Dead by Daylight Weekly No Stupid Questions Thread - December 04, 2017 |
- Weekly No Stupid Questions Thread - December 04, 2017
- Petition to change TOTH to THOT.
- Doctor is female?
- Real reason why lockers are in the game
- Survivors: a few things you should almost always be prepared to do
- When you completely avoid using your power so as to ensure that the survivors never get to use their aura reading perks on you
- Slowing down a DbD video makes it pretty hilarious (Click for sound)
- This game gives me such an adrenaline rush
- Why do a lot of survivors feel the need to bully a killer when they are having a bad game?
- No, Dwight, not now
- You know you've played too much Dead by Daylight when...
- so I got moried by the doctor for the first time...
- The 5 stages of playing DbD.
- Behold the latest abomination created by the entity, the CLAUDWIGHT.
- psa: ninja unhook
- R U I N
- Someone was upset I didn't go back to unhook them after NOED kicked in and they decided to plunder anyway...
- "Dead by Daylight 2.1": A Continuation of Topics, Issues, & Recommend Changes to Improve the Dead by Daylight Experience
- Perk Idea: Heliophobia
- When You're Trying to Figure Out Who to Mori (Claudette Every Time)
- Gen tapping and ruin hex
- Killer guide to Slightly, Moderately, Considerably, Tremendously - "The numbers behind the words"
- Hello From The Other Side!
- Ironworks had a tree growing inside it
- Splurge, splurge, splurge
Weekly No Stupid Questions Thread - December 04, 2017 Posted: 04 Dec 2017 07:14 AM PST Welcome newcomers to the fog! Here you can ask any sort of questions about Dead by Daylight, from gameplay mechanics to the current meta and strats for certain killers / survivors / maps / what have you. Some rules and guidelines specific to this thread;
[link] [comments] | ||
Petition to change TOTH to THOT. Posted: 04 Dec 2017 09:46 AM PST Thrill Of The Hunt should be changed to Thrill Hunt Of The. That way I can scream "BE GONE THOT" when I cleanse the totem. [link] [comments] | ||
Posted: 04 Dec 2017 06:27 AM PST
| ||
Real reason why lockers are in the game Posted: 04 Dec 2017 09:26 AM PST
| ||
Survivors: a few things you should almost always be prepared to do Posted: 04 Dec 2017 06:10 AM PST
Most of these are common sense for veterans, but even among survivors in the lower ranks, I see many of them make these mistakes. Feel free to add any tips of your own or tell me where I'm wrong. (Thanks to u/FaceBagman and u/Berugabomb for contributions) [link] [comments] | ||
Posted: 04 Dec 2017 11:51 AM PST
| ||
Slowing down a DbD video makes it pretty hilarious (Click for sound) Posted: 04 Dec 2017 05:26 AM PST
| ||
This game gives me such an adrenaline rush Posted: 04 Dec 2017 02:09 AM PST
| ||
Why do a lot of survivors feel the need to bully a killer when they are having a bad game? Posted: 04 Dec 2017 01:20 PM PST It happens to the best of us, especially in higher ranks. Ya know when you just cant find survivors and they all have good toolboxes, maybe you're testing a new build or you're in a bad map. Whatever the cause is you should be able to DC without survivors adding you to gloat, honestly grow the fuck up and go to your next game. I love DbD its the only game I play but I just want to play killer without people adding or trying to comment on your profile, this is why steam should have an option to turn off "recent games" and Dbd should have an option where if you dont want someone to check your profile, it wont let them. TL;DR If a killer is doing bad, instead of trying to taunt them like a bitch just leave and move on to your next match [link] [comments] | ||
Posted: 04 Dec 2017 07:35 AM PST | ||
You know you've played too much Dead by Daylight when... Posted: 04 Dec 2017 09:04 AM PST Everytime you take your dog for a walk through the park you're busy glancing about for hexes to work on [link] [comments] | ||
so I got moried by the doctor for the first time... Posted: 04 Dec 2017 12:08 PM PST and it was pretty fucking awesome, I think his mori is one of the best ones. also the hag's is pretty brutal too. what do you guys think? [link] [comments] | ||
Posted: 03 Dec 2017 03:32 PM PST Denial- "How the fuck did that hit me?" Anger - "God damn instant blinds." Bargaining - "Please don't hit the Decisive Strike." Depression - "I always get caught first, every time." Acceptance - "I think we did a pretty good job." [link] [comments] | ||
Behold the latest abomination created by the entity, the CLAUDWIGHT. Posted: 04 Dec 2017 02:14 PM PST
| ||
Posted: 04 Dec 2017 01:21 PM PST
| ||
Posted: 03 Dec 2017 05:00 PM PST | ||
Posted: 04 Dec 2017 12:27 PM PST
| ||
Posted: 04 Dec 2017 01:46 PM PST Reposted because I'm a goof and forgot to flair my post. "Let's keep the discussion going!" Welcome, everyone. You might remember me from my [needlessly long post covering all the changes I'd like to see in the game].(https://www.reddit.com/r/deadbydaylight/comments/7fiyep/dead_by_daylight_20_a_comprehensive_list_of/) I'd like to say that I appreciate all of the feedback I've received from everyone in the community who took the time to share their thoughts. We had a good time talking about how the changes I suggested could be improved and about the health of the game in general. To help continue this discussion, I've updated, clarified, and re-ordered the list of changes based on more ideas I've had and based on community feedback. For the full list of changes from the start, you can check here, but for this post I'd like to dive right in and cover the big changes I've made and why. DISCLAIMER: Many of these ideas where made with the current state of the game in mind. I am aware that BHVR is also designing solutions to problems listed here. I do not attempt to usurp their pending designs. I also do not have the resources of BHVR in terms of playtesting and understanding exact values for everything in the game. Many changes in the list will work together, but many changes can and would also be tweaked, shifted, replaced or removed as testing occurs. All I can promise is that the proposed changes all focus on making the game more dynamic, more interesting, and more fun for all involved. If you have a complaint that isn't listed here, it would be a great opportunity to bring it up in discussion and add to this list. NEW STUFF a. "Boldness ranking mechanic"One point brought up was that there was currently no ranking reward for survivors that excelled at escaping or wasting the killer's time during chases. This is a very challenging item to cover in ranking because of how hard it is to really quantify the worth of eluding the reach of the killer. Too little and the ranking is pointless - too much and we are overly rewarding getting caught. To best tackle this, I tried to implement a system that gave survivors in chases points for an effective distration - I defined a distraction as any point in a chase where other survivors are accomplishing an objective (generators, gates, hatch, and totems). I also added a reward for escaping the killer (and keeping it that way):
(Ex: During a 30 second chase, 2 survivors were repairing generators for 20 seconds each, and 1 survivor was cleansing a totem for 10 seconds. You receive 5% blood rank).
(Ex: You escape a chase, but the killer catches you 15 seconds later. You receive 5% blood rank). I think the values given here do a good job of supplementing the benefit of a good distraction while not allowing boldness to completely dominate a survivor's performance. b. "Increased the hope damage when being hooked and made it flat."A common complaint was that with the new changes to consecutive hooking, survivors could be hooked up to 5(!!) times finally falling. I took the complaints as a pretty important sign and reviewed the numbers. For the numbers of hope damage on hook, I mostly care about 3 things:
Looking at the old numbers (10% for each hook after the first, we have): Default hooks: 5 (100, 90, 70, 40, 0 [Dead]) Hope drain: 40% (60, 50, 30, 0 [Dead]) Hope gain: 1% (101, 91, 71, 41, 1, -49 [Dead]) The biggest concern I had was the hope drain: That the killer would need to drain almost half the hope naturally to gain a hook means that often he would need all 5 hooks to kill someone without hook guarding. This would not do for 5 hooks, so I've increased the number accordingly: Every time a survivor is hooked, they immediately lose 35% of their hope (except for the first hook). (0% on first hook, 35% on second hook, 35% on third hook, etc.) [Note: This means that a survivor can be hooked a maximum of 4 times before dying, assuming no natural bleedout] The new numbers give us this: Default hooks: 4 (100, 65, 30, -5 [Dead]) Hope drain: 30 (70, 35, 0 [Dead]) Hope gain: 6% (106, 71, 36, 1, -34 [Dead]) These numbers look much better (Less hooks overall and less drain needed to get an early kill). Killers will more consistently get 3-hook kills while survivors can still consistently earn extra hooks (or at least counter Killer-earned hooks) via Borrowed Time. c. "Bloodlust buff"There were some concerns with how the old bloodlust would overly punish killers who didn't respect pallets and was weaker on injured survivors. I took the advice that ultimately it didn't improve the game much in either case and was overly complicated for what it provided. So, I removed the mechanic where killers lose a tier of bloodlust when stunned (They still lose a stack when blinded), and I made bloodlust start at tier 2 for injured survivors as well. In addition, The reason I had the reduced tier on injured survivors was because I didn't want it to be that easy to chase a recently unhooked survivor. I've added a cooldown on bloodlust here to address the issue more directly. The new version of bloodlust is here: Bloodlust activates by being in a chase with a survivor, instead of after 12/24/36 seconds into a chase per tier. Each tier lasts 5 seconds before going down 1 tier (or being removed at tier 1). Bloodlust movement speed boost changed to +.8 m/s on tier 2, +.4 m/s on tier 1. (Up from +.2 m/s on tier 1 and +.6 m/s on tier 2). During bloodlust, vaulting time is decreased by 20% at tier 2 and 10% at tier 1. During bloodlust, pallet breaking time is decreased by 40% at tier 2 and 20% at tier 1. One bloodlust tier is immediately removed on the following conditions: Killer makes a successful attack on a survivor. Killer breaks a pallet. Killer is blinded. Bloodlust functions on a 30 second cooldown per survivor, starting when bloodlust ends. (Killer must maintain a 30 second chase or initialize a new chase after 30 seconds to receive bloodlust again for the same survivor). Survivors that are down, trapped, or hooked cannot trigger bloodlust. Survivors that are rescued from a hook or clash enter a 10 second bloodlust cooldown. d. "Secondary Powers in determination aura and 'scapegoat' mechanic"There were two major complaints that came with the determination aura that I introduced to try to combat unreasonable camping - aside from issues on radius which would need thorough testing to fully understand. The first was the disabling of movement-based secondary powers in the aura, to prevent proxy-camping. It was pretty justifiably brought to my attention the side-effects that would cause. I agreed that this caused more problems than it fixed, but proxy-camping might still happen. However, this would likely need to be fixed with careful planning of hook placement/obstacles in the level design. The second complaint is that, because the killer isn't literally blocked from camping, we can reach a "hook" standoff where survivors cannot start a save without being pulled off, and killers cannot chase survivors without having the victim saved. After considering this, it makes sense to recognize in-game such a scenario and try to find a compromise between survivors and killers. I call it the "scapegoat" mechanic and it triggers when the exit gates are powered or the hatch is open: While the exit gates are powered or the hatch is unlocked, survivors continue to lose hope if the killer stays within 8m of the hook (even if the killer is in the survivor's determination aura). Survivors losing hope this way do so at 50% reduced speed. Survivors that die after losing hope this way within the last 6 seconds are marked as "Scapegoat" kills. Survivors gain 2500 BP for dying as a "Scapegoat." This allows survivors who are caught at the end of the game to still maintain a reward for making it that far without punishing the killer's catch. The ranking of survivors are included to also have a compromise for "scapegoated" survivors: Fill your blood rank as a group by surviving and cleansing totems All players gain 2% blood rank for each totem cleansed during the game. All players gain 10% blood rank for each survivor that escapes.
This change is to recognize that there will, by design, be scenarios in the game where it makes no sense to tilt the game in one way another for killers and survivors and tries to compromise as much as possible. One of the great parts of asymmetric games is the way we can add solutions that can leave both sides as having an improvement. e. "Scaling generator regression when kicking"One item brought up a few times was the inclusion of instant regression when kicking a generator - many members of the community were concerned that this would cause an uncounterable scenario where 3 generators are relatively close. In order to fix this, I have adjusted the instant regression to scale based on the number of generators left needed to power the exit gates, starting at 40% with 5 generators and going down to 0% with only 1 generator left: Breaking a generator as a killer instantly regresses the generator a percentage of its current progress in addition to its current effect. The % of instant regression is 10% for each generator required to power the gates beyond the first. Example: A generator at 60% progress will revert instantly to 42% progress when kicked with 4 generators remaining, then slowly degrade over time. The maximum regression that a generator can receive from kicking (Both instantly and over time) is 100%. f. "Standard Crow Alerts and unique alerts"This is more a request from a community member than a direct response to a complaint, but I agreed that there needed to be some more involvement with crows for the killer. I've decided to add such a function, but only included it when crows return after being startled (20 seconds later). This means that the alert would most commonly occur if the survivor stayed near the crow for the duration. This also allows Spies From the Shadows to keep its value, since it triggers when a crow is alerted instead of on a 20-second delay:
This alert only occurs if a survivor is at least 16 m from the crow when it returns. The second item is mostly to prevent killers from being overwhelmed with fake crow notifications, which could be equally frustrating. I've also added a categorization of alerts to improve awareness during gameplay, which applies to Thrill of the Hunt:
g. "Bloodpoints on hook rescue"This was implied in the previous post, but I've added an explicit change to hook rescue bloodpoint rewards similarly to how rank is earned for such a save:
(Survivor 1 rescues survivor 2, who is chased by the killer and knocked down 45 seconds later. Survivor 1 earns only half the maximum bloodpoints for the rescue). This way, there is much less of an incentive to "farm" survivors. h. "Exhaustion nerfs."I described the free sprint bursts covered in the document (when rescued, struggle free, self-recover, etc.) as a way to make sprint perks less required, since they may not as easily be available. However, I did continue to review and considered that many times exhaustion perks would still be available because the timers were fairly short unless you were actively sprinting. To resolve this, I've updated all the "free" sprints to give 80 seconds of exhaustion instead of 40. In addition, some exhaustion-giving perks have had their timers increased to match this idea:
Sprint Burst: 100/90/80 seconds (up from 60/50/40 seconds). Lithe: 80/70/60 seconds (up from 60/50/40 seconds). Adrenaline: 80/70/60 seconds (up from 60/50/40 seconds). *Dead Hard and Balanced Landing have had their exhaustion timers unchanged. This will make sprint perks less consistent and encourage sprint perks with smaller timers (Dead Hard, Balanced Landing). i. "General perk balance suggestions"The rest of the items below are general balance changes related to perks. I won't go over each one in detail, but to list the big changes here:
A small buff to a late-game perk that helps to replace the old Borrowed Time along with the new No One Left Behind.
(If the survivor is the obsession or has reached 45/40/35% recovery before being picked up.) Succeeding in this skill check will immediately stun the killer without playing the entire pick-up animation.
A re-branding of non-obsession Decisive Strike to be more of an anti-slugging tool similarly to Unbreakable or No Mither. The added bonus of the instant skillcheck on pickup is that the survivor cannot be dribbled to a hook. In addition, killers who get decisively strike no longer have to wait 5+ seconds before being stunned, but will instead be stunned only a few seconds after the pickup starts. In addition, I've traded skill check difficulty with stun time to make the perk more palatable for newer players. Wake Up! reworked:
When affected by a debuff (excluding exhaustion & hexes), increase the speed of survivor actions performed on you (including actions you perform on yourself) by 30/40/50%. In addition, increase the rate at which you recover from debuffs (excluding exhaustion & hexes) by 30/40/50%. Wake Up! has been reworked to act as a soft counter to The Reworked Nightmare, Doctor, and Sloppy Butcher. It also increases the speed of Self-Care from 40% to 60%, if you are willing to dedicate two perk slots for it. (This would probably be one of the only instances where a percentage change would apply multaplicatively. Otherwise the self-care speed would go from 40% to 90%). Conclusion Same as the first - please let me know what feedback you have on the new proposed changes. FULL LIST OF SUGGESTED CHANGES HERE.[link] [comments] | ||
Posted: 04 Dec 2017 01:24 PM PST Just thought about this as a perk and wanted to know if anyone else likes the idea. Your fear of being found causes you to flee from the generators lights. When completing a generator you get a burst of speed 125/150/175% of your normal movement speed. Causes exhaustion for 60/50/40 [link] [comments] | ||
When You're Trying to Figure Out Who to Mori (Claudette Every Time) Posted: 03 Dec 2017 07:43 PM PST
| ||
Posted: 04 Dec 2017 12:57 PM PST I know survivor mains will say it's slower to gen tap then to just do the generator like normal. However, let's be real. If the benefit to gem tapping did not outweigh the repair speed decrease, survivors wouldn't be doing it so constantly. By passing the all check is a huge Impact on gem repair peogress. Sure most will say that they have enough game time to do successful great skill checks, but even the best miss a skill check or 3. These failed skill checks are really important to a killer. It slows down the game, and gives them a visual and audio queue to where the survivors are. Avoiding the skill check makes the perk pretty moot. I think that if under the effect of ruin, starting repair on a gen should trigger a skill check like overcharge does. This would counter tapping and either force survivors to look for the totem or hit those great skill check that some say they hit every time. I get some killers dribble to avoid DS, I fell that should be fixed as well. Killer main btw [link] [comments] | ||
Killer guide to Slightly, Moderately, Considerably, Tremendously - "The numbers behind the words" Posted: 03 Dec 2017 04:46 PM PST Other posts with values:
A quick word before the actual numbers. Bear Traps (Trapper)Trapper Gloves Strong Coil Spring Wax Brick Trap Setters Secondary Coil Logwood Dye 4-Coil Spring Kit Tar Bottle Setting Tools Rusted Jaws Oily Coil Fastening Tools Bloody Coil Wailing Bell (Wraith)Bone Clapper "Swift Hunt" - Soot "Blink" - Soot "Blind Warrior" - Soot Coxcombed Clapper "Windstorm" - Soot "Swift Hunt" - Mud "Blink" - Mud "Blind Warrior" - Mud "Windstorm" - Mud "Swift Hunt" - White "Blind Warrior" - White "Windstorm" - Blood "Blind Warrior" - Blood "Blind Warrior" - Spirit Chainsaw (Hillbilly)Vegetable Oil Spark Plug Chainsaw File Spiked Boots Shop Lubricant Primer Bulb Long Guide Bar Homemade Muffler Grisly Chains Depth Gauge Rake Death Engravings The Thompson's Mix Rusted Chains Light Chassis Doom Engravings Carburetor Tuning Guide Thompson's Moonshine Begrimed Chains Spencer's Last Breath (Nurse)Wooden Horse White Nit Comb Torn Bookmark Metal Spoon Matchbox Bad Man Keepsake Pocket Watch Dull Bracelet Dark Cincture Catatonic Boy's Treasure Spasmodic Breath Heavy Panting Ataxic Respiration Anxious Gasp Kavanagh's Last Breath Jenner's Last Breath Campbell's Last Breath "Bad Man's" Last Breath Evil Within (Shape)So, a little word before the values here, as Shape, while stalking you accumulate "points?", you need 5 for each tier. It might be seconds actually, would need to test that it actually takes 5s of clear LoS for each tier. Tacky Earrings Boyfriend's Memo Blond Hair Reflective Fragment Memorial Flower Jewelry Hair Brush Glass Fragment Dead Rabbit Mirror Shard Judith's Journal Jewelry Box J. Myers Memorial Hair Bow Vanity Mirror Tombstone Piece Lock of Hair Judith's Tombstone No values defined, might be hardcoded. Fragrant Tuft of Hair Blackened Catalyst (Hag)Rope Necklet Powdered Eggshell Dead Fly Mud Bog Water Pussy Willow Catkins Half Eggshell Dragonfly Wings Cypress Necklet Bloodied Water Willow Wreath Swamp Orchid Necklet Dried Cicada Cracked Turtle Egg Bloodied Mud Scarred Hand Disfigured Ear Waterlogged Shoe Carter's Spark (Doctor)I'll add formatted descriptions for other Doctor addons when I'll make sense of them, at the moment you can view them on my github Moldy Electrode Polished Electrode High Stimulus Electrode Hunting Hatchets (Huntress)Bandaged Haft Shiny Pin Oak Haft Manna Grass Braid Deerskin Gloves Rusty Head Flower Babushka Begrimed Head Bubba's Chainsaw (Leatherface)Vegetable Oil Spark Plug Chainsaw File Shop Lubricant Primer Bulb Long Guide Bar Knife Scratches Homemade Muffler Grisly Chains Depth Gauge Rake Chilli The Grease The Beast's Marks Rusted Chains Light Chassis Carburetor Tuning Guide Begrimed Chains Award-winning Chilli Dream Demon (Freddy)Wool Shirt Kid's Drawing Garden Rake Prototype Claws Outdoor Rope Nancy's Sketch Green Dress Cat Block Swing Chain Nancy's Masterpiece Jump Rope Blue Dress Paint Thinner Red Paint Brush Once again, source: game files Edit: Edit 2: Fixed "Blind Warrior" - Mud having wrong value. Thanks /u/OnyxDarkKnight for pointing it out. Edit 3: Fixed "Swift Hunt" - White. Thanks to /u/Glassia_Tower for pointing it out. [link] [comments] | ||
Posted: 03 Dec 2017 03:50 PM PST
| ||
Ironworks had a tree growing inside it Posted: 04 Dec 2017 12:45 PM PST
| ||
Posted: 04 Dec 2017 04:18 AM PST
|
Post a Comment