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

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

  • Not_Queen - Community Manager
  • Mathieu - Game Director
  • Damien - 3D Artist

Stream Summary

  • News & Announcements
    • Patch Notes 1.9.1
    • Cyberspace in Moscow
    • Winter Solstice Event - Survey Results
  • Q&A
  • Character Creation Process Panel (w/Damien)
  • Around the Web

News & Announcements

Patch Notes 1.9.1

Mathieu - "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."

  • Changed Dead Hard speed curve. Speed increases to 250% then drops to 100% over 0.5 seconds.
  • Fixed an issue with Window Vaults allowing survivors to vault faster form one side, survivors now vault at the same speed from both sides of a window.
  • Increased the odds of spawning "openings" instead of walls (or closed doors) for the rooms in Lery's Memorial Treatment Theater map.
  • Reworked the values of three Score Events for The Pig:
    • Setting a Reverse Bear Trap gives 500 Bloodpoints (instead of 250)
    • Starting an Ambush Dash gives 100 Bloodpoints (instead of 25)
    • A Successful hit after an Ambush Dash gives 200 Bloodpoints (instead of 50)
  • Fixed a couple of instances where the hatch spawned inside of walls in The Game map
  • Fixed an issue that caused The Nurse to do the blade wipe animation after blinking and hitting a survivor. The Nurse should now only have her fatigue stun after blinking and hitting.
  • Fixed an issue that allowed The Pig to get an automatic kill when dropping a Survivor with a Reverse Bear Trap on at the exit gate.
  • Fixed an issue that cause the game to freeze or crash when there were too many available interactions displayed in the HUD. This was affected by the selected language (which vary in length), and would cause the game to crash.
  • Fixed an issue that cause The Huntress' movement speed to be too slow when cancelling a hatchet throw.
  • Fixed an issue that prevented some players from obtaining the "Where Did They Go?" achievement after meeting the requirements.

You can read all of the patch notes here.

 

Cyberspace in Moscow

Mathieu - "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 Results

Mathieu - "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&A

The normal Q&A session was somewhat cancelled, but here are some of the questions that were answered throughout the stream.

  • Which Killer resisted The Entity the most?

Mathieu - "I will make sure to ask it to the right people and get an answer for next week."

  • Show notification when survivors disconnect from post game chat so that we don't keep talking to the walls?

Not_Queen - "It would be in a Quality of Life update..."

  • What did The Killer sound like before being taken by The Entity?

Mathieu - "The would be interesting, to just get a few words from them..."

  • When The Pig makes a noise before an Ambush attack, is this intended?

Mathieu - "Yes it is."

  • Can we get an offline mode to practice playing our characters?

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."

  • Will we ever get a console-exclusive Survivor?

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."

  • Could there be a future change to prestige clothes to where if you prestige you could have the choice to make all of your clothes bloody?

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."

  • Huntress' hitboxes will be fixed someday? I want to throw hatchets over trucks.

Mathieu - "Yes, that's understood, and it is a bug right now that we will look at when it becomes a top-priority."

  • Why is it the Survivors slam the chest shut when you do the whole closing animation? Seems like it would be better if you could close the chest softer and not give a notification.

Not_Queen - "Well, don't stop the channel. When you stop the channel, it gives a notification, right?"

  • When the Emblem System goes live, will there still be double Bloodpoints for seasonal events?

Mathieu - "We still plan to do events where you will be rewarded more than usual for doing stuff."

  • How does the Bloodweb work lore-wise?

Mathieu - "I will not get into that right now..."

  • Will the be any supernatural Killers, like a spirit or some monster instead of a real person?

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."

  • Will there be a revisit of the old Killer bios?

Mathieu - "We're probably not gonna redo the bios, but we are looking at different ways to tell more of the story."

  • Not_Queen - "A lot of people don't like Decisive Strike. Are we doing anything on that?"

Mathieu - "You know as well as I do..."

  • Would you consider a Killer created by The Entity and not one that was dragged in from the outside?

Mathieu - "That's a very interesting question, but that's not how these trials work."


Character Creation Process Panel (w/Damien) [28min]

  • How long does it take to create a character, from concept to finished and ready-to-play?

Damien - "In my stuff, I'm taking about two weeks."

  • Which character was the hardest to do?

Damien - "The Doctor, maybe? The face was pretty hard to do, but it was fun."

  • What's the blue line on the Hillbilly's hips?

Damien - "That's ropes."

Mathieu - "It's just a shitty old belt?"

Damien - "Yeah."

  • Is there any specific reason only Nea has tank tops?

Damien - "Not really."

Mathieu - "We just didn't make it for the other Survivors...?"

  • Will there be available to other Survivors in the future and/or will Nea be able to wear t-shirts?

Mathieu - "Those two are absolutely possible."

  • What is easier: creating a female character or a male character?

Damien - "It's the same thing, actually."

Mathieu - "That's not what makes it different."

  • Why does The Hag have dreadlocks?

Damien - "That is because it's cool."

  • What is easier to make: a Survivor or Killer?

Damien - "It's not that easier..It's cooler to make Killers."

  • Were you given a lot of freedom when it was agreed that there would be Christmas lights on the map? What was modelled but cut from the final build?

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."

  • Will the new artbook show all the stages that go through the 3D models?

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."

  • When will you bring back Community Events?

{Gabriel - } "Yes, it's already planned!"


Around the Web

Caution: Some content shown in this section may not be suitable for some viewers. Discretion is advised.

[Twitch] [4min]

[imgur]


End of Stream


Edit: Added questions answered during the Panel and a note that the Q&A section was "somewhat" cancelled.

submitted by /u/Spoiled_Soul
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Thoughtful Thursday has ended.

Posted: 02 Feb 2018 01:13 AM PST

Thanks for participating!

submitted by /u/AutoModerator
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I compared Leatherface chainsaw speed with/without add-ons

Posted: 02 Feb 2018 07:23 AM PST

Amanda Rendered in Blender 2K

Posted: 02 Feb 2018 10:42 AM PST

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?

submitted by /u/breakyoudown
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I value life now.

Posted: 02 Feb 2018 03:26 AM PST

The Swole Doctor

Posted: 02 Feb 2018 12:34 AM PST

How Freddy kicks pallets:

Posted: 02 Feb 2018 08:41 AM PST

Some suggestions for game fixes from a youtuber I like.

Posted: 02 Feb 2018 11:11 AM PST

Disturbing looks at the social media of DBD (PART 8)

Posted: 02 Feb 2018 01:15 AM PST

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.

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.


Footsteps

Some 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.


Vocalizations

One 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.

submitted by /u/Zephandrypus
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Hope the troops love cheese!

Posted: 02 Feb 2018 01:33 AM PST

Footage of fixed scratch marks

Posted: 01 Feb 2018 08:43 PM PST

A Guide to Teachables

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

Perk+Description When to Take it
BOND - Reveal Survivors within 12/24/36m Great when combined with Dwight's perks, allows you to see nearby Survivors in a chase for information
PROVE THYSELF - Receive 1/2/3% bonus Action Speed per Survivor within 8m Good when working with people over comms, and when combined with other coop perks
LEADER - Other Survivors gain 3/6/9% Action Speed when within 8m of you Improves people healing you, synergies with Prove Thyself for Gens

MEG THOMAS

Perk+Description When to Take it
QUICK & QUIET - You don't provide a notification for rapidly vaulting or entering a locker. Has a 30/25/20s cooldown Very good for moving around the map faster
SPRINT BURST - Move at 150% speed when running for 3 seconds. Applies Exhausted for 60/50/40s. Cannot Sprint Burst while Exhausted Helps gain distance upon starting a chase, or for running somewhere urgently. Counters Wraith and Pig Heavily
ADRENALINE - Once the final generator is completed, gain 150% movespeed for 5 seconds and heal one state. Causes Exhaustion for 60/50/40s Great clutch perk, will heal you from dying state

CLAUDETTE MOREL

Perk+Description When to Take it
EMPATHY - Reveal injured Survivors within 32/64/infinite range Fantastic with healing builds
BOTANY KNOWLEDGE - Healing speed and Medkit efficiency is increased by 10/15/20% Take if running a heal build or a Medkit
SELF-CARE - Allows you to heal yourself without a medkit at 50% speed. Increases Medkit self-heal efficiency by 10/15/20% Allows you to heal at all times, highly recommended on all builds

JAKE PARK

Perk+Description When to Take it
IRON WILL - Grunts of pain while wounded reduced 50/100/100% while staying still. Tier 3 functions while moving Great for stealth builds, especially if you don't have Self-Care
CALM SPIRIT - Lowers the chance of alerting Crows by 80/90/100% Counter Spies From the Shadows, good if you like to run everywhere
SABOTEUR - Allows you to sabotage traps and hooks at 30/40/50% speed. Toolbox sabotages are 10/15/20% more efficient Allows you to 99% hooks and sabo them to give survivor time to struggle out of the killers grasp

NEA KARLSSON

Perk+Description When to Take it
BALANCED LANDING - You stagger 50/75/75% less from falls. Upon falling, Sprint at 150% speed for 3 seconds. Exhausts for 40s, both effects are negated during Exhaustion Great on maps like Asylum and Ironworks, and for making hills safer
URBAN EVASION - Move at 90/95/100% Speed while crouched Excellent for stealth players
STREETWISE - Item consumption reduced by 10/12/15% for you and allies within 8m Excellent for preserving powerful items

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

Perk+Description When to Take it
LEFT BEHIND - Gain 19/22/25% Repair Speed for each Generator remaining if you are the last Survivor left Good for clutch wins
BORROWED TIME - Unhooking a Survivor within the terror radius of the killer grants Endurance for 15s. Being downed during Endurance will instead grant a 15/20/25s bleedout timer and allow you to keep running. Once per trial Can save a Survivor outright at the end game, can counter campers
UNBREAKABLE - Allows you to fully recover from the downed state ONCE per trial. Recovery speed increased by 15/20/25% Great vs slugging builds, can come in clutch if everyone gets down.

DAVID KING

Perk+Description When to Take it
WE'RE GONNA LIVE FOREVER - Gain 25% bonus Bloodpoints to all Bloodpoints up to 50/75/100% each time you take a hit for or rescue a Survivor Good for Bloodpoint farming
DEAD HARD - Can be activated while injured. Causes you to dash forward. Immune to damage during the dash. Exhausts for 60/50/40s Good for juking hits, Recommended with No Mither
NO MITHER - You are permanently injured and cannot be healed. You leave no blood, Injured grunts reduced by 0/25/50% You can recover from being down A good challenge

LAURIE STRODE

Perk+Description When to Take it
SOLE SURVIVOR - Each Survivor killed or sacrificed impairs the Killer's aura reading, up to 100% when you are the lone survivor at Tier 3 Should always run with Object of Obsession. Can secure your survival in the endgame
OBJECT OF OBSESSION - While looking in the Killer's direction within a certain range, see the Killer's aura and the Killer can see your aura. If you are good at chasing, allows you to bait the killer into wasting time with you
DECISIVE STRIKE - Once per trial, upon reaching 35% Wiggle meter, complete a Skill Check to escape the killer's grasp. The Obsession gets this skill check instantly upon being picked up Almost always guarantees a free escape

ACE VISCONTI

Perk+Description When to Take it
OPEN HANDED - Increases aura reading ranges for all Survivors by 4/6/8m Great with other Aura perks
UP THE ANTE - All Survivors gain 1/2/3% Luck for each Survivor still alive Great with Luck offerings and Slippery Meat
ACE IN THE HOLE - 50% Chance that an add-on of Uncommon/Rare/Very Rare rarity will be on any items you loot from chests Great with Plunderer's Instinct

FENG MIN

Perk+Description When to Take it
TECHNICIAN - Generator repair noises reduced by 0/4/8m. 30/40/50% chance that failing a repair check will cause no noise Good if you struggle with Gens, or vs Overcharge
LITHE - Sprint at 150% speed for 3 seconds after a vault. Exhausts for 60/50/40s great on maps like Haddonfield with lots of windows
ALERT - If the Killer breaks a pallet or Generator within 12/24/36m, reveal them for 6 seconds. 60/45/30s cooldown Good for stealth builds for sneaking past a killer

QUENTIN SMITH

Perk+Description When to Take it
WAKE UP! - See Exit Gates within 24/48/infinite range once they are powered. Open Gates 5/10/15% faster. Reveal your aura to Survivors within 24/48/infinite range while opening the Gates Counters Remember Me
PHARMACY - Search Chests 40/60/80% faster, Tier 3 reduces search noise by 8m. Guarantees a Medkit on first chest searched Good alternative for medic or Plunderer builds
VIGIL - You and your allies recover from status effects 10/15/20% faster within an 8m range of you. Exposed is not affected Good with Exhaustion perks

DETECTIVE DAVID TAPP

Perk+Description When to Take it
TENACITY - Crawl 30/40/50% faster. Can recover while crawling Counters slugging, especially against no DeerStalker. Good with Unbreakable or No Mither
DETECTIVE'S HUNCH - Reveal Generators, Chests and Totems within 32/48/64m for 5 seconds upon finishing a Generator Works with a Map
STAKE OUT - Gain a token for every 15s spent in the Terror Radius without being chased, up to 2/3/4. Good Skill Checks become Great Skill Chcecks and consume a token Good vs Doctor and for stealth builds. Counters Ruin

KILLERS

THE TRAPPER

Perk+Description When to Take it
UNNERVING PRESENCE - Skill Check zones reduced by 40/50/60%, and skill checks occur 6/8/10% more often within your Terror Radius Brilliant with Terror Radius increasers
BRUTAL STRENGTH - Destroy pallets 10/15/20% faster Good if you struggle with looping
AGITATION - Move 6/12/18% faster while carrying someone. Terror Radius increased by 6/8/12m while carrying someone Helps secure hooks quickly, gets you on the map faster

THE WRAITH

Perk+Description When to Take it
PREDATOR - Scratch marks remain 1/2/3s longer Counters Lightweight, good if you struggle to read Scratch marks
BLOODHOUND - Blood from injured Survivors remains for 2/3/4 more seconds and are much brighter Good if you lose people after first hit, great tracking perk
SHADOWBORN - Your Field of View is increased, by larger amounts each tier Improves FOV massively, if you want a better FOV, this is highly recommended.

THE HILLBILLY

Perk+Description When to Take it
ENDURING - Stuns reduced by 50/60/75% Good if you like to lunge across pallets. Can help with Decisive Strike
LIGHTBORN - Resist blindness by 20/40/60%. Recover form blindness 50% faster Counters flashlights
TINKERER - Add-ons that affect the charge of your power are 6/8/10% more effective Excellent with Hillbilly, Cannibal and Huntress

THE NURSE

Perk+Description When to Take it
STRIDOR - Injured breathing is 25/50/50% louder. Normal breathing is 25% louder at Tier 3 Good if you struggle to hear breathing, can help find people stealthing you
THANATOPHOBIA - 4/5/6% penalty to Action Speed for all Survivors if one is injured. Increased by 3% for each injured Survivor beyond the first Good general game slower
A NURSE'S CALLING - Reveal auras of healing Survivors within 20/24/28m Excellent for stealth killers. Overall top-tier tracking perk

THE HUNTRESS

Perk+Description When to Take it
BEAST OF PREY - The red stain disappears for 15/20/25s once Bloodlust activates Good for long chases on indoor maps
TERRITORIAL IMPERATIVE - Survivors that enter the basement while you are 32m away are revealed for 3 seconds. 60/45/30s cooldown Excellent for basement builds
HEX: HUNTRESS LULLABY - 2/4/6% additional regression for failed Skill Checks. Hooking survivors reduces the warning for upcoming Skill Checks. Upon hooking 5 Survivors, Skill Checks provide no warning. Effects last until the totem is destroyed Works well with the Nightmare and when paired with Ruin or Overcharge

THE SHAPE

Perk+Description When to Take it
SAVE THE BEST FOR LAST - While your Obsession lives, if you are chasing for more than 20s, reduce your next successful attack cooldown by 30/35/40%. benefit is lost if you stop chasing for 5 seconds Good if you get looped for long times
PLAY WITH YOUR FOOD - Gain a token every time your Obsession escapes you, max 3. Tokens grant 3/4/5% MoveSpeed. Consume one token for attacking Excellent if you like to focus on map control
DYING LIGHT - Obsession heals allies and unhooks 38/44/50% faster. If the obsession dies, Action Speed is reduced by 19/22/25% for all remaining Survivors Always try to use with a Mori for massive stalling

THE HAG

Perk+Description When to Take it
HEX: THE THIRD SEAL - Hitting a Survivor disables their Aura Reading Abilities. Applies to the last 2/3/4 Survivors hit. This is removed if the totem is destroyed Good for hiding your hooked survivors
HEX: RUIN - Great Skill Checks grant no bonus progression and Good Skill Checks regress the gen with no noise. Lasts until totem is destroyed Best game slower
HEX: DEVOUR HOPE - Gain a token everytime a Survivor is unhooked 24m away from you. Gain a speed burst upon hooking with 1 Token (T3 only), gain double damage on 3 tokens (T2+T3 only) and gain the ability to kill survivors yourself at 5 stacks. Lasts until totem is destroyed High risk-high reward, can win the game alone

THE CANNIBAL

Perk+Description When to Take it
KNOCK OUT - Dying Survivors auras are not revealed to Survivors outside of a 32/24/16m Range Excellent for slugging builds
BARBECUE & CHILLI - Gain 15/20/25% overall Bloodpoints per individual Survivor hooked. Reveal Survivors who are 52/46/40m away from the hook upon hooking for 4 seconds Good for knowing if people are nearby to unhook. Good for farming
FRANKLIN'S DEMISE - Your attacks cause Survivors to drop their item. The item loses 0/5/10% overall charge in the fall General item counter

THE DOCTOR

Perk+Description When to Take it
OVERWHELMING PRESENCE - Item Consumption increased by 80/90/100% within your Terror Radius General item counter. Counter flashlights especially
MONITOR & ABUSE - Terror Radius reduced by 6/7/8 out of chase, increased by the same amount within a chase. Gain FOV out of chase God-tier on the Shape, good for slower killers
OVERCHARGE - A difficult Skill Check appears if a Survivor works on a gen you have kicked. Failing the Check causes 3/4/5% additional regression Good stall perk, great if you focus on gen control

THE NIGHTMARE

Perk+Description When to Take it
FIRE UP - Gain a token per Generator complete. At 2 tokens, gain 6/8/10% Bonus Speed to most actions, plus 2% for the next 2 Generators complete Good for lategame builds
REMEMBER ME - Gain a token everytime you hit the Obsession. Each token increases the opening time of the Exit Gates by 5 seconds, up to 20/25/30s. The Obsession is not affected Excellent with the Nightmare, good when paired with NOED
BLOOD WARDEN - Once per trial, upon hooking a Survivor while a Gate is open, block the Gates for 30/40/60s. Reveal Survivor within the Gates while Blood Warden is active Good for making surprise late game plays.

THE PIG

Perk+Description When to Take it
HANGMAN'S TRICK - Hooks destroyed by sacrifice or sabotage respawn in 30/20/10s Counters sabotage, good alternative to Iron Grasp or Agitation
SURVEILLANCE - Reveal the auras of the last 1/2/3 regressing Generators for 16 seconds Good for tracking which gens Survivors are working on
MAKE YOUR CHOICE - If a Survivor is unhooked 48/40/32m away from you, the unhooker is Exposed, causing them to take double damage. Exposed lasts 60s Excellent if you like to leave hooks
submitted by /u/Gentzer
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F*ck me I guess

Posted: 02 Feb 2018 11:07 AM PST

Leaked new daily

Posted: 02 Feb 2018 11:36 AM PST

Seems the nurse got even better after the patch

Posted: 01 Feb 2018 08:46 PM PST

Chainsawed a teabagging Jake at the Exit Gate and he got killed. What is a Malagueno?

Posted: 02 Feb 2018 08:41 AM PST

when someone divebombs the hook but they don't know you have the unicorn-cat block combo so you easily grab them

Posted: 02 Feb 2018 01:25 PM PST

Found my old clip showing how to not save your friends

Posted: 02 Feb 2018 02:38 AM PST

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.

submitted by /u/Achiral94
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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

submitted by /u/tminator64
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"Dead By Daylight 3.0" A R1's Very Comprehensive List of Balance Suggestions Before Taking a Break from DbD

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:

  • Reduce the number of hooks killers need to safety pip down to 6. Then ranking up will really be because you played a good game (9 hooks is still quite hard to achieve) and de-ranking will really be because you screwed up. Overall, I would be fine with the rank system being slower in both directions and seasons taking longer

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:

  • Survivors have the same "goal" system for pipping as killers, but with two objectives: getting as many survivors out alive as possible, and completing individual objectives, partially borrowed from Spradic_Zoom

  • Survivors earn 2 goals for each survivor that escapes the trial, up to a maximum of 8 goals

  • Survivors earn 1 goal for earning 5,000 BP in completing individual objectives, and another goal for each 1,000 BP afterwards, again to a maximum of 8 goals at 12,000 BP

  • "Individual objectives" are any scoring events that aren't in the survival category; this includes objectives, altruism, and boldness

  • Safety is 6 goals, 1 pip is 9 goals, 2 pip is 16 goals

  • Requirements for individual BP gain pips could of course be adjusted based on average BP stat gains per match that I obviously don't have access to

  • Drop hook rescue BP gains down to 500 and raise other altruistic actions like healing another survivor to compensate; hook farming really, really needs to be stopped, and because survs can get 2000 BP for someone surviving and more for heals (maybe 600?), it should nearly balance out

  • Tie survival BP to the amount of survivors escaping the trial; 2,000 BP for each person escaping, regardless of whether you yourself survived

  • Only 1,000 BP for each hatch escapee; it's easier to get hatch than to open and escape through an exit gate, and should be seen as a last resort, not a point booster, especially since the new system would directly reward escapes with pips

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:

  • Use Spradic_Zoom's idea of a hope aura, though to a much smaller extent; the aura blocks the use of killers' secondary movement-based abilities near a hook, e.g. chainsaws and blinks, but only in a 12 meter radius (50 meters is way too big meng, sorry); this should prevent Billys and Leatherfaces from camping super close and getting insta-downs with their chainsaws when people go for the unhook, as currently they can make it literally impossible to save someone if they don't want you to

  • After 10 seconds (so the killer has a chance to briefly search for nearby survs or move away from the hook, very important for Billy, who should be able to chainsaw away to a BBQ'd survivor if he chooses to), struggle meter depletes more slowly the closer the killer is to the hook; 32 meters away the rate drops 25%, 24 meters away it drops 50%, 16 meters away it drops 75%, and facecamping or patrolling within 8 meters it stops moving; struggle speed returns to normal if killer is in a chase regardless of where the killer is; I know people say the devs tested this and it was abused, but I really think that if the timer goes normally when in a chase and with all the buffs and incentives to leaving the hook to find other survs, it won't have too much of a negative effect on killers; the slow effect does not proc at all once the exit gates are powered

  • BT now only affects the rescuer, and people being rescued always have the effects of BT as an inherent ability, regardless of whether they are in the killer's terror radius

  • People rescued off the hook receive the .5-ish seconds of invulnerability of DH after being removed from the hook (starts when they can actually start moving) along with a 6-second adrenaline-esque sprint burst; need the invulnerability to avoid a huntress proxy camping with hatchets, to give survs a chance to juke the throw

  • And finally a killer buff just since it's related to the topic: any attacks that would normally put survivors into the dying state but be cancelled by BT now simply drop survs by two health states, meaning they chew through the health of an injured person with BT and put healthy people in the bleeding out state if they have BT on

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:

  • Make the aura-reading effect of BBQ an inherent killer ability, and make BBQ just give the point gain; again, this is as much to discourage camping as it is to nerf survivors, killers need to be in constant chase; besides, a killer that is always chasing around survivors is much more fun to play against than one who always needs to sit by a hook and let survs finish gens unharassed; if you want an option for hiding from it, use Sole Survivor, which if it doesn't interact with BBQ, should now

  • Slight nerf, make the aura-reading effect end on secondary ability activation (to stop the synergy from Billy and Nurse's abilities)

  • Make the pick up and hooking animations much faster; currently there isn't much of a reward for downing multiple survivors at once unless you manage to slug all four of them, since they can be healed so quickly while you're heading off to hook one of them; survs need to be punished for breaking stealth at every opportunity, and a killer really shouldn't need to make a decision about whether or not to chase a survivor they see out of considerations for whether or not it'll even be worth it to chase them; if someone is found, they should be punished

  • If not the above, then make the pick up animation a chargeable bar that can be used to bait out people waiting nearby for flashlight saves

  • Implement some of the bloodlust changes recommend in Spradic_Zoom's post; not that you start at tier 2, but bloodlust gives faster pallet breaking and window vaulting but generates more slowly, etc.

  • If these bloodlust changes can't be implemented, I would at a minimum strongly recommend implementing a mechanic to make killers generate bloodlust more quickly the more times DS is used on them. For example, if hit with DS, for the rest of the match, when a chase starts the killer is immediately in bloodlust 1 and does not drop below tier 1, even when breaking pallets. If he gets DS'd twice, it's tier 2, etc. This means DS is still strong, but like most great perks, has a bad drawback. I'd still run it; would also be open to the idea of the effect only applying to the survivor who used the DS, i.e. only that surv gets the perma-tier 1 bloodlust for the rest of the match

  • Make the sound effects from whispers an inherent ability and make the whispers perk a cone-based, activate once when proc'd then go on cooldown ability, again from Spradic_Zoom. Might seem like overkill, but again, killers need to be applying pressure constantly or they will lose. Let up for even a second, and the game will be over

  • Give survivors a perk that nullifies "soft" detection abilities, like the inherent whispers sound and the cone-based whispers perk; if you really want to be able to stealth, spending a perk slot on that, sole survivor and urban evasion should be a sufficiently heavy tradeoff

  • Remove the pallet vacuum, make stuns last much longer and the breaking animation much shorter by default; currently pallets are simply far too safe. Removing the vacuum to allow for either shorter pallet loops or the possibility of hits on survivors that are overconfident is needed. Stuns should be more rewarded and missing a pallet drop more punished, killers should need to go through substantially fewer loops if a survivor misses a pallet drop, but also give the surv a good chance to juke them off completely if they get hit. Makes mindgaming more important and meaningful

  • I really liked the idea the level designer had in one of the dev streams about reducing pallet loops to a specific distance in general (think he said 20m) to reduce safe pallets and encourage mind games if a surv decides to hug a dropped pallet. Hope this comes out well because if it does, pallets might not need to be nerfed so hard

  • Survivors, remember that if chase times are nerfed, it doesn't mean you have "no options" in a chase. 2 minute chases cannot be the norm with how long gens take. If the average chase needs to last 45 seconds to maintain game balance because of how quickly gens are finished, so be it

  • Let killers see the auras of all dull totems, and show which hex is applied to which totem when running multiple hexes

  • Make gens take 85 seconds instead of 70, gens are just too quick but obviously we still don't want survs spending an outrageous amount of time holding M1, so the time can't be buffed too much. Also give survivors a bonus for working together, instead of a debuff, per Spradic_Zoom's post. Killers want survivors to be bunched up, it allows them to disrupt multiple survivors at the same time if they go to the right gen. This is a risky behavior for survs, and should be rewarded. Gen times need to be increased to compensate, also because gens are just done way too fast as it is.

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:

  • Make self-care an inherent ability that works at 30% of regular heal speed but is much accelerated when in the killer's terror radius; everyone already runs the damn thing and killers have already accepted it, no need to change it too significantly. Just make the safe bet of running away before healing inefficient and giving a reward for playing risky

  • The more people are within 32 meters of a hook during a hook save, the faster the speed boost of the survivor being unhooked and the longer the BT effect procs. Give them all points for being there, too. Risky since it bunches everyone up, but rewarded with points and a lowered chance of your teammate dying; make it fit with lore by saying it gives the surv hope or something, idk

  • Make all totems increase the duration of the BBQ and chili aura-reading effect, 1.2 seconds per totem up to a maximum of 6 total seconds, and give survs a counter on the screen that shows how many are left. If all of the totems are destroyed, the time drops down to a floor of one second; should encourage survs to do something other than gens at the start of the match, at least for a little while, if they want a hope of using stealth


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:

  • Borrowed from Spradic_Zoom, give all other killers/survivors tier 1 of teachable perks when they are unlocked

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:

  • Make the effects of Kindred 3 an inherent ability of survivors; idk what to do with Kindred afterwards, all of its abilities are made irrelevant with mics so it's pretty useless, maybe make it increase the hope aura around your hook?

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):

  • TRAPPER: Can reset traps on the ground (I know devs said this requires a new animation, but yo, just use the regular one and have the trap teleport to his hand before he puts it down, no one cares if it looks weird. Function over form); Can default carry 3 traps; sets traps much faster by default; traps put injured survivors into the dying state; I would say traps can't be sabo'd, but that's such a rare occurrence anyway and sabo is already pretty rarely used, I would say just leave it the way it is

  • BILLY: Probably in an okay place, no bias here, nope; devs plz don't touch Billy... Devs plz... Plz devs…

  • NURSE: I admit, needs a nerf, hopefully nurse mains won't freak at this since it's a fairly radical change. It's fine that she has a strong chase ability, but the fact that the blink mechanic also gives her good speed for map control and the ability to ambush survs at generators is too much. Her slug game is also too strong, and her add-ons need an overhaul, since anything that throws off the muscle memory of the blinks, e.g. the majority of her add-ons, is pretty awful. Make her terror radius increase significantly, maybe by 12 meters, whenever she's charging a blink so survivors at gens can have a chance to run or hide, and give add-ons to reduce the effect; keep her blink mechanic exactly the way it is for chases, but give her only a limited amount of them that she can store and use. She can keep 3 blink chain "charges" stored by default, able to be raised with add-ons, which recharge after 10-15 seconds, also able to be changed with add-ons. This way she has one mulligan blink for ambushes or for missing once in a chase, can use 2 blinks to down a survivor, and doesn't have extras to chase the shit out of other people who happen to be nearby. Keeps her ability to down survs with blinks but requires an even higher skillcap, since you can't afford to miss; this would also require her movement speed to be increased to maybe the hag's/huntress' speed, so that she can patrol the map more efficiently, since she wouldn't be able to blink everywhere anymore.

  • MYERS: I would add back in his ability to stalk multiple survs at once tbh, he's mid-tier at best and it would keep him mid-tier while adding in another way survivors need to change their gameplay style to deal with him; no bunching. Other than that, Myers is in an okay place.

  • HUNTRESS: Also in an okay place, just fix the hatchet hitboxes on the trucks and she'll be back to pretty viable. Insta-throw hatchets may be juuust a tad too fast, nerf those a bit and she should be good.

  • DOCTOR: Also viable, though only with add-ons, which is fine. Ideally get rid of his ability to hard patrol 3 close gens so darn well, since matches that end like that are a nightmare, but I'm not sure how to go about it. If anyone has any ideas I'm all ears.

  • LEATHERFACE: Currently the most toxic killer due to his proclivity to hard camp, which hopefully will be alleviated with the hope aura idea from Spradic_Zoom I mentioned above. People need to understand that he only camps because his ability isn't very strong and can be used most effectively on grouped survivors, which almost never happens except for hook saves. A buff would drastically reduce his camping. I think making his chainsaw take longer to charge but making his sprint much, much longer and faster, so that it can be used to chase survs around entire pallet loops, would be nice. Then extend his rage animation and make it proc when he gets a pallet dropped on him mid-charge so that people being chased have a way to escape him and he would be pretty solid

  • HAG: Just remove that slight delay when she teleports so she can always guarantee a hit when her trap is triggered and add the ability for her to teleport while carrying survivors and she would be okay (again, default animations are fine, no one minds if it looks wonky); movement speed does not need to be buffed;

  • FREDDY: Survivors cannot do gens or heal while falling asleep; survivors fall asleep more quickly for each successive sleep (e.g. .5 seconds faster for each sleep); survivor skill check chances in the dream world decrease for each consecutive sleep (e.g. 10% less likely with each sleep, add-ons could affect this); Freddy gets an indicator that shows when he will and won't be visible to the survivors during the dream transition in order to mind game (some sort of bar with portions showing exactly when the surv will and will not be able to see you. The same bar would also show the exact moment a survivor would fall asleep, to allow Freddy to get hits more easily the moment the transition ends); self-care can no longer wake up a survivor; these will make Freddy an okay-ish killer, but sadly don't fix the fact that playing against him can be quite dull, just a bunch of pallet loops and slow gen progression; probably needs a more fundamental overhaul

  • WRAITH: Not sure about this one, if anyone has some smart Wraith buff ideas I would love to hear em. I was thinking maybe something like he can cloak and decloak regularly, but he can also choose to attack while still cloaked if he wishes to, and can't cloak again unless he goes back and dings a big bell in the basement or something, which I had heard discussed before on some thread somewhere. Idk, he's a tough one.

  • PIG: Honestly the best-designed killer in this game aside from Billy IMO, devs did a great job. Though some of her abilities could use a small buff. I do think her power is too inconsistent, I would recommend rigging the odds for finding keys in boxes, maybe a 5% chance of finding the key in the first box, 35% it's in the second, 20% it's in the third, 20% it's in the fourth; perhaps most importantly, remove the insidious breaking sound effect on her charge, currently the charge is less useful for ambushes than just standing up and regular attacking, which is too bad because the ambush is such a great idea. That small tweak should make it viable, since right now there is way too much time to hard-counter it with a sprint burst

  • I would also add that I recommend more future killers have a slow base speed but with some sort of skillshot mechanic, like the huntress, nurse, or billy, since I find those to be the most interesting and viable killers, and make for more interesting chase mechanics beyond the pallet loop


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:

  • Give killers 15 more seconds in lobby to counter last-second flashlight switching

  • Allow survivors sprint bursting in a straight line away from the killer to be hit by a lunge; currently survs in the middle of SB cause the killer's attack to stop too early and miss, even though you can move faster than a SBing survivor and should be able to contact them; invulnerability like this should be reserved for DH

  • Allow killers to shut the hatch and make a 5-ish second animation for survs to re-open it; stops hatch standoffs once and for all

  • Make the struggle bar a button hold instead of a button mash. Devs plz have mercy on my spacebar

  • MAKE SWF GROUPS STAY TOGETHER AFTER LEAVING A GAME MCOOOOOOOOTE

  • Make the descriptions of perks and killer abilities, game mechanics in general, far more transparent. Lots of people here are pretty hardcore, we'd love to see the exact percentages that add-ons affect items and abilities, exactly what is affected by aura-blocking perks, how different synergies work, etc. Especially for new players, who shouldn't be left in the dark about things like this. Pretty sure most people who pick up the game won't intuitively think they should fail a skillcheck to wake up from the dream state, for example.

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.

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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.

submitted by /u/jamison__
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good thing palots are 10 meters away

Posted: 01 Feb 2018 10:58 PM PST

All I can think of when I see a legacy Claudette:

Posted: 02 Feb 2018 10:06 AM PST

Spot the killer

Posted: 01 Feb 2018 02:28 PM PST

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