Dead by Daylight Thoughtful Thursday has started. |
- Thoughtful Thursday has started.
- Developer Stream #84
- Started to play survivor again!
- I'm a killer main who just soloed to rank 1 survivor to learn how it's like on the other side.
- Since you guys liked the trapper one I made, I decided to make more. Here's my newest one The Wraith. Enjoy
- Lisa Sherwood knew the elders had more then just fortune and protection charms..
- Decisive strike, the fix without nerf
- I was browsing my old screenshots and found this match result. Maybe you guys will enjoy this.
- Stop using Thanatophobia
- To the wraith I just played
- Xbox players need to stop reporting killers just because they lose.
- The Beast, Killer Suggestion.
- Nice level 1 bloodweb there Mikey
- Killer Perk Idea: Entity's Greed
- Swarming the hook...
- Add a minigame while waiting for game.
- Let's talk about bodyblocking
- When I have a stressful day at work
- Brand new player, kind of shocked by an interaction i had last night.
- A comparison of Shape's prestige icons from the PTB leaks to now.
- Hey BHVR got any more dat balancing?
- New Survivor Common Offering idea: Lightbulb eyes
- No salt for you
- I finally have a perk to point to when people ask why gen rushing is a problem (Designer Criticism)
- Don't make this weird said the doc
- Another Killer / Game Discussion!
- Ultra rare secret offering: No hatch
Thoughtful Thursday has started. Posted: 11 Jan 2018 01:11 AM PST Shitposts and memes are temporarily banned for 24 hours. Shitposts posted during this time will be removed on sight. Thoughtful Thursday ends at 12AM Thursday / 3AM EST Friday. [link] [comments] | ||
Posted: 11 Jan 2018 10:19 AM PST Hello everyone and welcome to the first Developer Stream Megathread in 2018! The year might have changed, but our policies on Dev Stream day didn't. Developer Stream #84 on Twitch Quick summary
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Started to play survivor again! Posted: 11 Jan 2018 10:54 AM PST
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I'm a killer main who just soloed to rank 1 survivor to learn how it's like on the other side. Posted: 11 Jan 2018 02:34 AM PST Okay, so I'm a killer main who plays maybe 3/4 times as a killer. I got the killers achis in 2016 but never got further than rank 8 before on survivor because I'd get rank reset with too few matches in. I wanted to see what's it like to be on the other side so here's what I learned. I played totally solo and the setup I used in most games was Self Care, Sprint Burst, Iron Will, Bond. I sometimes switched Iron Will to Borrowed Time but more often I needed the Will to juke away from tunnelers. I used flashlight maybe twice and DS in 2-3 matches but I kinda hate them as a killer so I mostly skipped them.
I took ages to get even a single match after about rank 7 since I'd get lobby dodged maybe 5 or 6 times per average match and often I'd have the maximum queue time between the matches. There's no reason to why they'd do it. I wasn't doing SWF. I don't have prestige clothes. I only have this single survivor at max level who happens to be Claudette since I wanted to play a healer when I bought the game. I'd wear the stylish flag boots and a leather jacket, just looking good and nothing threatening. I'd still get dodged and dodged for days.
The killers with green ping would dodge more so I'd get maybe 1 in 10 matches with good ping. Killers with 300-400 ping that I got a lot while queueing would of course happily play with me. I also get queued a lot with russian players who have horrible ping for me and can't even talk with me in the chat. The matchmaking is simply terrible now, worse than it was in 2016 when I could play with German and French players who had decent pings. How about don't match people from Europe to Russia and China all the time? Killers can happily ignore this side of the game since laggy survivors are just easier to catch by lunging through undropped pallets.
I'd get depipped sometimes but it practically only happens when you get spawned next to a killer who tunnels and camps you the entire time. Sometimes I'd get killers who chase me from the start and run past 3 people popping a gen together without even trying to scatter them. Which feels really damn unfair.
I wish the devs did something to gen speed in general. I get why killers use Ruin because sometimes it feels you're screwed from the start otherwise but as a survivor looking for the totem gets pretty damn annoying when it's every match. I'm not a great survivor generally, I just learned how to decently run loops now that I did this, and I can't reliably get ruin checks all the time. So I'd have to use tapping or a fast toolbox. How about slowing gens down in general a bit so that Ruin is not that needed because Totem Searching Simulator 2018 is a terrible game?
From the survivor point of view killers can be really nasty people. For example, if you use a trapper and proxy camp your hook with 3-4 traps around with diamond stones, don't go 'gg' after the match. Or as a huntress you hook someone and stand on a hill with Iridescent Head pointed to them? All the rest are bound to get do gens and get away and you just made the match annoying for one person. I didn't even loop that much since I'm not great at looping, I'd use more stealth and trying to juke away from the chase so I don't understand why they'd go after me so insanely.
Most used killers in order were Billy, Nurse, Trapper, Doctor, Myers, Huntress. After rank 10 killer diversity dropped. There weren't more than 1 or 2 of Wraith, Hag, Freddy. Most matches were Billy. I can understand why, and it makes the game definitely more dull to play when it's same killer every time. So buff you need to buff Wraith, Hag, and Freddy. Wraith rework clearly turned out a failure, too, since no one was using him.
After getting camped a lot I took a break from my normal perk set and used Premo, Urban Evasion combo with fog addons trying to make killer's life a living hell after they'd killed everyone else. It even worked often, dragging games out insanely. I don't even feel bad because they damn well deserved it. And I don't mean 'holding game hostage', I mean trying to do gens 5 and 4 alone since the team got destroyed in one minute by some camping billy.
As I now got the achi I don't really feel the need to rank anymore so next I'm gonna do more fun survivor builds and try to get the survivor specific achievements. I don't actually even need to care about getting hard camped because I'd rather get down to low ranks again where there's more variety in killers and not the same Ruin+Chili Billy in every match. I'm also gonna be a bit more empathetic person as a killer and made a promise to myself that if I see someone really soon in a match I won't tunnel them after the hook unless they decide to BM me. Guess that's it. Hope someone got something out of my perspective change. P.S. Also please don't BM each other in the chat, people. Too often the other side in this game seems nasty just because they're doing their jobs and trying to get some BP. If you enjoyed the match, it's so much nicer to also say something else than just GG which is so impersonal and doesn't mean much [link] [comments] | ||
Posted: 11 Jan 2018 01:01 PM PST
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Lisa Sherwood knew the elders had more then just fortune and protection charms.. Posted: 11 Jan 2018 09:19 AM PST
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Decisive strike, the fix without nerf Posted: 11 Jan 2018 04:47 AM PST Had a discussion about this yesterday to get a feel for the concept and ideas and came up with a concept that works on the already established principles set out by every other obsession perk. Let me explain: Totems are powerful perks that are balanced by being able to locate that perk and disable it. The classic "high risk high reward" argument. Similarly every single obsession perk has two sides. The perk and then a condition that benefits the opponent. dying light and remember me have a started benefit, play with your food and save the best for last are inactive once the obsession dies. For survivors you can wall hack a killer, but the flip side is the killer can see you if he gets close enough. You can negate the killer's aura reading, but only as more survivors die. Except for decisive strike. There is no benefit to the killer to even out a powerful perk. So I propose we leave how the perk works the same, but add the condition that as long as the perk is active killers enter bloodlust faster when chasing you. When the perk is used the faster bloodlust deactivates with it. This fits thematically with every other obsession perk, a perk and a flip side. And story wise if you are chasing someone you are obsessed obviously you reach bloodlust faster compared to chasing other survivors. Submitted for thoughtful Thursday, let's discuss. [link] [comments] | ||
I was browsing my old screenshots and found this match result. Maybe you guys will enjoy this. Posted: 11 Jan 2018 12:08 PM PST
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Posted: 11 Jan 2018 09:00 AM PST I've seen too many people use this shit tier perk ever since it was in the shrine like 1 or 2 weeks ago or w/e. Stop using it. Stop it. Stop it. Stop it. Waste. Of. A. Perk.
Even if you get the absolute best case of 4 people injured, it gives roughly 12 seconds to a generator, but that never happens. Not only does this shitty ass perk suck with its stats, it also punishes you for doing your objective. When you kill someone, you no longer gain the stack of Thanatophobia. How people think this is a good perk, I do not know for the life of me, but please, please God Almighty, stop it. Jesus Christ on the fucking cross, stop. TL;DR It's stupid broken (and incredibly strong) and needs to be nerfed immediately [link] [comments] | ||
Posted: 11 Jan 2018 11:53 AM PST Thank you, you really made my day. All 3 of my teammates died and when you found me looking for the hatch, you hit me and I just gave up I stood still waiting for you to get me down but instead you led me to the last generator and hit it which I assumed meant to do it, so I did. Then you downed me and carried me to the exit gate which you let me wriggle off and unlock and then you downed me and carried me to the gate and let me exit. You then put a smiley face in the chat. It's cheesy and cringe but small things like that really do make my day so thank you :) [link] [comments] | ||
Xbox players need to stop reporting killers just because they lose. Posted: 11 Jan 2018 01:09 AM PST I've been practicing huntress lately because she's very fun to play but then I had a full swf squad join my lobby with flashlights and toolboxes, I decided I wasn't ready for that kind of game with huntress yet so I swapped to Zappyboi since I have the most experience with him (Also smacked on overwhelming presence to try to make them regret all using items xD). I had the typical game of zapping and smacking and dealing with ds, 3 bt and swarming while im trying to hook until I finally managed to sacrifice them all with 1 generator left. Basking in my 4k and 50k points i was feeling pretty proud until i got a message... Im used to salt due to lol, yugioh and this so I wasn't to bothered until the guy starts going out of his way to tell me how all 4 of them were reporting me to the dbd team and Microsoft in an attempt to suspend my account. They didn't even give a reason why even though I asked under what circumstances could they report me because I always play fair and rarely camp unless it makes sense to. I definitely don't cheat and haven't since Pokemon pearl back in 09' when I had an action replay kek. I don't see why these people want to reduce the killer population when it is already pretty small. Sorry for the rant 😅. Tldr; stop reporting just because you lost [link] [comments] | ||
Posted: 11 Jan 2018 06:09 AM PST The Beast Appearance: A large wolf-like creature with odd human features. Walks on hind legs Power: BloodHunt- You are actracted to blood and can track it from far away. Holding M2 channels the ability, the beast puts its head to the ground and starts sniffing. When complete the beast senses all survivors anywhere on the map who are bleeding, a bright red trail apears on the ground leading to each survivor. The trail lasts for 30s. When following the trail it counts as a chase and the beast moves 50% faster on the trail. All survivors who are being tracked hear a clock ticking. While following the trail, the beast will run on all fours and growl. Perks Maim: Your brutal attacks take longer to recover from. Survivors who are healed will still have all effects of being injured for 10/15/20s after. Deep Strikes: The wounds inflicted by your attacks have a tendancy to reopen if not properly treated. If a healing action is stopped or inturrupted by the killer or a failed skillcheck, healing process is reset and can not be restarted for 0/5/10s Growing hunger: Every succesful attack will decrease your attack cooldown by 2% After 10 hits the killer gains double damage for ONE attack, after 15 the killer gains the ability to kill ONE survivor by their own hand. After gaining one time double damage it will become available again after 5 hits. Mori: The Beast uses it's wolf mouth to devour the survivors, ripping away at their chest. Cooldown anim: The beast simply roars, having no need to clean its paws. [link] [comments] | ||
Nice level 1 bloodweb there Mikey Posted: 11 Jan 2018 11:54 AM PST
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Killer Perk Idea: Entity's Greed Posted: 11 Jan 2018 10:37 AM PST Entity's Greed When the killer hits a survivor in the exit area, the exit becomes blocked for that survivor for 10/15/20 seconds. This effect can only be triggered every 30 seconds on the same survivor. Survivors hit in this manner wiggle free 20%/15%/10% faster. [link] [comments] | ||
Posted: 11 Jan 2018 08:11 AM PST Survivors! You don't need to swarm the hook! Don't do it. Then don't straight after the game tell the Killer "to die" because you screwed up by staying near the hook and died. That's bad plays on your part. [link] [comments] | ||
Add a minigame while waiting for game. Posted: 11 Jan 2018 12:03 PM PST We all know, searching a game can rake some time, why not just add a few minigames, either solo or with the SWF people. [link] [comments] | ||
Posted: 11 Jan 2018 08:05 AM PST The amount of people that for some reason love to give the killer a free hit is insane (yes, even at ranks 1-5) and I've been on too many games that end up too fast because of this so I decided to make this thread to help people a bit with this. For Survivors, bodyblocking is actually a good idea when:
Now it's not a good idea to do it when:
Overall it's best if you just take sometime to take a good look at the map to know where is the basement and what areas have multiple hooks close to each other before doing anything stupid, it's also a good idea to play killer to get an idea of what are the limits of killers when it comes to grabbing people. For killers:
And that's all, what do you guys think of bodyblocking? I've been sandbagged too much by randoms that try to block the killer to the point where I start wonder what the hell are they thinking. [link] [comments] | ||
When I have a stressful day at work Posted: 11 Jan 2018 12:39 PM PST I like to play as a nice killer to get compliments that I'm a nice killer. [link] [comments] | ||
Brand new player, kind of shocked by an interaction i had last night. Posted: 11 Jan 2018 08:52 AM PST I started playing on PS4 last week. I play maybe 2 or 3 matches a day if I can. Last night I had a game as leather face ( trying to get BBQ & chili, don't really like him) and I sucked. bad. All 5 gens done, and 3 survivors out the same gate. I found a survivor opening the other exit and I chainsawed and hooked him. The message i got after the game was awful. I was told i was camping and cheating( and some other NSFW things). I did kind of camp a hook because 2 people were trying to make a save......they were successful so I cant even camp correctly I guess lol. I got one sacrifice and it was dumb luck, but yet I'm a cheater? I hope this is abnormal and not a common occurrence. My response was " Yes I love to to let the survivors fix all 5 gens and escape before i cheat only one of them" anyway the game is a blast, hopefully i can find some better people as I continue. [link] [comments] | ||
A comparison of Shape's prestige icons from the PTB leaks to now. Posted: 10 Jan 2018 08:42 PM PST
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Hey BHVR got any more dat balancing? Posted: 10 Jan 2018 07:09 PM PST
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New Survivor Common Offering idea: Lightbulb eyes Posted: 11 Jan 2018 07:26 AM PST Instantly blind the killer while looking at them.The longer you look at them the more likely the killer will be blind the whole match and even the next match. [link] [comments] | ||
Posted: 10 Jan 2018 04:50 PM PST
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I finally have a perk to point to when people ask why gen rushing is a problem (Designer Criticism) Posted: 11 Jan 2018 01:57 PM PST A new killer perk was leaked. I'll throw a disclaimer by stating ahead of time that this does not really change the shift in balance towards or against killers at all. However, this perk is really important because it demonstrates precisely how the design team of this game makes seriously flawed mistakes designing their perks. A common complaint among the subreddit is that gen rushing is so prevalent in high ranks of Dead by Daylight (more specifcally, that there are no viable secondary objectives apart from the occasional hex perk and cheeky hatch strategies). When we consider secondary objectives that currently exist in the game, the biggest example to point to is hook sabotaging. The premise was initially simple - suvivors could complete gens quickly (short term strategy) or survivors could sabotage hooks to make future generator repairs much safer (long term strategy). As an aside, before you say it I already KNOW that sabotage pre-nerf was very frustrating and too strong. But the point was that it was a viable secondary strategy. This perk single-handedly takes the only viable long term strategy in DBD existence and throws it out the window. Reducing the respawn time to 10 SECONDS (THAT'S A 1,700% RESPAWN SPEED INCREASE) makes the safety of completing a sabotage negligible, only preventing hooks that the killer took 70%+ of struggle meter to get to. In addition, the notification on sabotage start gives the killer free targets to chase as well as informing him which hooks are potentially primed so that the issue can be avoided altogether (I could go on about the flaws of huge, unpredictable swings like this and NOED, but that's for another post). So now that sabotage has effectively been made even more useless, there's absolutely no reason to not rush generators every game, outside of Ruin hunting. I'm honestly a little shocked that this perk made the cut in the design phase, and leads me to believe that the designers & developers either believe that sabotage shouldn't exist, or they balance perks only on the current meta without thinking about actual game design (Only an anti-sabotage perk THIS strong would be used in a meta where sabotage is ALREADY incredibly weak). ADDENDUM: There is another possibility to this - a similar situation occured in the survivor perk Vigil that, among other things, reduced the exhaustion timer. A lot of people thought it wouldn't be good, but when the patch came out exhaustion also happened to be nerfed, so that crouching no longer speeds up exhaustion recovery. This perk is still generally considered weak, but now at least some people take it to soften the blow of losing their extra seconds. We could be seeing a situation similar to this with The Hangman's Trick, where by including this perk the developers would also revert the original sabotage nerf, making them permanent again (Unless you have this perk). This is the only scenario where I could imagine Sabotage as a strategy could survive, but it's STILL terrible design because it turns a basic game mechanic into rock-paper-scissors. Either survivors will kick themselves for taking saboteur when the killer has The Hangman's Trick, or the killer will kick themselves for not taking The Hangman's Trick when survivors take Saboteur. This kind of design is TERRIBLE to have because it devolves meaningful choices to a game of chance, leaving both sides feeling cheated when they lose the roll, but also not particularly satisfied when they win the roll. If the developers wanted to bring sabotage back into the mix, and by effect reintroduce secondary objectives that can assuage the gen rushing issue, this was undoubtedly the WRONG way to do it. [link] [comments] | ||
Don't make this weird said the doc Posted: 11 Jan 2018 12:37 AM PST
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Another Killer / Game Discussion! Posted: 11 Jan 2018 11:51 AM PST So I've been talking more on this subreddit, hearing a lot more survivor opinions and have been playing more of it to, and like most other people I continue to feel that this game needs work... And it needs to ultimately define what sort of experience it wants to give us, as at the moment it feels that the devs themselves are not sure. Amongst the topics I've read, https://www.reddit.com/r/deadbydaylight/comments/7pn8uu/im_a_killer_main_who_just_soloed_to_rank_1/, this one sticks out. Worth giving it a read if you haven't, comment section is gold. So here I'm just going to mention some things I feel need to be said, brought up or clarified, and hope for some discussion so I can see what other people think and feel about it. First, Camping and Tunneling. Why do Killers do it? I've mentioned it before in other posts / comments, but ultimately we need to look at what goal the killer is trying to achieve. Unsurprisingly, his goal is generally going to be 'Kill as many people as I can'. With pipping itself supporting this goal, the killer is going to want to kill as many people as he can. Now, to a lot of you, this statement will make you think "If he wants to kill everyone, he's going to have a hard time doing that by camping or tunneling." The reason for that, is his lack of presence and pressure. Picture that feeling where you run the Perk 'Empathy' or other aura reading perks, and you see someone take a hit on the other side of the map. ALL pressure on you disappears, as you now know it's safe. Even if you don't have a perk, seeing a hit in the bottom left without hearing a heartbeat, or even if you do hear a heartbeat, allows you to feel confident in fixing generators. Thus, the smart move for any killer is to constantly be on the move, not giving the survivors enough time to complete objectives. So, why do they still camp? It's confidence. If you've been juking / looping a killer for 2-3 minutes, you've done a blow to his confidence, he no longer feels able in his ability to catch you or survivors. This is why many killers tunnel and refuse to stop a chase, because even if they go for someone else they have no guarantee in finding anyone, and they can begin to assume everyone will juke them just as hard as you do... So, especially after already hitting once, why would he ever want to leave? Camping especially. He's now got you on the hook, if he leaves then your chances at being unhooked skyrocket... If it's taken him so long to catch you already, what confidence should he have at ever catching you again, or anyone else for that matter? More importantly, Survivor Blood Points / Pipping has seemingly nothing or rather, very little to do with them actually surviving / winning... I don't know if you've experienced it, but completing four generators and escaping is nowhere near as rewarding as playing Unhook Party, where 2-3 of you constantly get downed and unhook each other in terms of blood points. So even Survivor points themselves seem geared towards them unhooking each other / farming each other, which is how you can often end with a camping Killer downing more than 1 person, as they'll risk anything for that unhook. Does this help the issue? No, of course not. If camping can earn me 1-3 more kills than I bargained for, then why would I ever stop doing it? This brings me to a point I've never made before. When I started playing this game, I felt there were two core playstyles for survivor. Solo or Team. You can focus on yourself escaping, doing objectives and working towards survival... Or you can be the risk taker, who constantly tries to help his friends / allies, even at the ultimate cost of his own life. Two playstyles, yet the game is evidently biased towards only one playstyle, Altruism. Except in that do or die moment where it's just the two of you, and saving you has a high chance of both of you dieing, how often is another player taking the selfish option? I personally feel that both options should be equal in their amount, being the Hero or being the Survivor. With the guy who manages to do both being the top. The rewards for altruism lead to often stupid plays, and if you check my post history where I asked why survivors give up their lives when the exit is powered to try to save the other guy, it only confirmed my opinion that Survivors seemingly don't care about survival... Perhaps mostly on their own terms, rather than in general. Should the core of Surviving not be... Surviving? It's a tough question for me to answer, as I feel that throwing your life away for another is noble, and Surviving is your goal... So I can't be sure how to end this thought, only that it's still forming and I'd like to hear other opinions. As I've mentioned bloodpoints and pipping though, I'd like to finally end this post by talking about those a bit more. Games often vary in how their ranking system work, with things like Dota 2 running on the "Win the game, get MMR". With a game like DBD, I honestly feel that you have a mixture in the matchmaking where you have people who want to rank up, and those who want to have fun. I'm not sure on how many people there are, but I'm unsure how well splitting up the matchmaking pool further is. What I do feel is important though, is that nobody should be aware of the specifics on how to raise their rank... In fact, without a proper ranking pool, I don't feel we should necessarily know what our ranks are. Hidden rankings are almost always found in Non-Ranked matchmaking, as a way to balance the skill levels on both side. Whether you have a long term ranking, or a routinely reset ranking (Some games for instance give you your rank based on your last 10 games. Play an eleventh and the score from your 1st game is replaced with the score from the 11th). There should be statistics devised that give an overall score for how well you did in a game, compile that data over several games and match you to an equally ranked group, opposed to a single number that's relatively easy to low just by quitting the game over and over. Thoughts? [link] [comments] | ||
Ultra rare secret offering: No hatch Posted: 11 Jan 2018 01:40 AM PST Ultra rare: very uncommon, like ebony memento moris (and costs the same amount of BP). Secret: Survivors don't really know there's no hatch (could be any mori too). Pros: Useful for the killer to go for the 4k and to counter keys. Counters: If the survs. pop the the gens and open the gates it's a wasted offering. Survs. could use green keys to trick the killer into using it. [link] [comments] |
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