Obelt
Obelt
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Comments
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@HugTechLover said:
I haven’t noticed this.
Its a dumb rare bug
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No
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3285050#Comment_3285050
Sounds like a lot of time wasted lol
If you count 5 secs alot of wasted time then idk what to tell ya
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@brokedownpalace said:
Run Franklin's. That still leaves room for 3 gen slowdown perks
You can hard counter the perk just by having a friend or teammate pickup the item and drop it immediate to disable Franklin's while your getting chased
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3284016#Comment_3284016
Did the ability of toolboxes to cut half the time off a generator disappear since I did the maths earlier this week?
Don't forget flashlights got buffed
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@Crowman said:
I've read that knights will detect loud noise notifications. So fast vaulting or blowing up a gen inside their detection range will aggro them regardless of LoS.
Yeah I had that happen but the guards also detect survivors when they are on the second floor of the saloon and the guards below its crazy
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3276228#Comment_3276228
Ironically his brown addon that increases patrol time is probably the best one
His yellow and browns are the better add-on meanwhile green purple and iri addons are complete garbage
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Basically you don't ever want to use guards on gens only carnifex on pallets
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@Peanits said:
As always, we try to let things settle before making any significant changes. The first few weeks tend to be very unreliable when it comes to performance. People need time to learn how to play as and against them. Even if the feedback ends up being totally on point in the end, it's safest to wait and be sure rather than making sweeping changes for something that turns out to not be as big of an issue as we initially thought. This early on, we're mostly focused on glaring issues that need to be resolved ASAP and bugs that may impact them (we have a few fixes in the works, more info on that will be shared today).
That said, we see all the posts, they are not going unnoticed. The team is well aware and will be keeping all of it in mind when it comes time to review.
Called it they won't decide on Buffs for the knight until next month when they review
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Currently I remember devs ain't gonna make any snap decisions for buffs the first month cause players need to adjust to the killer
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I want the Moris from the mobile they are so much better then our moris
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@SleepyWillo said:
Why do you feel the need to post videos from content creators? Do you not think if we actually wanted to watch these videos we would...?
If you want to make a post about the contents of the video, by all means do. But I dont think Demi needs you to be his promo guy and post his videos here...
I'm showing bad map design
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i do impossible healing doc from time to time
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i hope they dont nerf him my only concerns are the double god pallet on rpd stairs and not nerfing reassurance
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So killers who cant change there killer in lobbys anymore are just banned from queue bad idea
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@TheDarkTyrant said:
Why would they take something from Friday the 13th?
You can't copyright dance moves
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3124492#Comment_3124492
Correct, it wasn't in the patch notes, that was an oversight. I have now added it into the Patch Notes for the 6.2.0 PTB, it's under content.
https://us.v-cdn.net/6030815/uploads/GNMZ59XA1P0A/vepqk5i-5b1-5d.png
For reference, this is what has changed.
Now make it so nurse cant use starstruck
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He just needs a Duration buff for slow and invig and more bottles 6 basekit
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@The_BiggCheeze said:
As we saw in the Project W trailer, Ada is seen barricading a door...
You picking up what I'm putting down???
In place of some pallets there could be doorways to rooms that survivors can slam in the killers face. Some sort of bar could also fall from the side of the door frame blocking it after it's slammed, giving a reason for it to be broken instead of just opening it again. It'll act exactly like a pallet in terms of stun duration, and time it takes to break it, but it'd obviously have a different animation (Perhaps the wall break animation?)
Given that RPD is being reworked this could be a fun and unique gimmick exclusive to this realm, Similar to how completing gens open up paths in the meat plant (And in the removed Hawkins Underground Complex).
What are all your thoughts on this?
breakable walls with setup id would love this
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The heck
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Just use pento now way stronger
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@TerraEsram said:
https://forum.deadbydaylight.com/en/discussion/comment/3104682#Comment_3104682
Yeah, I know... And it's that the problem... The only real way you can get rid of a camper... It's only the swf way...
Yeah which is why Solo Q needs major help this is the only fair way to make camping not as strong
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3104651#Comment_3104651
And what if I'm a killer who doesn't run slowdown and doesn't camp?
Treating this as an arms race just keeps escalating the problem, and ends up making slowdown mandatory for killers. The whole point of this patch (admittedly not very successful at it) was to break down the meta.
Like you said meta hasnt changed they'd have to gut all slowdown for a meta change
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@TerraEsram said:
I'm sad to tell you this, especially since a lot of campers say it here on the forum... If a killer camps, makes the generators, and makes sure that the others do it too
The last time, I took myself to calculate the time it takes, before the maj and after, if there was a camper... In both cases (before and after maj) if everyone does the gen instead go save him while he's camping, you can get by with another ally
When it happens to you, try to make a generator alone, and that the two others also, you will gain more time still, to then, make one to two
See thats the problem for me in solo Q when a killers camps and survivor knows aint gonna get off the hook they just go "welp time to leave" Struggle struggle die and then the killer gets a 4k at 4-5 gens speaking from repeated suffering
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3104632#Comment_3104632
Because this mechanic is a trade off for denying things like DS and flashlight saves.
Being able to camp is still a necessary mechanic for the game. It should absolutely come at a high cost to the killer, but they should be able to do that if they choose to.
at a high cost but the cost is low currently
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3104621#Comment_3104621
Then why is this a problem now but not before this patch?
Hook timer is 120 seconds in total.
It takes 90s to repair a gen.
3 survivors on gens = 3 gens repaired and a fourth and fifth started.
Killer then has to find, chase and down a 2nd survivor. I find it hard to believe you can't have 2 survivors repair 2 gens in that time.
Cause Slowdown like deadlock, painres, merciless storm, no way out and killers with built in slowdown like freddy and pinhead add alot of time
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@Zen_but_not_Zen said:
Couldn't they introduce something like Pyramid Heads Cage of Atonement mechanic, if a killer lingers for too long in the radius of the hook, the entity moves the hooked survivor to another random hook, not directly adjacent to the current one?
ive been asking for that for years since he came out
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@Marik1987 said:
+ killing themselve on hooks. If u act against this terrible streamers, dont cut the important part out
This 100% killing yourself on hook counts towards stats unlike Dcs which Mandy confirmed so stats can be manipulated
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@Seraphor said:
It should be in line with gen times. So +10s to gen times = +10s to hook times.
thanks to a camping test from a thread a killer can fully camp 2 survs to death before doors open so kinda need more time then 10
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@Laluzi said:
Instead of flat increasing the hook timer, a form of basekit Kinship could work? Or something where the hook timer slows down to 75% of its normal speed if the killer's nearby and not in a chase. Or perhaps, instead of chase, if the killer's nearby but no other survivors are.
Kinship itself needs a buff tbf 16 meters is to short 24 meters would be a good buff
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@ThatOneDemoPlayer said:
30 seconds is too much, 10-15 is more reasonable
I thought about that compared to gen time 5 gens 10 seconds added to each 50 seconds total most reasonable would be 20-25 secs
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DC penalty means nothing when you can die early on hook
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Giving killers interchangeable moris would be so cool
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They basically cut up the map into smaller variations
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Trappers gets me everytime the Oouugh makes me laugh
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Yeah never used it still not going too
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@Thusly_Boned said:
You're right, it's not dead, it's just only useful to players with skill/timing now. Which is the way it always should have been.
majority of the time though i say confusingly "Was that DH" cause i really cant tell if its Dh or a really long Otr
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@Mandy said:
This last mid chapter patch was a big one, there were a lot of changes made including base changes. We are very well aware that it is going to take time for this to settle down and it's something that we are continually monitoring and if we see the need to make changes to things further down the line - that's something we will do.
However, we're not making knee jerk reactions here - if we do see things that we know are going to be an issue of high importance we will of course make changes in the planned Hotfixes, there might also be further changes made down the line depending on how things play out once players have had time to adjust to a lot of the recent changes.
Dead by Daylight is a Live game, it's continually evolving and changes made based on this. The plan of this update was to increase kill rates as those were lower than we would like. It will take some time to fully see the extent of the changes made, players adapt etc. This update and the after effects of this update is definitely something we are monitoring closely.
thats the funny thing killrates for like b tier/Highrate killers and up are probably flourishing while c tier/Lowkillrate killers and below are still stuck in the mud cause your not directly buffing them the baseline buffs only made the good better and the worse meh
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Color filters on maps
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ds and otr last all game except end game noed only works endgame
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@ThiccBudhha said:
Okay, but I would still do it with slippery meat. Not sure how that solves the alleged problem.
least gives you more attempts and increased chance to escape
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3089871#Comment_3089871
Can you personally recount players you’ve reported getting banned for this behavior? Genuinely curious. Since the reporting process is so heavily involved and behind the times.
agreed reports do nothing unless your a blatant hacker
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@Gylfie said:
What I want to know is how you have five to ten minutes queues for survivor right now? All my survivor games since the patch hit have been instant at any time of day because everyone switched to killer, apparently.
On topic: removing self unhook attempts will not make people who don't want to play anymore good team players. You can't fix people, I'm afraid.
Its probably to do with the region im in
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DIVERSION TOP META
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wait david king is gay always has been
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@Naoz said:
The bonus also aren't being added to me, i made the maths and it isn't counting.
right its normal points
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i like it tbh
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@TheArbiter said:
The counsel of Oni mains have you on a list now
Oh no
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funny way of saying the game