wydyadoit
wydyadoit
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- wydyadoit
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Comments
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@Veroles said:
I mean it's just another 3 gen holder. But when i think about a killer in predator style i would have wished it's more a chase killer like wesker. The concept does not really fit together in my opinion. This killer has a tracker, to track survivor but the true strength is in holding down an area? Meh.
"I can track a survivor which i won't chase anyway because my home is here, but it's nice to know you are over there, hello!"
i would have wished for a stealth killer like meyers and ghostface.
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@GaunterODimmDBD said:
The hell is these survivors getting free information about what the hell are your fellow survivors are doing? And what's their recovery bar at and how far generators are getting repaired at?
I don't want to sound like an old man but BaCk iN mY dAy This stuff actually requires game sense from the survivor now these informations are getting thrown in your mouth like candy.
SMH
back in my day swf wasn't a word. we had to walk miles through the ormond snow just to find another survivor trying to work on generators. and it was uphills both ways!
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@ADayko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362192#Comment_3362192
Definitely something else. DBD was only the game ever in quick resume hence my “🤦🏻♂️” response. Hopefully the big update tomorrow resolves it.
got it. well good luck. my xsx runs fine so no clue.
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@Nos37 said:
@wydyadoit Everyone* runs exhaustion perks though. Vigil helps them recharge while they're being healed.
I needed every little treat I can get to lure survivors to me for help. Didn't work.
(* Almost everyone)
no. i agree with your reasoning. it's just that the kit has no self sustain or anti aura. so you're basically a sitting duck.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362190#Comment_3362190
Yes, and I tried it... (See this comment below)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361212#Comment_3361212
honestly i'm not surprised that someone does that, but it could have been lack of skill or understanding of the aura's purpose in general.
it's hard to know if someone is genuinely trying to sabotage you or just bad at the game unless they're blatant about it.
so assuming it was blatant 🤷🏻♂️ well... yeah. i mean, but why not just run bond? would make it a lot easier to bait killers to other survivors.
still though. that build needs something other than vigil i would say. maybe something like for the people or self care.
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@ADayko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361814#Comment_3361814
Unfortunately this cannot work, the game is only on quick resume when I am playing the game and if I turn that off, the game closes down. Defeating the point. I’ve tried looking into turning quick resume off but this isn’t possible as XSX framework is built around having this in mind. The fix needs to come from DBD as the issue didn’t exist pre wesker.
🤦🏻♂️not what i meant. you have to close it down then reopen it. it's fine for it to be running in quick resume while you're playing it. you just can't come back to it after you've quit the game because there's an auto timeout system that kicks you back to the login screen. and the game can't comprehend how that happens.
so close all of the quick resumes including dbd then just have dbd running when you play it.
blood bowl 3, r6 siege, for honor, and several other games have this same issue.
and if that doesn't solve your issue then it's something else
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@Nos37 said:
I almost chose Bait (but not by choice; it's just what the randoms on my team use me as).
Lately I'm more of a background player or Lone Wolf, since Circle of Healing took my jerb...
lol. do you have the survivor perks from the ring pack? one of them lets injured survivors see your aura. it might make them come to you instead of the boon totem. it's basically a reverse empathy.
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360486#Comment_3360486
It's boring af tho, cleansing totems.is just keeping your mouse pressed, repairing gens are like 3-4 skill checks before it gets repaired, being hooked means doinf nothing and hoping a teammate saves you... the only "fun" thing is unhooking survivors because I help them to get to play...
i mean... it's definitely not among us levels of minigames, but you're saying you don't find enjoyment in the hide and seek aspect?
like... the game's fun is meant to be outplaying the killer and being made to feel nervous.
if you've ever played outlast all you're doing is just following a linear narrative through trigger zones while avoiding line of sight checks.
this is similar except instead of it being an ai you can manipulate it's a human that is uniquely stubborn and able to use critical thinking.
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@Triplehoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361833#Comment_3361833
"sorry. that's just players cheesing the matchmaking for an easy game." You mean... Like SWF?
i never wanted swf. the original game design made more sense. it was thematic and fulfilling. but not overtly intrusive. now it seems you're punished for playing alone.
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@PowZapBamWoofMeow said:
I still don’t get why killers need a perk for this.
Why can’t killers just raise their other, non-knife wielding arm or hand over their eyes and just suffer with a movement penalty?
There are spare buttons on consoles not assigned to actions I’m pretty sure (like square or triangle on PS) and plenty of available keys on PC.
Just a thought!
the flashlight is intended to work that way. QoL is meant for things that help improve the intended experience. Not to add new features that change the whole system.
for example: adding a blindness meter. or adding a target zone on the killer to aim for.
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@Z0mbiv0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361802#Comment_3361802
I don't think that would actually solve anything. I think killers who lobby dodge do that usually to avoid being matched with SWF bully-squads who ruin their matches, so until being in a SWF doesn't actually impact the game that much, I think people will still prefer a 5 minutes break over a match in which they are constantly being t-bagged and abused.
I consider myself to be a 50-50 survivor/killer player (as of now, 3 survivors are P3 while only 2 killers are, which I know doesn't say much because I can always play killer and spend BP on survivors), but I do prefer playing as a killer, and once in a while, after several games against sweaty SWF who make me go ape, I'll avoid lobby if I see a suspected team or stop playing.
Of course, I realise many killers defend camping and looping as their only option for playing, so I think maybe the problem is with the playerbase, not the game or the matchmaking system.
a 5 minute break turns into a 10 minute break. then a 30 minute break. then an hour break. then a 24 hour break. i have no sympathy for lobby queue dodgers. sorry. that's just players cheesing the matchmaking for an easy game.
it's definitely the playerbase.
for some reason this community is full of crybabies and psychopaths..
i honestly feel sorry for behavior having to continue to support a game that has developed that kind of community over its lifetime.
i'm just glad they do. and i'm grateful for the few respectable members of the community that aren't unhinged.
in what reality is queue dodging ever acceptable? if you don't enjoy the game or like the mechanics then just don't play it. people shouldn't have to be forcibly removed from the queues, but i swear it's almost like people are addicted to it.
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@ADayko said:
Did this ever get a resolution or an answer? I’m so tired of it taking so long to load the game up/ change between killer and survivor.
i have xsx. let me check.
while i do that make sure you're not leaving the game running in the background. Quick resume screws stuff up with most online based games.
edit
yeah. no issues. makes sure you go into your xsx guide - go to my games and apps- check quick resume and if dbd is there press the menu button - then go to remove from quick resume.
edit 2
i recommend removing all of the games in quick resume after you save your data. quick resume eats your RAM and will cause games to break when you try to login
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@Deathstroke said:
https://us.v-cdn.net/6030815/uploads/A4L4Q8NY3KDP/20230304-212955.jpg
https://us.v-cdn.net/6030815/uploads/W375YNMRBU0R/20230304-213002.jpg
4 toolboxes, 3 brand new parts, they got eyrie of crow as map and were gen rush team. I tunneled first survivor out and did everything I could but this was result. Last 2 were just able to escape before I could get them with noed I quess bad luck too...
Im pretty sure I will not try to reach red rank I as it would be too much sweating. Is it even worth it just for extra 300K bp and lose my mind in progress?
i feel like your wraith build could use some work. it's pretty crap.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361323#Comment_3361323
I honestly think addons should be turned into something like true personal perks.
Integrade %-stat boosting addons into basekit, more transformive addons ( Myers' mirrors etc) into alternate abilities ( like survivor items) and turn the rest of the addons into something more like perks.
Although this concept might not mesh well with the current consumable and rarity system. But as it stands now stat boosters will always be prefered to other "meme" addons.
i disagree with this, but i appreciate the effort you put into typing it.
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@BlueHorkew said:
Like, why do so many killers get add-ons like this:
Your power is better by 15%- Brown
Blindness status effect- Green
What, why there so many killers whose best add-ons are browns and yellows because they actually change your power. And then they get really weird and meme stuff for greens, purple and even iris
because if the best stuff is common and the rare stuff is memes then you're more likely going to get your sweat build items before getting your meme build items.
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@philward1953 said:
Why haven't the devs reduced it?
It's things like these that make the playbase hate them.
why haven't the devs displayed the number of pallets and totems on the ui for survivors and killers to see?
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@Halloulle said:
I never realised just how much of an impact this has until recently. I knew it happened and I knew it had some impact - but boy did I undererstimate how often it happens and how big the impact is. Frankly, I'm shocked.
The context: I usually dump all my points into one character but hardly play them. On the regular I play characters that are P5-15. Mostly because the people I play with have a strong aversion to bringing high prestige characters and I don't want to be the odd one out. Now, I just played with some other people, friends of a friend, and they didn't hesitate to bring their P100 and P80-something characters, so friend and I also brought our P70-ish characters. And for the ten or so games we played we got dodged in every lobby - multiple times. Every time at least two killers dodged - but usually it was three or four. One time we actually just re-q-ed after the fifth killer dodged. At that point it was really just a little experiment to see what would happen, otherwise we would've just gone back to low prestige characters.
And what did happen? Almost always we eventually got matched with baby killers, or at least people new to that killer - or that's how I interpret the combination of how they run tiles, use the killer's power (or don't, for that matter) and their having perks at level one or two.
This is immensly unfair and should not be a thing. - In that case, not so much for us but the killers we eventually get matched with. Ideally, this would simply not happen; when a lobby gets dodged matchmaking starts at the beginning again and doesn't just throw the first available player in. But that is apparently not part of how matchmaking is designed (otherwise I assume it would long have happened since how it is now kinda defeats the point of mmr-based matchmaking). The next best thing is to just hide Prestige in the pre-match lobby.
[On a side note; I play a lot of swf with my friends and most of them have public profiles, so killers who check profiles pretty much always know we're swf --- and on average we get dodged maybe two or three times per ten lobbies.]
oh so you mean killers don't like playing a 2 minute match against dedicated players? wow. never would have guessed that.
jokes aside... skill based matchmaking in a game that doesn't have a ranked or competitive mode is pointless.
just punish queue dodging like league of legends. problem solved.
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@HamsterEnjoyer said:
I went against a legion who at the end of the chase I dropped a pallet on. I began blinding him then he activated feral frenzy, jumped over the pallet, and knocked me down.
This is 100% a hack right? He did nothing else suspicious the entire game but that single incident was crazy. I'll upload the clip to better show what happened when it's finished uploading
Edit here's the video
https://www.xbox.com/play/media/WEML8UJVCL
definitely a hack. he didn't 360 you first. it is an unspoken rule that you must 360 spin as legion when getting a normal hit in. in other words he broke the code. so hacker confirmed.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361575#Comment_3361575
I would also like to point out how people with vision impairments are negatively impacted during nightfall, on some maps I literally cannot see anything because all the colors just blend together. So handling nightfall does not necessarily depend upon skill since some people cannot inherently handle it to begin with.
I’d like to point out how players with learning deficiencies and a lack of hands struggle to play the game also.
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but! wouldn't lethal persuer do the exact same thing?
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@dragondemon75 said:
So recently boil over got nerfed, where it no longer adds towards wiggle progression. It was already hard enough to wiggle out, now it’s even more so, where hitting great skill checks does absolutely nothing. They make it so difficult for survivors. What really makes me upset is that okay, you nerf Boil over, but you keep Iron grasp the same?! On top of making it more difficult to get out! It’s unbelievable how I can be carried halfway across the map, if not more and only fill half my bar. I believe they made it totally unfair. Boil over was a slight balance that got taken away. Yeah you shouldn’t just click twice and bust out, but killers also shouldn’t be able to run a marathon with me on their backs either. I think this needs to be brought to attention.
The point of wiggling is to prevent a killer from putting you on the preferred hook, but rather the closer hook. Because if you don’t wiggle i’ll put you in basement and camp the stairs.
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@jamally093 said:
I like mori's as much as the next guy as killer I mean but one thing I don't get why do you pick up a survivor bring them all the way to this one spot just to see an animation you've seen countless times I get I might be hypocritical or something but I don't think you moving a survivor from one spot to the other is going to make a difference. Sometimes if I go down I'm in a spot that would make the mori somewhat odd like above a hole how the survivor floating in mid air but then the killer just picks me up brings me to this one spot. But why I seriously want to know why this one spot is special and i know people will say well that way there's nothing blocking the view okay but...you've seen the mori before right on full display nothing blocking it.
roleplay aspects. Strategy aspects. And they probably forgot they even brought it.
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@YOURFRIEND said:
Honestly sounds kinda fun. Pretty sure it's heavily in favor of the killer though.
Yeah. Maybe. But then again… that’s basically the premise of the new texas chainsaw massacre game. So…
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360891#Comment_3360891
Idk I've been doing my white glyph challenge and basement offerings are useful for that. Nice to finally find a tangible use for them 😁
Yeah. That’s a good use.
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@Unimatrix00 said:
What I mean is, why do some survivors go around the map cleansing all the totems when they know there is a good chance one of their teammates has CoH or another boon perk? It's frustrating going to an area you know there should be a totem, and you find a pile of broken sticks and bones. So why do they do it?
why? because they don't have boon totem perks and the game doesn't tell them who does. so... in that case a few bloodpoints are better than the risk of a delayed hex like noed or the one that makes you scream.
or they're running the heal upon cleansing a totem perk or one of the other totem cleansing perks.
that's my guess.
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@Wexton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360891#Comment_3360891
I mean you can use whatever offering you want idc, I just think map offerings are annoying and bad game design.
you could just start using sacrificial wards 🤷🏻♂️ that way no one can ever use a map offering.
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@PowZapBamWoofMeow said:
If I ran the company I’d find 1 person, pull them aside and say: “ this is your new job: fix all of our underperforming killers so that they are all viable, fun to play, yet not too annoying or OP.”
Tired of this BS.
so let me get this straight... you want 1 person... to be the almighty final word on what's viable, fun to play, and not annoying or op.
and you want that one person to fix EVERY killer that's underperforming?
so... several thousands of lines of code, several months worth of animation, model frames, textures, and lighting maps, a couple novels of text and a ton of calculous and arithmetic just for a singular character that has to be playtested. not including any new or redesigned mechanics, animations, or models that will have to be built from scratch.
40 hour work week it would probably take several years and if the meta changes or there's an oversight it's all a pointless effort and waste of money.
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@fratto said:
Can we all unanimously agree that cowshed is in a dire need of some changes?
Devs changed eyrie of crows and eruption after immense feedback, a comment from peanits seems to be suggestive towards the facts dead hard change is probably on its way within a time frame aswell.
Can we get our voices heard on cowshed?
4 gyms, shack and the cowshed all around the edges with lane pallets (not fillers) inbetween every gym that connect and link perfectly. Ontop of the potential cow tree spawn in the middle with 3 more lane pallet spawns between cowtree and the barn.
the layout speaks for itself.
i think the metal fencing inside the cowshed should be removed. personally. it's too safe. even with a perfect condition breakable wall it's just too free of a loop that the killer can do nothing about. that's my main complaint tbh.
assuming we're talking about the same map. the one with the cows hung up on meathooks right?
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@Wexton said:
This post is gonna be a short one, I think they're stupid. Everybody shouldn't be sent to a map because one person wants to play on it, that's dumb. I love getting sent to the same map multiple times in a row because somebody brought the same offering, such good design behaviour.
Now if I were to change them, I'd either flat out remove them, or I'd make them to where they'd decrease your chances of going to a certain map. Not by much, but enough to make a slight difference. I'd rather just remove them though tbh.
youre complaining about map offerings. saw someone complaining about moris the other day. someone else was complaining about shrouds. fog offerings are pointless. black ward, white ward, and such exist, but never see anyone use them. hatch, killer shack, main building, and basement diagrams are pointless unless you intend to solo escape or basement camp.
seems the only offerings allowed to be used are... bloodpoint offerings.
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@Chocolate_Cosmos said:
Do you camp gens with it? Do you use it in chase (forcing Survivors to run away)? Do you use it to denie an area of the map or something like main building?
not sure how you can't understand the strategy of the killer by reading the ability 🤷🏻♂️
its an information killer. you toss a drone down somewhere and come back to it when it disappears and look for scratch marks or you throw one down and hide in it until a survivor makes the silly mistake to deactive it.
not a chase killer. more of a camper. but either way it's possible to chase. but you wont get anything for chasing.
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@MTA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360531#Comment_3360531
I think several more stuff than that should be reworked, (dead hard for ex.) and yeah you are right, that stuff needs to be reworked as well and i am on your side for that, and you mentioned brand new part should destroy the toolbox, that was part of my idea lol, it’s the very last thing I mentioned for it.
i know. i saw it. i just didn't feel like saying "i agree" or whatever. just figured i'd say what i think should happen. that way there's no confusion.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/366615/dropping-pallets-perk
I don't feel like it would be interesting, it just feels like a perk you would spam on the best pallets in a match so you never have to deal with them.
With dbd being such a resource managing for survivors, giving killer an access to remove them by force or survivors a way to rebuild them would be really messy.
By the same logic survivor should be able to rebuild destroyed pallets, in the end those perks aren't really interactive, they just become resource wars on the perks. Probably not healthy for the game.
i disagree with the assumption that it wouldn't be healthy for the game. as long as there is an equal balance solution (a perk to rebuild a pallet) and any means necessary... i think it could work.
and sure it might become a resource war, but that's what totems are?
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@MoNosEmpire said:
It would be interesting to see a killer perk which allows them to drop pallets at any time, once every 45 seconds.
A situation where this would be interesting, a survivor is looping a pallet and the killer drops the pallet while the survivor doesn't expect it, forcing them to take an M1 at the very least.
could killer stun itself... comboing with enduring and spirit fury?...
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@MTA said:
Here lately I’ve been thinking of numerous different changes that can be made in the game, especially for perks/items that make generator repairs faster for survivor, and generator slowdowns/regression perks (and stacking) can be one of the few most frustrating and boring things to go against.
Brand New Part sometimes isn’t that bad to go against unless you run into 2 or more and the teams you face are consistent with their gameplay. I don’t run onto that many bnp’s much but when i do it can make generators ridiculously too quick sometimes (and i know it’s been nerfed quite a few times), so with that, this is my idea of changing it that could maybe be less stressful to go against and without making it too useless too.
Brand New Part: While performing the repair action with your toolbox, pressing the Secondary Action will set that generator to Auto-Repair.
While the generator is auto repairing itself, these effects will be applied to that generator:
- The Auto Repair Speed is reduced by 100%.
- After 60 seconds of Auto Repair, the repair speed will increase and start repairing at it’s original speed
- After 120 seconds of Auto Repair, the repair speed will increase by 100%
- Survivors do not have the ability to repair that generator while it is auto repairing itself.
- The Generator’s Aura will be revealed to all Survivors with a Blue Aura (or some other different colored aura so survivors know it was a bnp that was used.
- The Killer can also see it’s Aura but only within a limited range (something small like 8 or 12 meters so it also gives the killer some information of it) or maybe give the information to the killer a different way, instead of an aura, the generator starts shooting out sparks instead.
The Generator will stop Auto Repairing itself if the killer causes that Generator to start regressing.
Upon using a Brand New Part will consume your toolbox and any other addon you have with it on use.
brand new part, anti-hemorrhagic syringe, styptic agent, and keys in general need reworks.
personally... i think brand new part should destroy the tookbox just like syringe and agent.
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@deltasniper said:
It says it gives 25% boost to all categories, and it doesn't say personal. But survivors don't benefit from it. Either change it to say stacks or give survivors the boost as well.
edit
okay so i did a favor for everyone. i went ahead and browsed my entire collection of bloodpoint offerings that i have from like... 4 years of on and off playing.
the shell is meant to be the alternative to the envelope for survivors.
the reason why survivor items say "personal" is because there are some that affect all 4 survivors.
the killer has only 1 bloodpoint offering item that i could find that says "personal" - survivor pudding.
this seems counter intuitive since bloody party streamers states "all players"
survivor offerings say "personal", but killer offerings do not in regards to the flower offerings. if anything survivor pudding should be changed. not shell.
edit 2
here are screenshots for proof
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@Emeal said:
Why DOES a Killer have to be fun to play against for Survivors?
"Sorry, you cant murder me right now, cause I'm not having fun while being chased."
I fear I have heard people in this Community use the word fun so much I don't know what it actually means anymore.
thats probably because “fun” is open to interpretation as it’s not a specific thing, but rather an idea of something that causes a specific emotion.
emotions are one of the most complex things in the brain. Emotions, memory, and spacial reasoning are up there on the highly evolved brain chart.
so that’s normal that you’d have trouble understanding what makes others have “fun” because the fact is… it could be something that makes you miserable.
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@Chiky said:
I do everything
Fair enough. You should never feel bored then right?
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@Smoe said:
https://twitter.com/DeadByBHVR/status/1631324187943124992
Dead by Daylight: The Movie is now a reality after all this time.
Speculation time: Between everything that happens in the lore of dbd [such as the bleeds, the alternative realities, character backstories in general, everything that happens in the fog but outside of the trials, etc.] What do you guys think the plot of the movie is most likely gonna revolve around?
it will probably be a dragon ball z evolved kind of movie... so...
but cynicism out of the way...
i could see them telling the story of a random group of survivors - probably the original survivors or something like alice from the resident evil movies - where they are living their lives in a parallel narrative and then all of them end up in the realm together. they discover the archives and the movie's climax is with 1 of them escaping through a hatch discovering a second group of survivors and then the main protagonist escapes with (probably her) new team through the gates. the end of the movie is the team walking through the fog with the entity and killer staring at them from the realm.
if i had to guess i'd say dwight, claudette, meg and the trapper will be the cameos. nurse will possibly show up as the one that kills everyone in the first group.
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@LittleBigSunset said:
Hi people of the Fog. I didn't want to make this post, but ultimately I feel as though it is the only course of action I can take given what has transpired with this game over the course of the last year. Some of you may take offense to what I am about to say, and for that I am sorry (skill issue).
I hope that with this post I can raise awareness about this glaring problem that has no doubt shocked the Dead by Daylight community and taken the world by storm since its conception. Please do not be alarmed either, for I am confident that if we band together as brothers and sisters we can overcome this terrible BLIGHT on our favourite video game and restore balance and purity to the Fog.
So, basically, there's something astronomically wrong with RPD that I can no longer abide by which is severely affecting my ability to play this wonderful, breathtaking game. Take a closer look at this image (stolen from Reddit):
https://us.v-cdn.net/6030815/uploads/X90ZFIZQOPCS/e-pxaupbqwlowzn5dj5tbp8mbycw0hsmka01vz1g5ui.png
Now the eagle eyed viewers of this forum will notice something amiss...
"Tremendously increases the chance of being sent to Raccoon City police station when burnt."
"Racoon City police station"
"police station"
BE STILL MY HEART, WHERE ARE THE CAPITAL LETTERS, BEHAVIOUR?
ENOUGH IS ENOUGH! NEARLY TWO YEARS, BEHAVIOUR. NEARLY TWO YEARS!!!! NEARLY TWO YEARS
(Ahem acksually one year nine months an sjfkcoed;slcx.d;zsdzls\.z\') OF HAVING TO ENDURE THIS PESTILENCE.
NO!
Do I think this is acceptable? Absolutely not!
I think you will agree (if not, refer to the first bracket of this post) that this is something that demands the upmost attention of the developers at once. I encourage all of you to spread my word as gospel.
Purely because of this, until this is resolved, I feel as though I can no longer be a part of Dead by Daylight and Hooked on You: A Dead by Daylight Dating Sim respectively. I will be (with great regret) leaving the Fog until then.
better reason than "OMAHGERD TUNNERRING RAGEQUIT MERG"
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360291#Comment_3360291
The issue is, BHVR has this thing where they make a power and for the most part they refuse to change it too much because of the people who enjoy it the way it is.
The same logic was applied to Legion when they got their buffs, someone - I believe it was Peanits said on behalf of the devs that they don't want to rework Killers with powers that people enjoy. There are people who enjoy the way Knight's power works right now
That's why most of the changes I suggested don't really change how the power works, they are either numbers changes or small additional mechanics that don't alter the core part of how his power functions.
i added more to it. sorry accidentally clicked post before i was done.
i agree with their decision to not rework it entirely. i actually liked old freddy for what it's worth...
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@Brokenbones said:
So this is just a random thread I wanted to make to jot down ideas pertaining to the state of The Knight and how to make him more enjoyable to face from a survivor POV.
This isn't to say that I think the Knight is OP by any stretch, there's a difference between a killer being too strong vs a killer simply not providing much of an enjoyable experience even when defeated in a trial. This isn't meant to be a thread complaining about Knight either, just a list of random ideas of things I think would make him more enjoyable to face without neutering why the people who like and enjoy him do to begin with
Feel free to post your own ideas or critque other ideas in this thread, as this is nothing more then an idea bucket for discussion!
So in no particular order, here are some random ideas I've had
(Also worth noting I don't think any/all of these ideas should be added at once):
- Pallet stunning The Knight whilst a hunt is ongoing will end the hunt prematurely - Some people might ask why this is a suggested idea. Quite simple really, you have an anti-loop power but if you're stuck in a tile due to being zoned, the Killer should be punished for making a mistake and getting stunned.
- Increase the cooldown on Knight's power if his guards do not engage in a hunt or an order - This change comes from the rationale that Knight's main way of defending 3 gen scenarios is to keep spamming his power at them over and over, the incredibly short cooldown (3 seconds) means there is no downside to doing this strat.
- Remove the endurance status effect from picking up the banner and instead make it increase the Knight's power cooldown by a certain amount (Which could have addons that lessen its effect). - This again is meant to counteract the playstyle of having Guards pester survivors in a 3 gen, right now if you pick up the banner during a hunt all you're really doing is just letting Knight have his power back faster (In these scenarios)
- Give Knight the Artist/Dredge/Twins treatment and disable his power around hooked survivors. Not a huge radius, just on par with the Killers who have built in anti-camping measures.
- Standardise the Banner activation time across all 3 guards. Right now Carnifex has the property of the Banner takes 10 seconds to materialise instead of 5.
- Alternatively, have the banner activation time tie in to the patrol path (Aka shorter path = quicker banner spawn time and vice versa maybe)?
- Increase the minimum patrol path length, but make cancelling power slightly faster.
I'll probably add more if I can think of any, again don't take this thread as me blindly demanding Knight be nerfed or anything to that nature. I know many people don't enjoy vsing him and I'd like to see that improve in some way.
make the ai roamers the same as zombies that automatically roam and initiate chase when you're discovered. at line of sight and physical boundaries to the ai so that they have to follow normal killer chase rules and have to see the survivor same as ghostface and meyers have to see to stalk.
the knight can make rally banners for the ai to interact with. the guard will guard. the assassin will roam. the jailer will perform interactions like checking lockers, repairing hooks, breaking pallets etc. and highligjting (maybe even hooking) survivors.
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@SixShotOcelot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360227#Comment_3360227
Unfortunately, I think you are wrong. I believe it is quite common knowledge in the community that with the MMR is Kills = win for killer, escapes (ie. "surviving") = win for survivor. There was a whole fiasco (not the Lupe kind) regarding the whole thing. This was explained during a livestream where the devs discussed MMR system and addressed community questions. Peanits also explained that above. And indeed, MMR wise, one match of DbD is measured as 4x 1v1s (although it is more nuanced than that with regard to survivor; please see Peanits explanation).
Although, to answer your questions for "what counts" (these are to the best of my knowledge):
kill by Mori = count as killer W
kill by Bleedout = count as killer W
kill by Special Execution = count as Killer W
kill by hook = count as Killer W
Hatch Escape = NEUTRAL (neither killer nor survivor are considered winner or loser) ; again remember this is based on 1v1, so if hatch is involved there are 3 other 1v1 where either Survivor won or killer won.
DC = I am uncertain of, but I imagine it considers the DCer the loser.
Hope that helps!
it does. thank you. i must have missed that stream.
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@Hi_Im_Chucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360185#Comment_3360185
I’m guessing Left 4 Dead Zoey? Which one looks like her?
idk why, but these do. they're probably someone else now that i look at them closely, but... for some reason every time i see these i think... was that supposed to be zoey? because it's clearly not meg or claudette.
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@Peanits said:
Will try to keep this short, but matchmaking is incredibly complex so apologies if this ends up being long.
There's a couple big misconceptions with MMR, and probably the most common one is how it estimates where you should be. No matchmaking system in any game- even games like chess which pioneered these ranking formulas over many years- is able to take a single match and accurately assess your abilities. There will always be too many factors at play for that to be accurate. Even if you use a different metric or a bunch of metrics, like chase time, hooks, pallets used, generators completed, healing, etc., there are still outside factors that need to be considered. Was your opponent (the Killer in this case) playing well, or were you only doing well because the were making a lot of mistakes? Likewise, did you do poorly because they're amazing at the game? Did your teammates do their part to help ensure your good plays worked, or did they let you down?
Even if you had a human sit there and watch your match, it would still be impossible for them to stick an accurate number on you after watching just one match. The best they could do is a ballpark estimate. They don't know you, they haven't seen you play against higher caliber/lower caliber opponents before. They only have this one match to go off of.
The matchmaking system is no different. It cannot tell how amazing you are from a single match because that is an impossible task, so it doesn't even try. Instead, the system is designed to look at your performance over the course of many matches. This way, due to the law of averages, you will gradually move towards the place where you should be. You might lose two matches and win the next four. You're up overall from where you started.
And because there's no way to accurate take every factor into consideration, it does this by using a proxy condition. Yes, kills or escapes are not the only thing that makes a good player good! But if you're amazing in a chase and can last for several minutes, more often than not, that will lead to a win. If you play well, your chances of escaping will rise. Or if a Killer plays well, their chances of killing the Survivors will rise. This isn't something that's exclusive to Dead by Daylight either, just about every game will use a similar metric for matchmaking (even if it doesn't show it). You'd be hard pressed to find a game that successfully factors in dozens of things rather than using the outcome of a match.
This is also important because the matchmaker's sole job is to find you matches where you have a roughly equal chance of winning or losing. It doesn't care how you do it, whether you played super well or you used every crutch in the book. It's a cold, emotionless machine that's solely trying to put you up against opponents where your strategy- whatever that may be- works about half of the time. It is not trying to pass judgement on you as a player, not trying to make you feel bad for losing or claim you're amazing for winning. It's simply looking at the facts: If you won, rating goes up, if you lost, rating goes down. And over the course of several matches, you'll almost always end up moving in the right direction.
This is a big part of the reason why your rating is not shown. It's not meant to be something you obsess over or focus on. It's sole purpose is to find you fair matches. It will go down sometimes when you don't feel like it should, but it will also go up more often than not if you are truly below where you should be.
It's crucial for a matchmaking system to have a clear win condition. The winners rating needs to go up, and the losers' ratings need to go down. If it's a draw, they stay the same (although this isn't common). If this is not the case and both people can win simultaneously, you end up in situations where people can endlessly climb in rating rendering the entire matchmaking system useless. It would quickly become a reflection of someone's playtime more than their actual abilities.
The emblem system is actually a perfect example of this. Since emblems are independent of the other side's performance, it's possible for both the person who 'won' and the person who 'lost' to pip. The result was exactly what was expected: By the end of a month, pretty much anyone who played enough would find themselves in the higher ranks because on average they were pipping more than they were depipping. This meant: A) By the end of a month, a large number of people with a wide variety of skill levels were being matched together, making matchmaking feel random, and B) By the end of a month, the lower ranks (people who had not played much) would suffer from excessively long queue times since the majority of people had already ranked up past them. If the matchmaking system is producing long wait times for some and horribly uneven matches for others, it's failing to do its job.
In short, don't sweat it if you "lose" by the matchmaker's standard. It expects you to lose some matches, and it knows that you will win matches to offset those losses. If you think you did well, you did well. Don't let an invisible number that you can't see take that away from you.
what is the "win condition" for killers and survivors? just curious.
i think a lot of players would stop complaining if they knew those two goals.
although many would probably argue against it no matter what it is.
i'm assuming the win condition for a survivor is to... well... survive?
and the win condition for a killer is... or at least it should be to kill the survivors if we're trying to avoid the whole... both sides winning thing
if that's the case then one could say that each killer is playing 4 matches at a time while the survivors are only playing 1.
if a survivor dies that's a win for the killer. so in a single match the killer could get 4 wins. 4 losses. or any combination of the 4.
but if that's the case then do bleed outs count? mori's? special executions? or is it hooks only?
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@Hi_Im_Chucky said:
You guys ever notice just how many perks depict the Killer or Survivor in the portrait? I mean, I was aware but it was always background info I registered but never focused on much…until the Trickster chapter. Star-Struck was so in my face about it, it couldn’t be ignored. Then Wesker perks really hammered it in my face again. Suddenly I become much more observant on the perks and how much detail/info some of them really try to cram in one small picture. Everything from which chapter it came from to how to trigger the perk of what benefits it might provide are all trying to be represented.
Some are better than others so… which ones do you guys think are your favorite, taking in consideration the name of the perk too. Just, which ones best represents the name of the perk and what it does in one clever package?
For me-
Killer Side: Fire Up
The Fire seems vivid and alive, shadowed Freddy stands tall and menacingly, like the fire is fueling his anger and he is about to come fore you. I get Fired Up just looking at the Perk and sometimes put it on despite believing I have better options.
Survivor Side: Self-Preservation
I cannot see that perk without instantly knowing the perks name and how to trigger it. I may not use this perk but I respect how much I understand from the little picture. Be near by when Killer gets a hit on another survivor and I increase my odds of self-preservation, it’s always stood out to me as I perk I could just instantly understand at a glance.
i like all the generic perks that make you think... huh. zoey was supposed to be in the game...
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@Quizzy said:
So if p100 awarded unique cosmetics for your character, would you be more inclined to do it?
pfft. i didn't even bother with the p1-3 cosmetics.
but if it was something cooler than bloody base model... maybe. the change from old prestige to new prestige makes me HAVE to do it so i'll get there eventually.
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https://forums.bhvr.com/dead-by-daylight/discussion/365969/do-you-plan-on-paying-for-the-upcoming-chapter
I never pay for free dlc. I grind for it.
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@Skill_issue said:
Thank you bhvr I cant wait to test a new blood rush/sprint burst/windows/flashbang build and a new trap killer is glorious as well. What about the rest of you?
new content means the game isnt dead yet so that’s exciting. Hopefully the game will live a long life like league of legends so my money wont be wasted on limited license dlc for a multiplayer game with dead servers.
but i like the concept.
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@NancyWheelerxx said:
I was rlly hoping for a streets of racoon city map for either of the RE chapters
They could have… had they released claire and leon together against mr. T. I mean mr. X.
i pity the fool that failed to understand the potential for an RE2 and RE3 pack. Now we’re getting RE4 remake and oh boi. Better believe this would have been the time for chris and sheva since leon is the protag.
or ada and rebecca. I’m not against it.
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@ironblade said:
Ignore
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