective of gens, hooks or prolonging the time so where does it end? Some perks are even worse at doing this.
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@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/813305#Comment_813305
None of the items you mentioned completely circumvent the mechanics they work with, though. They already got rid of instant heal med kits or it would be on the list.
The changes to Insta heal actually help more with one hit down addons as the endurance one enables you to take that extra hit after being unhooked or if you get injured first. When used correctly It's an extra health state which can be multiplied by 4.
The best toolbox with addons removes 26s of time so roughly 32.5% of the overall objective for each gen one is used on.
A flashlight user can add more chases circumventing the killer being able to hook entirely. After its use they add another chase and down which grows with each use.
Now Insta downs remove 3 chases of the Huntress's objective but it doesn't circumvent the whole mechanic. They still need to hunt, down and hook the player.
As I said it depends on the player and how well they can use the tools for all these items but each one can change the outcome of a match quite drastically.
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The only problem is these are mainly killer items.
Toolboxes, medkits and flashlights also have the ability to severely hinder a killers progress with the ability to take a free hit, save someone and speed up the game.
Every item can make the game unbalanced in some way in reality.
If we start down that route then perks start to also come into play and why Is advise not to look at the rank system as a rank system but a way to just try and match people of equal skill.
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@PatBrutal said:
Hello :)
So far, internally we do not have this issue but we will share your information so that we can start investigating and see what's going on.
- Which platform are you playing?
- Was it happening before the last update or after?
- Internet connection speed?
- Date and time of when you got the issue (if you can have a recent repro this would be better)?
- Repro rate?
- Is it happening only on the killer side, survivor or both?
- Is it specific to certain killer? or survivor?
- Logs (if you are on PC)
How to get your logs:
- Close the game after it happened.
- Windows Key + R
- %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs - Enter this and press enter
- Look for the file called "Deadbydaylight.log"If the file is too big, please zip it. It will reduce the files size!
- Add your logs in this thread + all the information.
Thanks for your help
<3
1 - PC gaming laptop steam version, windows 10, I7-7700hq, 16gb ram, gtx 1070
2 - Wasn't happening before the latest patch went live.
3 - 200mb down 15mb up spectrum cable internet.
4 - Every day I have played after the patch. Random times throughout the day.
5 - Happens once a match or every second match normally when trying to hit someone as killer or starting an action as survivor, perk activation or a killer trying to hit me. Seems to be tied with interactions in game.
6 - Not tied to a specific killer or survivor it randomly happens with all of them.
7 - can't get logs atm as not at home ?.
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@Danny89 said:
I agree in some way that Killers hunting abilities have changed throughout---AND HAS THEIR ABILITY TO SLASH VAULTED SURVIVORS!!! I must say a big thank you to Sairek as he's supplied info that I don't know ehrn the rest just retaliated abit. Hiding in a locker works? I never knew this. Thanks Devs! No guide, would have been nice to be told this. Hiding in lockers trump BBQ. The guy just put a post up not announce WW3 lol
Some people in teams dont know everything and not all pros. BBQ will now force me to change perks which some mention that I dont want.
We were told this. It is in the patch notes and news section with the change to lockers as they block all aura reading.
They can't make a guide for every simple change that's an unrealistic expectation.
A Google search on how to counter BBQ in DBD would give the info, asking the question here, reading the end wiki etc.
The info is and always has been out there if one takes 2 mins to look.
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If BBQ got nerfed further it would lead to even more camping.
BBQ is an incentive perk to encourage the killer to leave the hook. Realistically the only time you should want to hide your aura from it is when you are on death hook or the only other survivor in the match.
Please think outside the box with this perk and realise the aura itself was designed to help survivors with saving.
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The devs do read the feedback forum everyday and Peanits for one passes the info over but they don't always reply as there is no need.
It's also natural that the players gravitate to where the most posts are and most forums you will see general discussion has 100 times more users posting.
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/811760#Comment_811760
Well, even the dumbest surv main caught the message, that DCs are tracked automatically. This means, even the scummiest DC - to say it with the words of a fog whisperer: DC strat for Hatch - will not be punished if it gets reported by a ticket or ingame.
People will only be punished if the DC "excessively"
For obvious reasons people (not just survs) feel pretty safe since the DC-ratio must be pretty high to strike in. I mean people even have their "DC rules" on their profile. Do this or that and i'll be gone and you depip - muhahaha.
I'm not only complaining from a killer's side of view. As a survivor, that never DCs intentionally it just sucks to have a snowflake in your team. The game is usually lost and 600 points for being abandoned wont change anything.
The community has been promised a DC punishment when the servers go live, since devs "can track DCs and see if it was intentional or caused by the game"
It has always been that way so tbh it's not the dumbest survivors who caught the message as that message has actually been around for over a year.
They are working on a new dc system is you read the nees sections you would know all about it but it needs dedicated servers fully implemented as with the P2P they can't tell why someone dc's and it may be due a bug or crash etc which ain't fair to them be punished for.
The new system will have time outs for dcing rather than bans and also it will affect swf as if one dc's the whole group has to wait fornthis timer. Hopefully it's also additive so if more than one dc's the time increases per player.
It's always best to be informed of why something is a certain way and what is being done in the future.
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The problem isn't the challenges overall but the ones which are done in one match.
Those ones make alot of players try to complete them before playing the game as normal. I do see that as an issue for the others matched with them.
It has calmed down a bit thankfully but I also feel these should be more passive challenges split over multiple games as someone shouldn't be disadvantaged by loading into a game with another player which the game has given a personal challenge which in turn detracts them from the game itself.
A PvP game shouldn't distract players this way.
These also arent true second objectives as those would be something which is beneficial for everyone when one person did it much like a generator is.
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@yeet said:
https://forum.deadbydaylight.com/en/discussion/comment/809598#Comment_809598
"If killers managed to do well back then in those days what changed? Why when the gens have doubled and all the perks to slow the game down are people complaining more?"
survivors got better, that's the long and short of it
back in those days survivors still didn't even really know how to play the game, they still kinda don't but more people know how to abuse what's broken
if we went back to that balance now killer kill rates would drop to 0%
The same can be said for either side.
If you are saying killers only did well due to survivors not knowing how to play the game then they themselves had to get better after survivors learnt or it would have been 0% even then.
In that respect the argument also rings true for the good killer players if they could still 3 or 4k in most of their matches throughout the games life one could say they simply got better while some others didn't.
Its much like some survivors players who complain and it comes down to realising not everyone can or will be good at any game.
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@confusedbuttertart said:
https://forum.deadbydaylight.com/en/discussion/comment/810512#Comment_810512
So I have to re buy everything ??
If you want to play with the gamepass on pc right now yes.
They did say it's not possible between Xbox and steam "right now" so it's a possibility it may happen in the future.
Not sure if licensed content would as that may not just be down to them.
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@not_Queen said:
We are expending our PC family!
Dead by Daylight is now available on the Windows Store.
https://www.microsoft.com/en-us/p/dead-by-daylight/9nms4sfnbgbh?activetab=pivot:overviewtab
Enable crossplay option
Sometime in the next few weeks, PC players will notice a new option labeled “Enable Crossplay”.
When this option is enabled, PC players will be able to match and play against both Steam and Microsoft Store players. While we understand that expectations are high, we want to reiterate that crossplay is only available between PC versions of the game for the time being.
F.A.Q.
Q: Can I transfer my progress from Steam / XBOX to the Windows Store version?
A: No, it is not possible to transfer your progress right now.
Q: Will I be able to add friends from another platform (IE. Adding a Steam player on Windows Store)?
A: Initially, you will not be able to add friends from another platform. Enabling the “Enable Crossplay” only allows the matchmaker to pair you with all PC players.
Q: Will crossplay be extended to the console versions of the game in the future?
A: We would like to offer the same treatment for all platforms. We do not have an ETA at this time, but we will keep you posted as new information becomes available.
Q: Will Dead by Daylight Mobile be receiving crossplay as well?
A: Crossplay is not planned for Dead by Daylight Mobile.
Cross play just allows the users on each platform to play with each other.
Your account doesn't carry over.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/810123#Comment_810123
That's a far point, Spirit can mind game pallets but neither side can see the other and that's a built in way for both parties to mind game. Nurse can avoid pallets altogether but like you said they're still useful.
What if, Legion couldn't Vault Pallets? IDK if you watched the video but at the end he goes over add-ons and the Iridescent Button stays the same but what if the add-on also allowed you to vault the pallet as well as break it. So no Button no Vaulting over Pallets.
This would of course limit Legion's ability but since the ability itself is changed to be lethal instead of a slowdown that's ok, Survivors need counters and we want to avoid OG Legion.
It would make legion a standard m1 killer and not very unique if they removed vaulting. There is the add-on atm where you can vault and break pallets.
It's a very hard one to balance due to the design. The problem right now seems to be primarily the time of deep wounds as it doesn't really waste much time but on the flip side increasing it also just makes it an annoying mechanic since the first hit is easy to get.
The mistake was making a killer who basically does the same as a survivor and expecting it to be fun to verse. Legion is like a clone of survivors in reality.
I think the biggest wasted opportunity was the multiple character design of Legion just being skins. Imagine being able to change who they are within the game itself and each had a slightly different power.
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The issue I see with this is the vaulting. No stun means you can just walk around and use the power when a survivor vaults something for a free hit negating what survivors have to help counter being hit.
Legions power of being able to vault and down was an issue in the past as it didn't provide much counterplay this is the same scenario a free hit for using his power. It's why they changed it to be a time waster rather than a way to down people.
While Nurse can also negate windows and pallets she doesn't use the same movements of survivors like Legion and has to predict them and a survivor can then chose not to vault or try to mind game.
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Between rank 20 and 16 you don't lose pips so it seems easier as you only move forward.
My advice is to not worry about piping at all and learn the game and maps better. Being new you don't want to rank up too fast as you will end up reaching an area where you gain less bloodpoints.
Dont worry about dying or escaping just try to maximise bloodpoints in game. Do any totem you see, work on gens, save only when the killer isn't camping, open chest and learn the maps along the way. Learn safe and unsafe gens to work on (safe gens ones have a clear place to run if the killer comes which can waste more time for them)
Also try out killer as knowing how they play, weaknesses and the fps view can be a big help. Know your enemy 😉.
Saving while someone is camping won't always help you if they down that person quickly as you get no emblem points as they only count with a safe save. If camping is happening it's better just leave them if there are gens to do as you will end up rewarding that killer making it a viable strat.
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I think the engine update has a lot to do with it.
Even my gaming laptop which is an I7, 16gb ram and a GTX 1070 freezes now and again at random moments while I can run Ark on ultra which is one of the most notorious games for being badly optimised.
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You should be able to on low settings but the frame rate may be questionable with the engine upgrades.
Test it out first as you can refund within 2 hours of playing on steam if it doesn't work out.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/809598#Comment_809598
(Understand, I did not play DbD back when, these are just assumptions)
In the early stages it was probably a lot "easier" for both sides. With the abundance of pallets and windows but lack of skill, games were probably not impossible for killers. But as the game progressed and pallets became fewer in quantity, survivors had to adapt to use pallets to their fullest (aka looping).
How I assume the early stages of the game looked like is people running around aimlessly, throwing down pallets and vaulting windows without a plan.
I can't base these assumptions on anything but this is the most plausible reason as to why killers could kill even when survivors had so many tools back then.
It was a lot easier for survivors not killers as pallets were actually safer and windows didn't get blocked by the entity.
Like I said true infinites existed and not just time wasting jungle gyms like they are now. Imagine a jungle gyms which could be looped endlessly.
Looping has always been in the game but came more into light around September 2016. There was no way to stop this so they started to build more mechanics into the game to try and combat it.
Yes the players could run around aimlessly and why it took a couple of months to really show up.
What we have to aknowledge is for every complaint on the forums there are at least a couple of thousand that are just enjoying the game. The people that post here are a tiny minority of players and why the devs have to look at overall stats as what one person finds difficult many others find easy.
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The problem with all perks is they don't help increase a person's skill. Before ruin was even a perk killers had to deal with actual infinites, the gens were at 40s, each sprint perk had seperate cool downs with 30s between use and the timer went down when running and sabo was permanent. Those are just some examples.
If killers managed to do well back then in those days what changed? Why when the gens have doubled and all the perks to slow the game down are people complaining more?
Always think about what you are asking for as many things people have asked to be changed haven't helped and if anything made it worse.
The biggest one was the healing nerf. The forums on steam were always flooded with complaints about it and ignored what the devs and many of us players said. Eventually they caved in and nerfed it. Now gens can go even faster as people don't heal and the complaints moved on to saying being injured isn't a punishment. Really good killer players out there will disagree with that.
It never ends to be honest and I feel those complaining the most do so as they want the game to be more competative than it's designed to be. It's a fun casual party grinding game with a system where you will meet those less and more skilled than yourself over the course of a days playtime.
That's just my opinion of course.
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Doesnt reacting this way just show you don't like the fact someone has something you don't?
The person may have just decided they didn't want to grind the tiers and paid.
They may stream so it's a job to them playing the game hence the amount of hours put in.
They may have so much disposable income it's just what they do in games.
There are many reasons and wanting to show off is just one but not necessarily THE one.