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dinomazing

dinomazing

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dinomazing
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  • Thirding this. It won't let me upload the clip for some reason, but was going against an Unknown with Nurse's, and I got the speed boost from my aura being shown, but Object didn't light up (and I didn't look around enough to spot the aura), and it's not my WMI because the first hook of the match was happening, and the speed/yellow bar was flickering in and out.

    image.png image.png
  • @Annso_x said:

    Turrets aren't worth the time it takes to set them up even if you and your teammates do it properly and efficiently.

    In my opinion the best strat against Xeno is to hold w as soon as it's coming your way and pre-drop safe pallets if you have enough distance to not risk getting hit by the tail.

    If the killer knows how to play and aim properly you can't really do anything, but if they're not there yet you can try to bait the tail.

    Yeah, I found trying to play around turrets to be useless. Even as Xeno and without anti-turret add-ons, I just don't care about them? They're ineffective when I'm playing killer. Or if I'm survivor, my teammates usually set them up near gens they're working on which is the last place I want to take chase.

    But without turrets I'm back to the guessing game chase where every tile feels lose-lose 🙃

  • @AssortedSorting said:

    Yeah.

    Since Survivors typically lead the chase, it's important to know what tile resources you have available in front of you.

    Since Killers follow in chase, it's much less important.

    Could call it "Pocket Sand" and Afflict Survivors with Blindness for 30s at the start of a Chase. (lol)

    Your survivors really shouldn't be leading the chase. They can't hurt you. Their only ability is to run.

    And you can either direct where they go as killer or take a health state from them if they don't follow your lead.

  • @Mandy said:

    Without seeing a video it's hard to see if your timing was off - I successfully got a few flashie saves yesterday and today and didn't notice anything amiss at all. It will definitely be good if you could record it, it sounds like it might have been done a bit too early.

    I thought I was hitting it early too, but then one of my friends pointed out that you don't get void energy from just a blind, only a stun.

    I'll try to get my own recording as well, but janeromero caught the same thing on twitter: https://twitter.com/JaneRomero_/status/1584363669420670976

  • They've talked about an icon system before. It's just not been put on a roadmap yet.

    but god please no. do not add in-game voice or text chat to this game. If I want to be called a slur, I'll go play overwatch or league.

  • Accessibility Bucklist I'd love to see:

    • FOV Slider
    • Brightness Slider (every other horror game has it, so don't say they can't)
    • Visual Terror Radius
    • Visual directional sound (specifically of generators in progress like what we see on mobile)
    • Really just like everything mobile has that makes it 198239201x easier to play when deaf/hoh
    • Bring back being able to see Spirit's footsteps when phasing from the 5.3 PTB. show survivor footsteps similarly on spirit's side (and balance her power/add ons around that, ofc)
    • Have a toggle for VFX overlays
    • Have known triggering audio on a separate track that can be toggle muted (ex: vomiting vs plague)
    • Have known triggering character vfx be on toggle (ex: wesker's snake/leech things)
    • Further expand input bindings to support more buttons and adaptive controls
  • This is already on their year 6 roadmap, I believe. Just like, at the very end of it

  • my friends just like it aesthetically. it's their favorite map, so they burn it constantly when i play with them.

    not everyone takes the game so seriously that they're using map offerings just to try to win.

    a couple thousand hours in, and my whole group just uses them to finish challenges faster (have to drop 30 pallets in chase? we're going to the game. need to fall from a great height multiple times? meet you at the dead dawg gallows) or because we like how they look.

  • @Oscarnator said:

    And sometimes totems. Gets my blood to boil

    Totems are a completely different action (same as what's used for generators or healing). If you're on controller, it can be rebound.

    Pickup Item Interactions will control your repairing, healing, opening, cleansing, and booning actions. Along with anti-killer actions (disarming a bear trap, cleansing sickness, removing chains, etc.)

    Actions will control your pallet, vaulting, locker actions

  • literally just play nurse and you'll get it

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178640#Comment_3178640

    Spine Chill is the best available perk option survivors have to counter undetectable. BHVR was going to obliterate it, but decided not to because of concern for a lack of accessibility for deaf and hard of hearing players. So in an unfortunate way, if the heartbeat is ever added, Spine Chill likely gets thrown into the garbage bin for all survivor players.

    They already made those changes.

    The only thing they did different after people called them out on the accessibility issue was add the visual indicator (red overlay) to the perk of terror radius.

    It's already been nerfed as a counter to undetectable because they added in the los factor like they said they would. The only thing that would change if we got a base game terror radius indicator is that people wouldn't HAVE to run spine chill to get that feature. They'd just have it.

  • @dugman said:

    The mobile game was developed from the ground up by a different development team so it’s not straightforward to import things from it to the main game. However the devs did mention earlier this year when they were adjusting Spine Chill that they do plan to have a visual terror radius indicator of some sort as a base option in the game. Whether it will look identical to the mobile heart or something else we don’t know, but it’s on their to do list.

    Thanks! I knew it was a different dev team, but I was always confused of what has prevented the console/pc dev team from utilizing it as a reference or source since it's been like 3 years that they've known this was possible.

  • @GoshJosh said:

    Sad to say but if it means Spine Chill getting gutted as originally planned, I’m all for it never being added.

    honestly a weird take.

    Spine Chill is only a stand in for accessibility because it has to be for how the game exists today. Making the game more accessible shouldn't have anything to do with perks, and saying you don't want the game to be accessible because of one perk (regardless of how it might cause the perk to be reworked) is weird.

  • Just on the opposite pov: it'd be so annoying to wait in queue just for a killer to end the game early because they're mad their first chase took longer than 30 seconds.

    Like we already see it when they DC randomly, but there's at least a penalty for that.

    It's already annoying dealing with teammates who give up on hook or dc because they went down in 15 seconds at the start of the match. But at least it doesn't immediately end a match.

  • No.

    I'm not going to miss getting a head on stun because a skill check is the way.

  • @typervader said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166473#Comment_3166473

    Ehhh kinda? Her voice is the same but she has the lullaby.

    Tecgally the only one all others share the same voice

    Baba Yaga's voice is completely different.

    different singing voice, different grunts/stun noises, different gasp when winding up

  • i think stressing about an arbitrary number that you can't even see is the bigger issue.

    just go have fun. pull off fun plays with interesting builds. get into exciting chases. don't stress about winning or losing

  • @Icaurs said:

    Majority of maps have a perfectly fine amount of pallets. I think around 15 give or take 1 or 2 is a good amount of pallets.

    The bigger problem is not the quantity of pallets, but rather the map RNG. Sometimes loops are just so heavily on the side of survivor that done correctly they can connect 2-3 loops and be borderline uncatchable for M1 killers. Other times loops can be so spread out that it becomes extremely easy to just brute force pallets.

    The vast majority of DBDs problems can be fixed by removing the RNG aspect of DBD. By making things predetermined they can ensure a fair amount of loops, and gaps between them for killers.

    Removing the RNG would be terrible though. That keeps the game interesting.

    Things would get SO stale if they removed it and every time you got a map you knew the exact layout you were working with.

  • I bet if they just gave us old WGLF back, you'd see a massive decline in Prove Thyself.

  • It won't.

    They'll still try to get out of the match as fast as possible if something doesn't go the way they like despite the killer because that's the core issue. They're leaving because they're not having fun. Who the killer is is only one factor. I'm sure they'll find a thousand other reasons to still DC.

    Plus, they might be tired of Legion and Cenobite now, but removing them from the pool will just make them see more of another killer that they'll be tired of in a week.

    And honestly, people with that mindset of "I'm sick of x, y, and z" just need to take a break from the game. It's obvious it's grown stale for them if they find something as meaningless as who they're going against to be tiring. Whether that's just for the night, a few days, or months can vary. But there's nothing wrong with stepping away to play something else. Especially something that's not PvP.

  • It's not an essential part of the game's development. idk who told you that.

    The PTB is primarily promotional, and finding bugs the devs don't already know about is a secondary benefit. Testing out new perks/builds/killers is just a fun thing you can do while you're there. But it's not the main purpose the PTB is made public.

    If you want to test things uninterrupted, hop into a custom lobby with a couple friends.

  • @Lanz said:

    Yes, didnt you get your rewards ?

    Rewards are for grades.

    MMR is separate and never resets.

  • You gets loads of emblem points as survivor just from escaping chase. It's considered a win even if the killer finds you again seconds later, so I highly recommend running deception perks and getting in a chase early.

    I got it running head on, q&q, deception, and windows. Windows kept me from running to dead zones. Q&q and deception gave me all the "escaped" points.

    Head on was just because it fit and is funny.

  • No. It's the best map to get those dumb "break 50 pallets and walls" challenges done in one go. I love it.

  • If they limit the effects of things to be the same floor only, I hope that includes doctor's static shock.

    Not because he needs the nerf. Just because it's funny to want to limit things because they're mildly annoying.

  • @ByeByeQ said:

    If deleting the hatch would guarantee preventing slugging for the 4K and killers being able to slug all 4 and leave them to bleed out, I'd be all for it. But it wouldn't.

    I would rather have a mechanic where if the survivor has been on the ground for 2 minutes they can then try to kobe up off the floor 3 times and each failure reduces their bleed out timer by 20 seconds. The survivor either gets up on their own or dies 60 seconds sooner, it'd be a win-win for them. It wouldn't eliminate the problem but it would save a minute.

    ^ just thinking of this animation of failing to get up sounds so funny. i want it for that reason alone.

    @MrMori said:

    Don't remove hatch, make the hatch close automatically after 60 seconds. What's ######### about hatch is it feels like a bit of a loss for most killers when a survivor is camping it. This game is full of people with thin skin. But we can make small changes like that to cater to them that still make sense from a gameplay perspective. What about blocking the last survivor in? Making hatch auto close after 60 seconds would solve this problem.

    If hatch auto closed, the killer could be 100% certain that the game would be over after 3 minutes if they did nothing, but more likely 60 seconds if they don't find hatch, since the last survivor would probably jump in before it auto closes.

    You could also remove collision between the last survivor and the killer to prevent some awkward scenarios, but I think with hatch auto closing this isn't necessary.

    The only way a survivor can camp hatch is if there's an offering. In which case, the killer knows where it'll be too, so....I'm a little confused by this sentiment ngl.

  • Yeah, I don't get this either.

    Plus pain res/dms is very consistent value vs pain res/merciless is like a very rare occurrence that the killer honestly has no control over actually making happen. Like they just saw that one clip and made a knee jerk reaction. But honestly, I'd prefer risking 40seconds of merciless once in my life to avoid pain res/dms every match.



    It's also so funny to me that they're like "the killer won't be notified" but like...they can see the gen blocked? 😂😂 And sure, you can let go early, but you can only teabag at your teammate to also let go so much.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916218#Comment_2916218

    Should be able to recall him anytime, there is no good reason why the Twins player can’t get their power back. Heck, it even helps the survivors by removing map pressure.

    No, they're definitely too strong for that. being able to hold victor is a counterplay to their power, and if you leave victor somewhere not strategic, you shouldn't be rewarded by being able to immediately get your power back.

    The 30s cooldown is fine.

  • I just want to be able to recall victor if he's been idle for 30s on the map just as if a survivor was carrying him.

  • @JosephN said:

    On survivor this could be really nice, but sadly on killer it wouldn't be that impactful since the generic killer perks are situational or good in some niche builds (such as bitter murmur on huntress) with the exception of NOED, and doing this would really only further push people into using NOED if they get it for free guaranteed. Might want to rework/buff the generic killer perks before hand since atm they see far less use than the survivor's generic perks such as spine chill, kindred, resilience, or small game. I like the idea though

    This is true. But even if the generic perks aren't great, having them already unlocked makes it easier to get the teachables you want because it greatly lessens the overall grind. I think that's the point of the idea.

  • @nikodemo said:

    i have to say, few things infuriate me more than being pallet stunned while be demanifested. i'm DEMANIFESTED! as in, NOT MANIFESTED. how can i be pallet stunned? absurd. XD

    i feel this, but I feel like it's made up for by the laugh I get when survivors panic dead hard while I'm still demanifested.

  • Three gens popping after your first chase/hook means that no other gens on the map have been touched. Now 1 survivor needs to go for the save and the other two are free to hop on a gen. They do need to spend some time going to find one though, which could be fast or slow depending on the map and if they're conscious of a three gen or not.

    Anyway, from that point you have the choice to either cut off the person going for the save and injuring or committing to chase them. Or going for one of the people on a gen/heading to a gen. What you decide should be dependent on who you're playing and what your build is, and if you've figured out any perks the survivors have that could mess up a choice you make (ex: don't go for hit & run on the hook saver if you heard a boon get placed during your first chase).

    Once you get your first hook though, this is when you can prepare your eventual snowball. Don't make the save free if the survivors are playing it poorly. Pressure them off the gens they're just getting started on. Spread damage, if possible. It should be easy to identify of the 3 survivors remaining if any of them may be an easier chase than your first to down faster. Also if your first chase is lasting 80 seconds, then that first survivor definitely had to use pallets...so lead your next chases toward those dead zones. They'll go down a lot faster.

    Basically: the issue isn't the gen speeds. Losing 3 gens to your first chase of the match isn't and immediate L. You just have to play smart, use good game sense, and take advantage of your next few chases to keep pressure on the survivors until you eventually have an opportunity to snowball. The last thing you should be doing if 3 gens pop after your first chase is camping. The other survivors can finish the last two gens and open the gates before that survivor even dies. You're getting yourself a 1k in the best scenario and risking a 0k if they're well coordinated. The second to last think you should do is tunnel that first survivor you caught. Hitting them if they run past you right off hook is fine because they'll either have BT or go down. Mending or being slugged is good pressure, but don't commit to a second chase with them and don't pick them up to risk DS and losing all pressure you have on the map. Go for the unhooker instead and get more hook states on people to make hook trading more risky as the game progresses.

    Of course, things like what map you get and pallet/window rng can be the ultimate game changer. It can work for or against either side. That's the randomness of the game that we all just have to accept at this time, but maybe the devs can look into that piece.

  • Nah, they just need to look at totem locations. And ideally, a hex shouldn't spawn immediately next to survivors, if there's a way to fix that.

    But if you're running hexes alongside corrupt, that's on you. If survivors can't immediately hop onto a gen, they'll wander and often intentionally use that time to clear totems in the area. It's just in general a bad idea to run them together if you want your hex to last longer.

  • idk, I feel like if you're wanting to create a thematic build around anything, then you should have to dedicate the perk slots to do it.

    This would be like someone arguing that flip flop should be base kit because they want more value out of a slug build without having to up another perk slot for it.

    If you want to play with an obsession build, then just go for it and have fun.

  • I always recommend my friends to just open the menu to dc, but before they commit stop and consider: "will the dc penalty last longer than this match?" If you've DC'd in the last day more than twice, it probably will be, so as little fun as you might be having, you'll be able to move along to your next (hopefully better) match faster if you stick through it than if you DC.

    And if you're having such little fun that you don't even care if the penalty is longer than the remainder of the match, then dc, but that's honestly probably your sign to log off for a bit. Try another game or activity and take a break from DBD because it's getting to you more than it should. No one should be stressed out from a game.

  • It's already super easy to pip as killer, that this isn't necessary.

    I would agree though that getting a 4k should count as adept, regardless of status. idk how they'd code it, but that feels like the equivalent to escaping as a survivor.

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903048#Comment_2903048

    Cant hit on hook if they have 4 digit ping and you cant catch them

    cowabummer.

    good thing that's an anomaly

  • "You've been a dick this entire match, and if I could hang you on the hook by your backside and beat you like a used piñata I would, but I have 4 digit ping atm so please accept this lovely bird instead"

    ^ I feel like hitting on hook gets that point across pretty well if you actually give that many ######### in a video game.

  • This would be cool if they made it not an exhaustion perk.

  • @[Deleted User] said:

    On open maps it really does. It forces you to be a 105% killer with no lunge that can't get bloodlust. Bully squads that refuse to do gens can loop you for an extremely long time.

    Why are you going to an open map with scratch mirror though?

    That's on you for not using a map offering for a literal meme build.

  • @CharlieChatBox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898367#Comment_2898367

    Pentimento can only bring a totem back once. If anything, Pentimento inadvertently doubles the number of boons that survivors can make.

    you can't bless a pentimento totem, so it doesn't actually.

  • @bjorksnas said:

    I still think snuffing the totem should just break the totem (and be able to be used for pentimento). Survivors being able to put up and recycle infinite boons is not a very fun mechanic.

    We lost this ever being a viable idea the moment they released pentimento.

  • @gendoss said:

    It's also like a St. Patrick's Day charm...

    In April.

    This. Like if it was last month, I'd be like "ok cool" and move on. But it being released almost a month after the holiday is weird.

    Jake's was released late for Lunar New Year too, but I overlooked it because it was a full outfit and there was more to it.

    It's a really nice looking charm, but underwhelming and released late.

  • Honestly, at the very least, I wish you could recall victor while he's idle like you can if he's being held hostage.

    Like, I'd LOVE to not leave Victor by the hook, but I'm also not going to go out of my way to use him when there's no one injured just because he happens to down someone near a hook.

    I'd rather have the option to be able to toddle off as Charlotte to go smack some people around first and after he's idle for a bit recall him so I can easier use him in the immediate next chase.

  • @Chocolate_Cosmos said:

    30 seconds by default it takes for hooks to respawn.

    And no, I disagree. The perk is designed for "annoying" playstyle of "lets sabo hooks in killers face" gameplay. This perk is fine as it is. No need for buffs.

    But that's not annoying.

    Sabo squads are fun to go against. They're interactive. They take chases easily. It's almost always a guaranteed 4k as long as you're staying aware of where all of them are.

    Sabo squads will always be 3489302x more fun than immersed or gen jockey squads.

  • You don't need aura perks in solo either.

    They're just nice to have for both ways to play, but they aren't necessary, so that's a really weird justification for this idea.

  • I feel you, but I also thought the question was purely addressing the "thumbs up" thing you can do after a match.

    Like matchmaking could be a combination of both mmr and who has the most props.

    I didn't get from it that people would be punished for having (often arbitrary) reports against them. It just seemed like a way to utilize the props system.

  • @Nick said:

    They could just use the symbols they put there now to show who's in a SWF. Make them the same colour as their SWF teammates. And leave the solo ones white.

    I genuinely love this idea!

    But also, I can't help but imagine the rage it would induce when some killer mains realize just how many solo q's they actually encounter and can't use "swf op" as an excuse for every match.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891798#Comment_2891798

    Many don´t.

    Even if it is good if they are hidden it is not good as you want to see what ranks/grades your teammates and killers are. Would be disappointing if you see nothing anymore.

    But the grades of other players don't matter, so how would it be disappointing not knowing someone else's grade?

    They don't impact you.

    You only get rewards for your personal grade at the reset of every month.

  • @kaskader said:

    @DbD_Enjoyer Damn that's actually a very good idea! Sometimes you play ruin+pop and if you hook a survivor when ruin is still up you don't really get anything from it but with this you would. I like the stack idea more.

    People run pop with ruin to have a back up if/when ruin breaks. Being able to stack up on pop would be so broken.

    And if you hook a survivor while ruin is still up, you're gaining a lot from it because either someone has to leave their gen and let it regress while they get the save, or they say "gens before friends" and risk the person on hook hitting second or dying.

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