themirrortwin
themirrortwin
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- themirrortwin
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Discussions
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The design of new perks is fairly difficult. You can't make them too strong or you risk changing the entire meta or creating degenerate strategies. However, they can't be too weak either or they won't be popular. Also, it can be difficult to balance perks designed for low MMR and high MMR respectively. I have a suggestion for a survivor perk type that might avoid some of these issues while main4 comments 71 views last activity
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As you know, in a recent patch, flashlights were changed so that it is impossible to blind save someone being pulled out of a locker. A bully squad literally used flashbags to do the exact same thing. Please program blind immunity to last a few seconds after the locker grab for heavens sake.4 comments 472 views last activity
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Tell them that, "It was the game developers who trained me to get kills as efficiently as possible." Take it up with them. Survivors love to hate on killers who camp/tunnel, but these strategies have consistently been supported by the game developers. Before skill based matchmaking, games were killers focused on CHASES rather than KILLS were abundant because gens were not completed as quickl0 comments 91 views last activity
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In the past, the no mither, sabotage game was a big issue. This was because with coms, no mither giving endless self-pick ups (not allowing players to be slugged) and hooking is very difficult with Boil Over and toolboxes. At the time, the Devs remedied this by nerfing sabo so that the hook wouldn't be gone for so long. This type of game above was degene3 comments 61 views last activity
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As this game has evolved, there was a period when killers were actually fearsome and survivors had to play well to survive. With all the base kit buffs (the borrowed time effect at base), the new HUD information (trying to make the SWF experience the standard experience even though it is one of the worst killer experiences), perks for easy healing (circle of healing), continued poor map design (50 comments 1,341 views last activity
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Ok, so here is how lightburn works for nurse: IF she is charging a blink, shining a light at her body will cause her to have a 2 second stun. In contrast, wraith is stunned for 3 seconds. For internal consistency, the lighburn stun should be increased to 3 seconds as is a common reason in DBD patches. Next, she cannot blink if she is getting the flashlight shown on her. However, the moment it i0 comments 21 views last activity
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And it will hurt them. When a good asymmetric competitor comes out, like VHS might be, where the high level play is balanced, then DBD won't be able to get away with balancing for the "casual" survivor. At the highest levels, survivors are the power-all role, a total reverse of the design of the game. When killers can (albeit before nerfs) compete with these levels, naturally these killers troun4 comments 121 views last activity
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Said no dev ever because it favors survivors. Ha6 comments 41 views last activity
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Poor wraith. He had his moment in the sun and then the devs nerfed his lunge without giving anything in return (maybe faster un-clock). Revert the lunge. It was fine before.21 comments 321 views last activity
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Seriously, it feels like the olden days where survivors DCed because they got downed first. DC penalties need to come back.4 comments 81 views last activity
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I like the design of boon totems. They are interesting and fun. However, as killer, I am tired of snuffing them out over and over again. There has to be a hard limit to the number of times totems can be blessed.0 comments 11 views last activity
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There was a period in which DBD had horrible totems. For example, they would spawn in line of sight next to gens. Then the devs made an update where they became much more hidden. It was honestly nice. I've noticed that recently totems seemed to have been reverted to their previous spawn pattern (i.e. totems can spawn next to gens in plain sight). I suspect this is because of the upcoming Boon to0 comments 21 views last activity
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There was a period in which DBD had horrible totems. For example, they would spawn in line of sight next to gens. Then the devs made an update where they became much more hidden. It was honestly nice. I've noticed that recently totems seemed to have been reverted to their previous spawn pattern (i.e. totems can spawn next to gens in plain sight). I suspect this is because of the upcoming Boon to0 comments 22 views last activity
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With MMR, it seems ranks in the end screen are now hidden. Has anyone felt like their games have been better by this feature? This hasn't changed the experience of my games and instead just makes me feel like I have anyway way of knowing how well I did in the match. I personally hate that ranks are hidden now, but I wanted to know what others thought.73 comments 1,911 views last activity
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Moris were nerfed to pieces. Understandably so, they were unfair to the survivors. But honestly, survivors are favored so much in high levels (SWF or high solo survivors) that when I was an upcoming Killer player, I enjoyed Mori games because it actually created a challenge for these top survivors. What disturbs me most is that keys were not reworked or nerfed at the same time. Keys only bene17 comments 251 views last activity
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It's one of those quality of life things that would really be nice. The ability to switch between builds (and by extension play styles) with a drop down menu! Thanks for the consideration!0 comments 2 views last activity
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I wanted to make a post thoroughly thanking the developers for this chapter. The perks are excellent, the killer and survivors are balanced. This is one of the best chapters all of you have done yet! Also, with the changes to Decisive Strike and the neat buff to Lucky Break, I think you are really created a wonderful game experience for everyone! I feel like you have thoroughly listened to the c1 comments 21 views last activity
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Huge maps favor survivors because the killers (especially 110%) can't get across the map fast enough to patrol gens. I've also had situations on coldwind and mother's dwelling where I sacrifice 1 person and it allows other survivors to run to a corner where I cannot walk to the nearest hook because the nearest was destroyed due to the sacrifice. I propose that the default hook distance be decre1 comments 1 views last activity
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I often play survivor with my friend, and we have a great time. However, we also both play killer and would love an experience where somehow we could be on a team together v.s. the survivors. Could you perhaps design a killer such that 2 players could enjoy the killing experience together?3 comments 21 views last activity
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In his current state, the Trickster is extremely weak. His power does not justify his speed being 4.4 m/s (110%) because getting a health state requires both commitment and risk. The commitment is chasing for at least 8 laceration hits and the risk being if you break off chase, then the dagger hits will simply fade away. Additionally, his "main event" causes a big loss of control and is extremel0 comments 11 views last activity
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His power is terrible. You can't take advantage of it unless you commit to one person (and this is a 4 v 1 game). The laceration meter decays so all that work getting them up to 5 stacks is worthless if you let them go. The main event? It isn't even worth it. It lacks control. This is perhaps the worst killer the devs have ever released. Honestly, he needs a complete rework in my opinion.0 comments 11 views last activity
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I just completed the Any Means Necessary Quest (after quite a few tries), and I feel like the perk is worthless. 4 seconds means it can never actually be used in a chase. And resetting pallets that you happen to come across is a niche skill. Honestly, the time would be better spent working on a gen. The quest made me examine a perk I never really even considered, and I feel it is because it is2 comments 11 views last activity
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Ever since the update it seems like visual animations and hitboxes don't seem to align. As survivor (and killer) hits seem to connect that don't look right nor align with muscle memory. What happened? Is this being addressed? This is a serious gameplay issue1 comments 11 views last activity
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I just read the summary points for the Dev Q&A Livestream Summary 2/4/2021, and I am so happy! I appreciate that keys were mentioned and the devs understand how frustrating they are for both killers and surivors. I appreciate that DS is getting reworked. I do think this will fundamentally shift the meta, but I'm hopeful for the next phase of DBD. I'm glad to know that custom perk sets (my0 comments 21 views last activity
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There is a totem in a crevasse of a combine harvester that is uncleasble. I confirmed both myself and with my friend. We are both on PC. I wish I could provide more information, but I was unable to screen shot it or take any video.1 comments 21 views last activity
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Coup de gra is a cool perk! I love it. However, I wish it was binded to "E" rather than M1, allowing me more control over when the long lunge occurs. There have been times when I believe a short lunge would have hit the survivor but a Coup de gra token was consumed. The ability to bind it to a specific key (e) would help players use the perk more efficiently.4 comments 51 views last activity
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So I saw Adam had a key, I made sure to sacrifice him by going after him every time I saw him. I sacrificed him. One of his teammates ran and got Adam's key. I hooked him on death hook. At 2 gens left, the survivors stopped doing gens. They hid and searched for the hatch (recall there are 3 survivors). The key bro, hid, doing nothing. I literally ignored the other two searching for that key br12 comments 161 views last activity
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2 Survivors dead and three gens done: I find the hatch first. I stand on it. The 2 remaining survivors (who hid, healed, and searched together), just simply run up and escape. There is very little counterplay to keys, and I hate them in their current state. Suggestion: Why can't the hatch have a unlock bar and sounds like opening chests?68 comments 893 views last activity
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At higher ranks, SWF on comms is annoying as hell (and typically toxic), but lobby's where there is a mix are really fair and fun. I want to challenge the community: Design a perk that is very good against SWF but bad against a mix of solo survivors. Let me know what you come up with!27 comments 361 views last activity
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Now that you have the programming with the twins to switch between two (or more) killer bodies, here is my suggestion: The Horde - A zombie killer 4 Zombie Husks will shamble around the map. Only 1 is actively controlled by the player. Ctrl - Player can switch which Husk he or she is actively controlling. M2 - Frenzy the Horde - All Husk start lurching towards the nearest survivor. If a hu0 comments 12 views last activity
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I hate keys- as both survivor and as killer. As survivor: 1) When I am solo, I get left when 2 SWF use a key to escape. 2) When I'm on comms with my friends, we literally stop working on gens once the hatch has spawned. Why bother when you have a key and can coordinate an escape? As killer: 1) It feels REALLY BAD when you've worked hard to kill 2 survivors and only 3 gens have been done and the3 comments 91 views last activity
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I'm all for the Mori nerf. I think it makes the game more fair and moris now are more for the artistic aesthetic. However, where is the corresponding Key nerf for survivors? I don't like 2 survivors on comms escaping because the team of 4 was able to do 3 gens and there is nothing the killer can do (unless we happen to run into them by chance). Remember how Moris had no counterplay after the4 comments 132 views last activity
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I have all the perks unlocked on Claudette, however the green perks no longer appear as options to be selected! I am a PC player on steam. I do not know how to reproduce it. I have also submitted an IT ticket.2 comments 21 views last activity
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I am PC. Although it doesn't happen all the time, there are times when Felix does not move at all at the campfire. The game proceeds as normal, but he looks creepy. It seems to happen at random, I do not know how to reproduce it. It has occurred in about 30% of my campires. It isn't a serious bug but it is weird!1 comments 11 views last activity
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Gen speed and gen rushing has consistently been something the community has complained about (at least at the higher levels). I think it feels bad to have 2-3 gens pop quickly after the first chase. Maybe the killer could get a gen blocking perk that triggers when a gen is completed. Something like... "Each time a gen is completed, block all other gens for 30 seconds. This perk will force su3 comments 22 views last activity
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Ok, I've been observing games and feel like since hit box validation and the additional "ticks" seem to benefit low ping survivors and the killer (who is almost always very low ping). It is frustrating for me because I like to play with my friend in another time zone. Whichever one of us has the bad ping has their dead hard timings put slightly off, or a pallet drop where you get hit but the kil3 comments 71 views last activity
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I have been a red rank killer and red rank survivor. I enjoyed rank reset because I liked playing meme builds, etc. Thinking about MMR, ranks have no meaning. I should assume that I need strong builds going into a game because I suspect I have a high MMR (With MMR hidden, who knows). A hybrid system would be nice. Pair purple rank killers with high MMR to purple rank survivors with high MMR b5 comments 91 views last activity
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I had hoped that hit validation would make it so that I'm not exhausted on the ground after dead harding. I realize that they added a feature that refunds the exhaustion if this situation occurs, but I have noticed it has become more frequent. Hits validation is on the server side which sometimes negates Dead Hard seen on the survivor screen due to the small delays between the server, killer, an0 comments 21 views last activity
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In a recent game, a survivor somehow got underneath someone who was on the hook. I.e., they were on the ground under a hooked person. When I ran up to save them, I had no option to save the hooked person! I could only heal the ground person (who hadn't recovered at all). This seems like an easy fix to me. Hook saves should take priority if a hooked person and a person on the ground are in clo0 comments 12 views last activity
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Taken from Reddit: https://www.reddit.com/r/deadbydaylight/comments/herx0c/happy_4th_anniversary1/0 comments 41 views last activity
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I am so tired of Rites of Judgement. Sometimes, you get effected by it even when there is no visible trail. For example, on Family Estate, there is a hill he went up. No visible trail. Walk over NO VISIBLE TRAIL, and I get tormented. I was healing someone off the hook. I was fine. Suddenly, he hooks someone else on the other side of the map: Magically tormented. These bugs are frustrating. Is a6 comments 62 views last activity
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If you run to throw down the pallet, he will go into his power and hit you with his power. If you see him go into his drag mode (power), you won't take the pallet because you (correctly) know if you throw it down he will hit you with his power. However, when you curve to fake it, he simply goes out of his power and hits you regularly. There is no counter play at undroped pallets. A small delay18 comments 331 views last activity
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Step 1 : Get Léry's Memorial Institute Step 2 : Hope the bugged totem spawns. Step 3 : Try to cleanse the totem Step 4 : Notice that the totem cannot be cleansed. Additionally details: My friend and I were working on his quest to escape the game with all 5 totems cleansed. We cleansed 4 totems and identified Character played Perks played - Map - Léry's Memorial Institute Frequency o0 comments 11 views last activity
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So, rapidly hitting spacebar or some other key is perhaps the most annoying part of this game. I wondered if perhaps, this new mechanic would be much more fun and exciting: When the struggle phase begins, the player gets skill checks with large success regions (such as the doctor skill checks but even larger). As time progresses, the size of the skill check shrinks towards the size of a norma1 comments 31 views last activity
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So after an incredible Doctor rework, I just hope and hope for a Clown rework. The clown has so many issues: 1) He provides an audio cue when he is going over windows (why was this ever a thing?) 2) He is designed as a "chase" hero, but his chase is actually quite weak and reloads take forever. I enjoy playing the clown, but inevitably when I get to red ranks as killer it is so much harder to33 comments 461 views last activity
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I have been playing with my friend on the east coast of the US, and I am on the west coast of the US. For this reason, one of us will get the green ping and the other yellow. This happens in every single trial, 100% of the time. It makes sense. The dedicated server has to be closer to one of us. For reference, I am a rank 1 survivor. Anyway, this phenomenon has allowed me to really experience th2 comments 41 views last activity
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I know this has been said elsewhere before, but I want to bring it to people's attention again. I recently played a pig game. I hooked a survivor and chased another survivor. As I was chasing the other survivor, the original survivor was saved (off screen, far away, very safe). I down and hook other survivor. I see a claudette in the distance (they are all claudettes). I walk to the other side0 comments 21 views last activity
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DS is a very strong perk at higher ranks. If one person has it, then it protects the entire team because you don't know who else might have it. Additionally, 60 seconds is extremely strong. A simple solution is to restore the Non-obsession chance to maybe something like 50/55/60% This way it doesn't always (but still has a high chance) to activate. I think this would slow the game down a good a0 comments 11 views last activity
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Ok, So I'm a red rank killer and survivor (between rank 2 and 1). I play a handful of killers well (clown, Spirit, New Doc, Ghost Face). So I got a Nurse Daily. I've played nurse from time to time and enjoyed her. So, I thought, what the hell, why not. I'll bring an ebony mori and maybe it will work out. It did not work out. Despite having a good understanding of the game as a whole (by my r3 comments 31 views last activity
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In case folks don't know, behavior has been considering hiding your opponent ranks at the end of matches (but allowing you to see and focus on your own rank). Additionally, they said that you will have a hidden MMR which will determine how you get matched. I hate this idea for two key reasons: 1) Lack of transparency dis-empowers community - it blatantly makes it more difficult for the communit4 comments 51 views last activity