Dead by Daylight Developer Stream #87 - "New Faces, Old Faces, and Made Up Faces" - Summary |
- Developer Stream #87 - "New Faces, Old Faces, and Made Up Faces" - Summary
- Thoughtful Thursday has ended.
- I compared Leatherface chainsaw speed with/without add-ons
- Amanda Rendered in Blender 2K
- The Cast of Seinfeld in Dead by Daylight
- I value life now.
- The Swole Doctor
- How Freddy kicks pallets:
- Some suggestions for game fixes from a youtuber I like.
- Disturbing looks at the social media of DBD (PART 8)
- I think that the sound design in this game is lacking, and it could significantly up the scare factor if a few changes were made.
- Hope the troops love cheese!
- Footage of fixed scratch marks
- A Guide to Teachables
- F*ck me I guess
- Leaked new daily
- Seems the nurse got even better after the patch
- Chainsawed a teabagging Jake at the Exit Gate and he got killed. What is a Malagueno?
- when someone divebombs the hook but they don't know you have the unicorn-cat block combo so you easily grab them
- Found my old clip showing how to not save your friends
- Playing against Doctor on "The Game" map: Miserable.
- Survivor Perk Data/Personal Performance Data
- "Dead By Daylight 3.0" A R1's Very Comprehensive List of Balance Suggestions Before Taking a Break from DbD
- Sound messed up since last update.
- good thing palots are 10 meters away
- All I can think of when I see a legacy Claudette:
- Spot the killer
Developer Stream #87 - "New Faces, Old Faces, and Made Up Faces" - Summary Posted: 01 Feb 2018 08:22 PM PST Stream Notes for Dead by Daylight Developer Stream #87 "New Faces, Old Faces, and Made Up Faces" Opening video from Samination [6min] Link to Stream on Twitch [55min] Things that are in-quotes are taken directly from the stream. If there are any formatting issues, please let me know. On the Show Today
Stream Summary
News & AnnouncementsPatch Notes 1.9.1Mathieu - "It was fixing bugs and a few features that needed tweaking." Not_Queen - "On console, there's a few different things that were not in the build when we submitted it, but it's catching up to PC."
You can read all of the patch notes here.
Cyberspace in MoscowMathieu - "There was an event in Moscow. Clyde was there to represent. Thank you to everyone who attended and organized that!" [pictures]
Winter Solstice Event - Survey ResultsMathieu - "For surveys that nobody wants to answer, I'm very happy that you found it useful." Not_Queen - "With the 18,725 comments we got a lot of good ideas and good feedback for the next events. The next survey is going to be on The Saw Chapter and the 1.9.0 patch; we're gonna launch that tomorrow." Q&AThe normal Q&A session was somewhat cancelled, but here are some of the questions that were answered throughout the stream.
Mathieu - "I will make sure to ask it to the right people and get an answer for next week."
Not_Queen - "It would be in a Quality of Life update..."
Mathieu - "The would be interesting, to just get a few words from them..."
Mathieu - "Yes it is."
Mathieu - "Playing against Killer bots...? Kill Your Friends is the closest, but doing AI is not a simple matter and we'd rather put our energy elsewhere for the moment."
Mathieu - "It would be cool, just the way we had the Left 4 Dead / Left Behind for PC, it'd be cool to get something for console." Not_Queen - "This is not something we have in the works right now."
Mathieu - "Probably not, just because it's a lot of work to create those prestige outfits. However, we do have a few ideas for things coming to customization that I think people will lose their minds on."
Mathieu - "Yes, that's understood, and it is a bug right now that we will look at when it becomes a top-priority."
Not_Queen - "Well, don't stop the channel. When you stop the channel, it gives a notification, right?"
Mathieu - "We still plan to do events where you will be rewarded more than usual for doing stuff."
Mathieu - "I will not get into that right now..."
Mathieu - "Well, it could be argued that The Hag is a little monstrous and The Nurse is definitely not all natural, but yeah it's possible."
Mathieu - "We're probably not gonna redo the bios, but we are looking at different ways to tell more of the story."
Mathieu - "You know as well as I do..."
Mathieu - "That's a very interesting question, but that's not how these trials work." Character Creation Process Panel (w/Damien) [28min]
Damien - "In my stuff, I'm taking about two weeks."
Damien - "The Doctor, maybe? The face was pretty hard to do, but it was fun."
Damien - "That's ropes." Mathieu - "It's just a shitty old belt?" Damien - "Yeah."
Damien - "Not really." Mathieu - "We just didn't make it for the other Survivors...?"
Mathieu - "Those two are absolutely possible."
Damien - "It's the same thing, actually." Mathieu - "That's not what makes it different."
Damien - "That is because it's cool."
Damien - "It's not that easier..It's cooler to make Killers."
Mathieu - "When we decided to put some Christmas decorations in there, we looked at all the props that are in every map, and we figured out the barrels [and] the hooks. And we needed to make sure that they would be easy to put everywhere at once. There was freedom; there was an idea about the chest which we didn't have time to do."
Mathieu - "We haven't committed to making an artbook. We said we would want to do it, maybe with a Game of the Year edition or whatever. It would be super cool."
{Gabriel - } "Yes, it's already planned!" Around the WebCaution: Some content shown in this section may not be suitable for some viewers. Discretion is advised. [Twitch] [4min] [imgur] End of StreamEdit: Added questions answered during the Panel and a note that the Q&A section was "somewhat" cancelled. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thoughtful Thursday has ended. Posted: 02 Feb 2018 01:13 AM PST | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I compared Leatherface chainsaw speed with/without add-ons Posted: 02 Feb 2018 07:23 AM PST
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Posted: 02 Feb 2018 10:42 AM PST
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The Cast of Seinfeld in Dead by Daylight Posted: 02 Feb 2018 06:26 AM PST George: So my match loads and I start working on a high risk generator and I see Meg walking towards me and I think to myself, "Finally, a little help! Wouldn't it be nice if we repaired this generator in the middle of the map with nowhere to run? It'd be a hell of start to this match!" Jerry: That really is, thee ideal start. George: She walks up to me, teabags, then cleanses a totem. Jerry: It wasn't lit was it? George: There was no little flame in that totem Jerry. Jerry: It could've been preventative maintenance for NOED. George: There was no NOED Jerry, you could hear a chainsaw, and it wasn't Leatherface. Jerry: So no NOED. You KNOW there was no NOED? George: Jerry there was no NOED! And then I hear the faintest of heartbeats beginning to pound but the generator is REALLY close to being fully repaired and then it happens - a massive violation of in-game etiquette. Jerry: You missed a skillcheck? Tried your luck at hitting a great? George:…Meg starts searching a chest. Jerry I had four pistons pumping and I could now see Billy coming towards me in the distance! All I needed was that second person for a few seconds in the exact time that it took her to cleanse a totem or search that chest! Jerry: If you don't open a chest when you see it that's the risk you take. Anyone could take the item. Why would you think that you're entitled to the chest just because you're repairing a generator next to it? George: The generator should have been the priority, forget the item! I'm always the only one who is actually repairing the generators! It's the object of the game! That item should be mine! Jerry: What's the deal with searching through chests anyways? First of all the chests look like they are completely empty except for your item which eventually appears but the sound effects indicate that you're shuffling tools around that might be useful in your trials, it's like "hmm this hammer or crowbar could be useful in self defense but hey this broken key with no add ons will probably come in handy!" Kramer bursts in Kramer: Jerry I have finally found my perfect killer build. FOUR HEXES! Jerry: Okay, I guess you're working on leveling up your Hag then? Kramer: Who? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 02 Feb 2018 03:26 AM PST
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Posted: 02 Feb 2018 12:34 AM PST
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Posted: 02 Feb 2018 08:41 AM PST
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Some suggestions for game fixes from a youtuber I like. Posted: 02 Feb 2018 11:11 AM PST
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Disturbing looks at the social media of DBD (PART 8) Posted: 02 Feb 2018 01:15 AM PST
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Posted: 02 Feb 2018 06:01 AM PST Currently, when being chased, the heartbeat and red stain are the only indicators of how close behind you the Killer is. Watch this clip of Alien: Isolation, and take careful note of the sounds. FootstepsSome of the scariest moments of the game so far are when you're hiding and you hear the footsteps/breathing of a nearby Freddy, Wraith, Myers, or Pig. However, it's so quiet that you can't hear any of it over the heartbeat, once the chase actually starts. My suggestion is that the footsteps of the Killers be made louder. If I'm going to be tall and slow, my footsteps might as well sound heavy to match. Currently it's like a small child walking to the bathroom, on soft carpet. When it should be like a bear running to slaughter a deer, on mulch. Speaking of mulch, a common "stealth"/horror trope is breaking a twig to accidentally alert the monster. This is when the person in the movie is moving slow and trying to remain hidden. Currently, Survivors go full Naruto right by you and you barely hear dick. So basically, as a Survivor, your own footsteps should indirectly scare you. Because you might not always want loud footsteps, perhaps they would only get particularly loud as you start a chase, and louder with each level of Bloodlust. VocalizationsOne of my favorite parts about the Doctor is that, as you're shocking someone while chasing them, he laughs like a little schoolgirl. The Killers don't feel hungry enough for blood; impatient enough for fresh meat. It's only when getting stunned (which only adds to the frustration of the player). For instance, the Hag could make gargle some of the blood she's been drinking. The Trapper could gnash his teeth like the jaws of a trap. The Hillbilly could make the sounds of dying animals. Etc. Of course, these types of sounds (particularly footsteps) would be much quieter for the Killer than for the Survivor, because they're going to be hearing it a lot more, and they need to be able to hear the distinct sounds of someone shitting their pants nearby. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 02 Feb 2018 01:33 AM PST
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Footage of fixed scratch marks Posted: 01 Feb 2018 08:43 PM PST | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 02 Feb 2018 08:09 AM PST Hello people of the fog! With all the Killers and Survivors available nowadays, this guide will help you understand what Teachable Perks are, which characters have which Teachables, and when you should consider getting those Teachables. WTF IS A TEACHABLE PERK? A Teachable Perk is a Perk unique to a Survivor or Killer. Every character has 3 Teachables, which can be unlocked on their Bloodwebs at Levels 30/35/40. When unlocked, all other Killers or Survivors can acquire that perk in their bloodwebs. You can also unlock a Teachable without having to level that character by buying it when it appears in the Shrine of Secrets. The following tables will outline all the Teachables, what they do, and when you would want to have it. DWIGHT FAIRFIELD
MEG THOMAS
CLAUDETTE MOREL
JAKE PARK
NEA KARLSSON
WILLIAM "BILL" OVERBECK NOTE: BILL IS ONLY ON PC, CONSOLE PLAYERS HAVE ACCESS TO THESE 3 PERKS AS STANDARD PERKS. PC PLAYERS WILL NEED TO UNLOCK THESE AS TEACHABLES
DAVID KING
LAURIE STRODE
ACE VISCONTI
FENG MIN
QUENTIN SMITH
DETECTIVE DAVID TAPP
KILLERS THE TRAPPER
THE WRAITH
THE HILLBILLY
THE NURSE
THE HUNTRESS
THE SHAPE
THE HAG
THE CANNIBAL
THE DOCTOR
THE NIGHTMARE
THE PIG
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Posted: 02 Feb 2018 11:07 AM PST
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Posted: 02 Feb 2018 11:36 AM PST
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Seems the nurse got even better after the patch Posted: 01 Feb 2018 08:46 PM PST
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Chainsawed a teabagging Jake at the Exit Gate and he got killed. What is a Malagueno? Posted: 02 Feb 2018 08:41 AM PST
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Posted: 02 Feb 2018 01:25 PM PST
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Found my old clip showing how to not save your friends Posted: 02 Feb 2018 02:38 AM PST
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Playing against Doctor on "The Game" map: Miserable. Posted: 02 Feb 2018 03:28 AM PST Has anyone faced the Doctor on this map yet? I just had a game with a doctor on this map and the experience was miserable. Let me explain: Doctor's Shock Therapy has an AOE effect, but on a small-two tiered map such as "The Game", its ridiculously powerful. As the killer, all you'd have to do is stand in the middle of the map and spam Shock Therapy. Everyone within radius (which is basically the whole map) will constantly be under madness. There are hardly any lockers on the map either, so you can't even hide to escape the shock radius. Doctor's shock skill is going to be way too powerful for this two-tiered map if it can affect both levels. My team did try and attempt to complete generators, but couldn't even get a single one popped off. The game literally ended with two survivors standing in the middle of a room, waiting to be hooked and for the suffering to end. It was honestly the most miserable experience I've ever had in this game. Some sort of compromise or adjustment to the Shock skill will need to happen for this map, otherwise survivors will never stand a chance. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Survivor Perk Data/Personal Performance Data Posted: 02 Feb 2018 06:23 AM PST Good morning, all. I figured I'd post this out of interest based on some recent discussions regarding how the data is collected in this game and the context around it. I decided to track my own personal performance as killer and survivor perk usage. After the initial setup, it's pretty easy to do with some quick manual entries post-game since survivors can only use one unique perk per game. I compiled a list of the highest perk usage based on every individual survivor I've encountered in-game. Fair warning that one of the biggest assumptions I made is that all survivors I encounter as a killer are unique individuals, which may not always be the case unless I track steam IDs, but I'm lazy, so eh. The sample size is pretty small with only 36 games logged in, but I'll keep it going for a while for grins and giggles. I'm particularly interested in separating Rank 1 from the rest of the data, but for now, feel free to take a look for yourself. I think it's interesting to see what people actually run in my personal experience. Please note that I am not claiming that this is representative of all players in game. This is strictly my own personal experience. And for the record, I'd like to do this while playing survivor as well to see what killers run the most often. If you have any feedback or further interest, feel free to leave a comment on it. For the inevitable question of, "Why bother?" Eh, why not? I'm tired of seeing data with limited context. In my case, I'll do what I can to be transparent. Check out the tab, "Survivor Perk Usage," and skip to columns AI and AJ for all of the summary data. https://docs.google.com/spreadsheets/d/1JuA6Qupwvwl3QSu8QVds1P50S2WhcJR_SejymWZ7SLo/edit#gid=0 [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 02 Feb 2018 08:51 AM PST Hey y'all. Been playing DbD for quite a while now, Steam says I've spent 596 hours in-game, which is for sure the most time I've ever spent playing a video game in my 24 years on this earth. I've enjoyed every minute of it, but I feel a bit burned out on this game atm, primarily from playing so darn much. I wanted to make a post about my recommendations for game balance and the community before I take an extended break from it, but I'd like to make it clear that in spite of the gripes I have, I still love this game very much. It's a unique experience and the dev team does a great job keeping open lines of communication with the community and constantly pushing out new content, so to any devs who happen to read this, thank you so much for making DbD, and sorry about the times I cursed your names while getting rekt. Anyway, a little about my background: as I mentioned before, I have about 600 hours in-game, started as a survivor main for about the first 200 or so hours and have been maining killer ever since. I've been to Rank 1 killer and survivor multiple times, and I've tried to spread out playing all of the killers evenly, though admittedly I prefer Billy (if you couldn't tell from the portrait of the handsome man next to my name). I still play SWF occasionally with 1 or 2 mates, but primarily I play killer, so take this post for what you will. I think I'm fairly objective but if anything seems killer-biased, don't say I didn't warn ya. This post is quite long with the explanations included, so if you just want the meat of my recommendations, look over the bullet points in each section and skip the rest. I would also like to call attention to an old post I favorited because I think the OP, U\Spradic_Zoom , had some great, mostly non-partisan (though admittedly slightly surv-favored) ideas about game balance, some of which I will repeat and emphasize here. I will also be sort of copying his format: https://www.reddit.com/r/deadbydaylight/comments/7fiyep/dead_by_daylight_20_a_comprehensive_list_of/ Without further ado: A: The pipping system & rank B: General survivor gameplay/mechanics C: General killer gameplay/mechanics D: BP & the bloodweb (the grind) E: SWF F: Specific killer buffs/nerfs G: Miscellaneous mechanics changes A: The pipping system & rank I think a good deal (though certainly not all) of the frustration my fellow killers feel about game balance can really be boiled down to the win parameters. Simply put, with most killers (excluding nurse and billy), on most maps, against decent survivors that aren't purposely harassing/BM'ing the killer and opening themselves up to making stupid mistakes that could get them killed, 8-9 hook points is very, very difficult to achieve consistently. I've found my enjoyment of the game skyrocketed after I stopped caring about pips, but I disagree with people who give that as advice for enjoying playing killer more. I can't create win conditions that unfairly favor one team over another in a game of basketball and tell the losing team "so what if you lose, why aren't you happy just dribbling, passing, and shooting the ball?" Games are competitive, and obviously part of the fun is fulfilling win conditions. Honestly, I think this part of the frustration could be alleviated pretty simply:
Much more importantly, survivor win conditions need to be overhauled. Currently, survivor pipping can be achieved too consistently, but the solution is not to increase the amount of BP needed to pip, since the current system can encourage some pretty slimy gameplay. I would keep the de-pip/safety/1 pip/2 pip framework, but make 2 goals that affect them: individual objective contributions and number of survivors that escape the trial. BP gain should also be changed to discourage certain toxic behaviors. Here's what I would do:
Currently, survivors are encouraged to do toxic things like point farm their teammates off hooks or waste the killer's time waiting for their teammates to leave so they can get hatch in order to pip. To eliminate the toxic behavior, all you need to do is disincentivize it. Some people will always be dicks, but for most, if you tell them they'll grind BP slower by getting their teammates killed or wasting time, they'll wise up and stop it. One final point: Earlier I mentioned the point of survivors who purposely harass the killer. I am fairly certain there's a significant portion of people like this at higher ranks who throw off the stats the devs use to balance the game because they get their stupid asses killed. Maybe the lower-tier killers do, on average earn enough hook goals per match to consistently pip, but it isn't because the match was balanced, it was because survivors are strong enough that they can BM the killer like that and still do well. This practice needs to be stopped by balancing the game around survs playing optimally, not stats. And as a final note, I see some people point to streamers who do well with certain killers and use that as proof that killers don't need balancing. Please try to remember that 1. these people are frequently targeted by stream snipers that often don't play optimally, and 2. these people upload clips to Twitch and Youtube that show their 4ks and frequently don't showcase the times they don't get any kills (True Talent, for example. You can watch his full streams, but his clips are all 4ks, and not representative of average matches). B: General survivor gameplay/mechanics As a great lover of stealth games (MGS is GOAT), I really empathize with survivor mains that want more options for pure stealth. Perks like BBQ, M&A, and whispers sometimes make it quite difficult for survivors to stealth away from the killer, and can make the game feel frustrating if a player goes into DbD thinking you'll be taking on the part of a helpless survivor hiding in lockers and around corners and such to keep away from an unstoppable killing machine. So please know that I feel your pain, but in it's current state, pure stealth simply cannot be buffed because survivor chase mechanics allow for too much time-wasting and there is little penalty for trying to stealth. Not to mention the fact that while stealth can be pulse-pounding for survivors, it's really, really boring for killers to patrol an active gen, open some lockers, not find anyone and move on. We don't want one side to have unfun gameplay if it can be helped. So in fact, stealth probably needs to be nerfed, since any time a killer isn't actively chasing someone or knowing for sure that they're going somewhere to start a chase with certainty they are getting demolished by gen rushing; killers, especially lower-tier ones like wraith, Freddy, or trapper, need to be pressuring pretty much the entire game to have a chance, and in order to do that, they need to have a very good idea of where to look for survivors at pretty much all times, again mostly because the games are so short. It's also a huge part of the reasons killers camp, if they knew with certainty that they could get into another chase after every hook, you bet they wouldn't camp. I'll make my recommendations for killer buffs, most of which involve stealth with a few added in to deal with the dreaded pallet loop, in the next section. For now, lets talk surv buffs. Survs mainly need buffs to counteract two prominent, boring killer strategies: camping and tunneling. They also need more ways to juke killers in chases. This is hard to balance around without breaking the game, since killers now rely heavily on at least proxy-camping hooks to keep track of survivors and apply pressure, so know that killer buffs are coming later, to counteract how strong these buffs are:
What should absolutely be added since survivor stealth should be sufficiently nerfed is ways to juke the killer during the chase. I love quick and quiet, and ideas like perks that create fake scratch mark trails or activatable abilities that temporarily hide scratch marks would be fantastic. If anyone has other creative ideas for perks to help survs lose killers in a chase, I would love to hear them. Remember: juking back into stealth out of a chase is great. Pure stealth, where the killer never sees someone, is super strong and, perhaps most importantly, very boring for the killer. C: General killer gameplay/mechanics In my experience, fun, intense matches at high ranks almost always follow the same pattern: a killer finds a survivor almost immediately, the chase is brief, the surv gets hooked, and for almost the rest of the match, at least one survivor is hooked, injured, or being chased. If a killer can't get pressure early and consistently, the match will end very, very quickly. This is part of the appeal of Billy and Nurse, obviously they have the best map control and chase ability and can find and down survs faster than anyone else. I am going to suggest some pretty extreme buffs, but please keep an open mind. Survs have already been buffed to eliminate one of the core strategies of killers, now killers need more tools for keeping the pressure up on survivors without needing to camp. To free up a much-needed perk slot and give killers more ways to constantly be applying pressure, I would:
Lastly: one of my favorite game designers of all time, Sid Meier, once described strategy games as nothing more than a series of interesting decisions. Survivor competence is generally more related to confidence in movement and map knowledge than anything else, as not playing "immersed" and knowing where the next pallet or window is in a chase are survivors' most important tools. In light of the lack of mechanically difficult tasks for survivors to accomplish (a 360 is probably the height of mechanical difficulty for survivors, and even that isn't terribly difficult and usually doesn't lead to any reward), I think survivor gameplay should be treated more like a strategy game. What interesting choices can survivors consistently be forced to make? Right now, there is a clear flowchart of survivor decision-making that remains almost uniform across nearly every match, especially in SWF games, which makes survivor decision-making very predictable and monotonous. Teammate on a hook? Send one person to get him, rest work on gens. Injured? Get out of terror radius and self-care. Nothing much going on? Work a gen. Ruin? Drop everything and find it. There needs to be more trade-offs for anything a surv can do. The following are 3 semi-buff/nerfs that should facilitate this:
D: BP & the bloodweb Two things to address here that are not at odds with one another: the grind and the BP economy. Some people scoff at the idea that a "BP economy" even exists, but it's a legitimate concern. Tweak BP gain too high through double BP events or more point-boosting items and suddenly everyone has purple flashlights and BNPs every match. So simply increasing BP gains is not the solution. Still, the grind is rough, and it would be nice to level up a little more quickly, especially for killers, who rely much more heavily on their perks and whose gameplay is not identical to each other (i.e. you can pretty much just level up one survivor and never have to worry about perks again, since they all play the same. Not so for killers). The devs already came up with the correct solution to this by just reducing the number of nodes in each bloodweb (drops BP needed for perks without adding more items), but I would also reduce the extra level load introduced with each new killer. So:
Just getting rid of the need to grind for teachables would drop 3 levels for each of the 11 killers, which would drop the amount of levels to fully level a character by 33, about a 20% drop in the levels needed to max level a character. No one likes a grind, and the game is good enough on its own that it doesn't need an addictive progression system to keep people coming back. Have some faith, devs. E: SWF Happily, the devs seem to be on the right track for fixing SWF; give solo-queue survivors access to the information afforded SWF and re-balance the game accordingly. For this reason, my fellow killers, we can't complain about things like totems giving global notifications when their effects trigger, as this is in practice exactly what happens on SWF teams. There is one effect I want to draw attention to here that would do far more than anything else to balance SWF:
I know it sounds scary and killers would need some buffs to compensate, but this is, by far, the greatest advantage of SWF teams, the ability to eliminate the inefficiencies caused in solo-queue teams that send multiple survivors to save a hooked teammate instead of using the optimal strategy of sending one to save while the other two do gens, in addition to the knowledge of which direction the killer headed after leaving the hook, information provided by Kindred tier 3. If you give everyone Kindred, and combine it with the changes to BP and pip generation I mentioned above to discourage toxic behavior, I guarantee you'll see a massive drop in killer performance that is in-line with the typical high rank SWF experience. Balance the game around that, and I bet most of the game's problems melt away. Hell, I would go way further: give survivors permanent global aura reading of each other, allow everyone to see gens and totems as soon as one person sees them, allow everyone to see the killer's aura when he's in a chase, etc. These are the advantages of SWF, and they need to be balanced around. F: Specific killer buffs/nerfs THE MAIN EVENT. Boy do I love talking killer abilities. Here are my ideas for killers, most of whom I think need buffs (inb4 biased killer main kys):
G: Miscellaneous mechanics changes Here are some other minor fixes to nagging issues, pretty much all killer buffs. Yeah I'm biased, get at me:
And as a final note to people who have mained one side for most of the game: I encourage you to reach and play at high ranks on the other side for a while before making balance suggestions. For survivors, see how quickly games end at rank 1 killer if you aren't playing Billy or Nurse, see 3 gens pop by the time your first chase ends, even if you found someone at the first gen you checked, just because he knew where the pallets were and was running DS, and see how frustrating it is for the one person you had hooked to get unhooked while you went off to patrol gens and didn't find a survivor for your efforts. For killer mains, see how fookin boring it is to be hooked, camped, and tunneled right at the start of the game, see how precious little BP survs get, and see how frustrating it is to be killed right at the end of the game on your first hook when you weren't seen the whole game just because the gates were powered and now you're gonna be camped until you're dead. Most of all, killers, see how annoying killers like Freddy and 3 gen patrol doc can be, and survivors, see how ridiculously broken SWF is when the whole group has 1000+ hours each. That's all I got folks, I'm off to the great beyond. Hope you found something useful out of all this and it wasn't in vain, and feel free to send hate mail straight to my DMs, I can take the salt. And for some final notes, when you think about balances, don't think that every buff needs an analogue for your side. It's okay for the killers' point generating perk to have an aura-reading ability and not the survivors', and the counter for decisive strike is not "decisive hook", as some have recommended, though likely tongue-in-cheek. It's okay for one side to be better at something than the other, that's what makes asymmetrical games like this dynamic and interesting. And lastly, please be kinder to the devs, they made a great game and y'all are ungrateful as shit. Thank you again, devs, you rock. I have no doubt the game will be a very different place when I decide to pick it back up again. And I cannot wait to see where it goes. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sound messed up since last update. Posted: 02 Feb 2018 12:02 AM PST I can no longer tell what comes from left or right, I can hear exit gates being opened when I am absolutely nowhere near them, I can hear survivors moaning/groaning when they're practically across the map from me, there's so much extra noise now and its really messing with my killer play. Anyone else with this annoying problem? I don't see anything about sound changes in the patch notes and I highly doubt its on my end considering my sound works fine in everything else and worked fine in this game before this patch. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
good thing palots are 10 meters away Posted: 01 Feb 2018 10:58 PM PST
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All I can think of when I see a legacy Claudette: Posted: 02 Feb 2018 10:06 AM PST
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Posted: 01 Feb 2018 02:28 PM PST
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