Vithar
Vithar
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- Vithar
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It's nice to see a concept with such wonderful artworks.
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Is there any new way to run Epic Games version, or is it dead for Linux as it was after making Steam one working OotB?
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So, there is no possible solution from the community side (at least not any safe enough, that wouldn't lead to getting banned)?
Kinda sad.
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@BoddyBoy said:
Hello,
Before the Steam Deck validation, the Epic Games version of the game used to work with workarounds (proton-GE + Proton EAC Runtimes + EasyAntiCheat symlink), and the Steam version failed.
To get the Steam Deck validation, they changed something in the EAC config that reversed the situation. The Steam version of the game works fine with all the proton stuff, and the EGS version is no longer recognized by the proton EAC runtime.
There is no non-proton EAC module for the game (or I'm unaware of it and it doesn't install itself anyway) and so the EGS version has currently no Linux support.
Regards.
It's a very sad news. So it seems i have to surrender my efforts, buy the game on Steam, and count for BHVR Account link to work properly to not lose my progress and purchases.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644684#Comment_3644684
Im running the game on Steam, after doing testing, it seems to be fine, though I still have a memory leak issue where assets dont deallocate from the RAM once they are done being used, they just stick there until I close the game altogether, and Ive been having the issue for awhile and just have no idea how to even fix it.
Luckily running things through Direct X12 in Proton GE has reduced the RAM usage by a lot overall but it's still an issue I need to fix nonetheless.
Sounds like very weird bug. Do you have the same issue in all the protons, you've tried? Maybe it's something specific to one version of GE?
As I assume - you have Steam version of the game. Have you tried Steam Recommended Settings as well?
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It depends where you have your game purchased.
Steam version runs even on Steam Deck, so it probably should run fine with Proton 8 (or GE/Experimental). High probability Steam has it preconfigured to install it for out-of-the box experience.
Epic Store version have unsolved Easy AntiCheat problem. And game won't run no matter what. At least I don't know what to do to make it work, and the support couldn't help me either.
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Ah, that's how they work. Thanks.
String pull is a bit tricky to use. It probably encourages losing the killer through tight loops, as if you try long run – it may catch up faster cause of building up hinder, but if you manage to lose a killer in a tight loop, and then rush the distance – you may escape more easily because of second speed boost you've gained – nice one. Probably too complex to be meta – but it's interesting perk.
Tension threads are perfect to temper sneaky gen rushing survivors. After the changes in kicking this one might be very useful addition to killer's tools of the trade.
Overall – good perks
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In my opinion – the core of the problem is rewarding both sides, and realization of reward.
Let me explain by examples.
I go into SoloQ as survivor. Got lucky enough to have quite competent people. I have done 1.5 gen while my allies where chased and one of them finally hooked (let's say killer chased one good runner, than swapped to another guy spotted on gen). After hook save I took a chase, and after two loops I've go downed and hooked. Then got saved, but too late - so I'm on 2nd phase – but anyway. I've got saved and heal. Later in a game I managed to do some progress on another gen and finally got chased again. This time I screwed totally – so this is the end for me. My allies might run, but for me only Entity's embrace remained. I look at my points - 3rd place among others (might be even last if I'm first dead), but I've got exp and grade progress +1. I might be dead, but I got objective, altruism and maybe even boldness and survival medals. I lost my item which I have plenty in eq but after all match was good.
I play as the killer. Seeing guys in lobby I have no clue are they SoloQ enjoyers, or SwF group. Doesn't matter – for my own sanity and discipline I assume they are group. The game begins. I do the quick gen-swipe spotting first surv. It's Meg who I chase her around 40-60 seconds. I realize she's good at looping and I only managed to wound her. I let her go as she is in no position to do anything else than get heal or do gen somewhere – If I lucky, she might lead me to allies, but I not count for it. I resume my gen-sweep kicking some generators previously touched and stoping by near one highly progressed – I see scratch marks here. Meticulous check allows me to spot survivor repairing it before (was there only one? For sure not.). I start the chase and end it quite fast. Somewhere around one minute. I hook – then two gens pop – one of them was gen where are the hooked spotted – they weren't alone. As the game continue I manage to hook three survivors twice, but they power up the gates, and managed to escape. All of them. I see that the Entity hungers and is displeased. My grade progress is 0 lacking one or two bars. I got medals in hunting and deviousness, but with bronze in gatekeeper and nothing in sacrifice I lack points to progress. I wasted add-ons, offerings , time.
OK. Maybe those two examples are mildly exaggerated, but playing solo (playing with friends is always fun, even if no-heartbeat Myers wipe us all before first gen on Silent Hill map) I feel more rewarded having mediocre match as survivor than having mediocre match as a killer. Dying as survivor I'm still happy with all contribution I have in game. All the gens I did, or help do. Allies I unhooked and healed. Chases broken, or even failed, but after enough time when others might do something... Having four survivors running through the gates – it doesn't matter if they all were on last hook, and all of them barely managed to escape wounded, taking hits for the one I was about to down and hook In endgame collapse. It doesn't matter how well I kept pressure on gens, and after first 3 quick gens for barely two hooks – I kept their progress in check doing all the remaining ones, but ultimately failing to stop – being totally honest – good, organized team. All I have done stopped matter, because I failed.
Maybe this is the core problem, why killer players tend to tunnel or proxy (even proxy-camp). Maybe I'm wrong not doing it playing as a killer, letting myself lose more games because of some strange "moral code". Maybe the problem is the reward – or at least the feeling of it after the game.
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Playing as a killer – I never consider even excessive nods a rude gesture. I'm aware, that survivors might ensure I see them nod, cause they not posses a red stain that makes a nod more visible.
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I really like this concept.
Jeff is quite intriguing mix of The Ghost Face and Myers. First one gave him stealth ability that works fine, second one gave him some kind of Evil Within spiced with "Final Mori" ability.
High risk-reward mechanic of "Maim" is GREAT. The idea of skillful struggle between the killer and his victim ads some spice to the mix. Being very interesting and natural counterplay for naturally stealthy killer.
Perks are nice (Not sure if "Happy Thoughts" isn't too powerful one – but this is the matter for eventual playtests if the concept was eventually accepted by devs). Emergent trio wrapped around single fitting concept of the character – and working ESPECIALLY for this character (what sometimes is lacking for official releases).
Very well prepared idea for a new killer it is.
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I've already seen the concept with the same name (I thought I have deja vu), but your mechanics way better fits the Puppeter's theme.
I really like the idea of three different puppets and tricky perks, although – "String Pull" and "Tension Threads" might need a bit clarification to how their work.
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Curious one. The overall mechanics seems to be well balanced in a matter of counterplay. Maybe I would add a twist that using Frosty Aura freezes campfire in lullaby radius for 60-90 seconds (should be longer than Aura's cooldown to give him an opportunity to disable two at a time, but with visible time shift between them reactivating). This way survivors won't remove frostbite the moment they gain it. Also – removing frostbite by one survivor should also lock campfire to others – this way coordination would be enforced – quite like with Nemesis' vaccine or Wesker's antivirus spray.
Different approach would be campfires as a limited resource (like mentioned vaccine or spray). In this variant The Frostbitten won't interfere with them, but survivors could deplete them – even very fast if using recklessly.
I'm not sure if Iridescent Ice isn't too strong. Maybe giving lullaby 36 meters like terror radius would be more tame. After all we still gain additional stealth, plus building up frostbite is way faster (especially when snuffing out the campfires variant is in play).
Also, I don't understand how "Frozen Deconstruction" and "Frosty Bones" works.
Frozen deconstruction seems do be punishment more than a perk. You slow yourself tremendously to later break a thing faster? Where is the gain? All the speed you gain makes you at least at 0 gain level, when we consider Tier 3 of the perk. This doesn't encourage using this perk – even for fun.
Frosty Bones on the other hand, lacks clarity. Hooking a survior gives him a token, or for The Frostbitten? Is the buff/debuff cumulative to all survivors, or is only active on ones hooked – being active only when they live, and killer's buff is sum of debuffs on survivors? Are the limit counted totally, or per survivor? I imagine, that this perk works as cummulative buff/debuff, but description leaves a field for interpretation.
Also, I think, that this perk might be a bit to strong as a non-hex perk, or at least not limited to Scourge Hooks.
Overall: I like the concept of The Frostbitten. It would be quite interesting killer based on new type of counterplay, like Doctor's madness or Sadako's condemn. I hope someone from the devs would stop by here and take notes ;-)
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It would be quite hard, and strategic killer. We have two minutes limit (probably paused if we carry a survivor). In this limit we begin as sneaky one (with undetectable) gaining speed becoming relentless chaser. Very refreshing concept.
I'm not sure if he isn't too fast on the last 30 seconds, especially when he can speed up himself by removing bandages. Having over 5.5 m/s could make it impossible to run from him. Although gaining speed every 15 seconds would make him a bit too slow for a non-ranged killer – I think this matter might be regulated by bloodlust gain capped on 130% of survivor's speed possible to gain by base speed + bloodlust together (if he already have 130% he cannot be buffed by bloodlust). Of course playtests could also prove me wrong, and he might be in the right place as he is.
Respawn randomness also should be tempered a bit. Every time it happens, The Pharaoh should be teleported to random sarcophagus - but picked only from those where any survivor is somewhere nearby. This way situations when the killer is respawned to empty corner of the map, while all survivors are somewhere else would be eliminated. Every time you respawn (except you picked the sarcophagus) you will know, that there are survivors somewhere – but it's your task to find them, while you dont get any clues except scratch marks, pools of blood, etc. (no aura reading or killer instinct on this one). Also - "the farthest sarcophagus from a hooked survivor" could be changed to "A sarcophagus not closer than X meters". This way we eliminate guarantee for the Pharaoh to be always respawned to some maps corners, what the survivors would use as advantage.
Also I would add 5th totem to "Hex: Ancient Traps" – all previous effects return as permanent. Plus change previous effect to make all survivors to suffer from them, not only the one who triggered it. This way the perk would be more effective through the match and act as a harsh punishment for careless survivors – like a real Ancient Trap.
If anytime "The Pharaoh", or any other killer using this or similar mechanics would come to the game – I would play it with pleasure.
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I really like this concept.
It could even go wilder like - not teleporting to a puppet, but having several puppets, that can be activated/suspended in this 4 second window (which could be slightly tighter, like 3 seconds).
The real killer is someone outside, who controls the Brutal Machinery, so having several "puppets" he can switch could be very interesting.
We would have very unique combo of Blight (dashing machine) Twins (more than one killer, but only one at a time) and Singularity (Suspended puppets, that can observe before being activated)
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To be honest: I like your Alan's perks way more than the official ones.
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Very interesting concept. Harlequin seems to be quite intricate and demand a bit of skill to play, but rewards it.
While Viola looks like natural counter to her – I like this duo.
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This is amazing work. Thanks
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It would be interesting if they made him into combination of stealth killer - but with limited capability of interacting with gens and pallets - Let's say - he would be like Ghost face, undetectable as long as survivor didn't have seen him, and he didn't break anything.
On the other hand - combined with ultimate chaser like legion. Using power, he could not see scratch marks, but he might have brief aura vision or killer instinct on survivors he have in clear line of sight (disappearing for example in 1 sec after loosing sight) together with Legion-like mobility boost.
Also, if his terror radius would be the sound of movement detector - it would be perfect.
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Interesting idea, but rather hard to implement.
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I know your point dear OP, for long time I've played with spine chill as a counter against stealth killers.
I think current setup is not that bad, but need fixing. First of all - as skill activation is just a tiny ping now, we need some audio clue (pls, add Cat's hiss voice to keep perk's flavor), and it also would be fine if perk has a brief CD, to avoid constant activation, when the killer is lingering on the activation border.
Also it could get activated closer to you with higher perk level, as now it have quite similar function to premonition (but without ridiculous restrictions that one have)
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I thing Wraith might be from Africa, but I'n not 100% sure (his powers and add-ons are connected with VooDoo, so he can actually be Afro-American). Although I like geographical and timeline diversity this game have, so I would like to see more killers from different regions and times.
P.S More survivors not from present times, like Victorio Toscano, and Gabriel Soma may also be nice.
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I can agree. Alone this add-on is weak. It only goes well with the second one, giving you increased speed when you're out of hatchets.
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I think that adding "motion sickness mode" in accessibility options is very good idea.
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Lemme give you an example.
You may ask - why Huntress tosses her axes and aims so slowly, she may seem weaker on this field than other distance killers, but on the other side. If you play Huntress more, you may sometimes think - man, If she was even a bit more powerful - they would lose even more harshly to me.
This game has to be balanced not only on the professional league tier but also on the lowest one. There are highly experienced players, who can outsmart you without perks, relying only on the basic mechanics of given characters. Some new players even don't realize the existence of some mechanism of the game.
It's always better if something is balanced more on the lower tier than the higher. Pro players will always find their way - less experienced ones may drop the game with too high entry level.