Dead by Daylight Friday Bug Report Thread - March 09, 2018


Friday Bug Report Thread - March 09, 2018

Posted: 09 Mar 2018 07:13 AM PST

Welcome people of the fog! Here you can report bugs about the game.

Some rules and guidelines specific to this thread;

  • Top-level comments must contain a bug report.
  • No tech support questions; wait for Tech Support Weekend.
  • Specify your platform (PC, PS4, XBOX) in the report and make your report as detailed as possible.
  • Don't spam the thread with reports; try and keep them contained to one comment.
  • Check before commenting to make sure the bug you are detailing hasn't been reported already.

A list of known issues being worked on by the devs can be found here.

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Developer Stream #92 - "Getting the Band Back Together" - Summary

Posted: 08 Mar 2018 08:51 PM PST

Stream Notes for Dead by Daylight Developer Stream #92 "Getting the Band Back Together" (AKA 'What the hell is wrong with Dead By Daylight')

Link to Stream on Twitch [44min]

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

  • Dave - Creative Director
  • Mathieu - Game Designer

Stream Summary

  • News & Announcements
    • Patch 1.9.?
    • Lunar New Year Survey
    • PAX East & GDC
  • Q&A
  • Around the Web
  • Words of Wisdom

News & Announcements

Patch 1.9.?

Mathieu - "Probably underwhelming for most of you, overall extremely useful for us. We're trying to make our save system more robust, so now there's a save icon and more checks and balances throughout the process to make it more rigorous and get us more information."

 

Lunar New Year Survey

Mathieu - "It's one of the many things that's piling up on our desk; it should be coming out within the next few days, probably next week, to collect your thoughts about events (at least we enjoyed it) so we can make the next ones better."

[Link to Survey | Official Twitter Post | Reddit Post]

 

PAX East & GDC

Mathieu - "We will be there April 5-8th with big announcements for Behaviour and Dead By Daylight. If you come to Boston physically, you will come away with something that is 'mind-blowing.' "

Mathieu - "Dave and I will be at GDC. Dave is giving a talk on Dead By Daylight and how it came to be and how we're doing. Should be extremely interesting, so if you're in San Francisco..."

 

Q&A

  • Is the realm of The Entity a place without time?

Dave - "We can't know. Inside The Entity, there's no time."

Mathieu - "And the link between that place and here are kind of in weird places..."

Dave - "Some characters really define this place as completely 'out there' because we know [they're] from different timelines of our world and then there's Bill."

Mathieu - "It's a bit of a Nexus kind of thing, where it connects to different places and different time, but it's not a place without time. Time does pass, but it's a little wobbly..."

  • Is the smoke coming out of the fire in the menus really smoke, or is it really The Entity and how it presents itself without having a sacrifice on a hook?

Dave - "Everything in the fog is created by The Entity. It's also very real, so if it's a fire with smoke, it's smoke."

  • If Killers are kept in their own places, then is the main screen a lie? They can't stalk the Survivors.

Dave - "Well, there's only one Killer at a time in the lobby."

Mathieu - "They're kept separate from each other and then they're taken to a place where they can stalk the victims."

  • Why do you choose to balance the game around Rank 20?

Dave - "It's not the case. When we change the balance and the mechanic, we are inclusive of all of our players. If we're changing something for the higher ranked players, we're careful so that it doesn't make the game really difficult for lower ranks and vice versa."

  • How come Trapper has two different animations when he hits someone?

Dave - "Every character that is played in first person has different animations for first person and third person because to make the first person animation look good you need specific angles or movements. The issue with Trapper might really be something; we'll check."

  • I'm at 100 of 101 Steam achievements. (Please make more soon.) I'm having a rather difficult time with the Taking One For the Team one. Could you explain exactly what is required?

Dave - "Maybe it's broken. I've checked before the stream and checked the global achievements and 0.9% of the entire playerbase have achieved this one. We'll make sure it actually works."

  • Has any progress been made on the David King and Feng Min outfits you showed months back?

Dave - "I don't know..."

Mathieu - "You cannot confirm or...?"

Dave - "No. Maybe..."

  • Once you have finished matching solo queue experiences with Survive With Friends, how will you adjust the Killer experience?

Dave - "We're currently working on a lot of changes for the Killer: the speed of his action, when he's doing the animations of the interactions, and a lot of different core components such as the attack and chase in general. So this will come as a big package—no dates yet."

Mathieu - "Okay."

  • Slasher Movies are 90% of the time lighthearted and cheesy fun; why did you decide to keep the tone of the game overly serious?

Mathieu - "I'd debate the fact that the game is 'overly serious,' but it was important to us not to become overly silly and the line is a little blurry there."

Dave - "There are some pretty funny things in there... [There are a few characters] that are a little bit on the humor side."

Mathieu - "Horror=Scare."

  • Not including Bill and Ace, how old are the other Survivors?

Mathieu - "Why 'not including Bill and Ace?' "

Dave - "Because it's clear that they're older... We can't answer specifically; they're all adults."

Mathieu - "International adults, so 21."

  • Are you guys actually working on a solution for the hatch standoff?

Dave - "Yeah! It has a lot of implication, but it's actually quite simple: Killer gets to the hatch, closes the hatch."

Mathieu - "That's it?"

Dave - "That's it."

Mathieu - "Is it working, and it makes sense and is fun?"

Dave- "It's getting there."

Mathieu - "Can it be opened again?"

Dave - "With a key. Maybe it's gonna open again with a gen, or after some time. But for now it's closed."

#ShutYourHatch

  • The Mystery Boxes in the Bloodweb are supposed to contain add-ons and offerings as the same rarities as the box. Why is it still possible to get them of lower rarity?

Dave - "By design, the box is supposed to give you something equal to the box or way nicer. If it doesn't], it's a bug; we'll look into it."

[Shiroku, from chat] - "I spoke with Thomas about this and it's only the Ultra Rare boxes that do that."

  • Have you considered adding more Survivor objectives such as requiring a generator to be fueled up before it can be fired up?

Dave - "One thing you're going to see something like this in is events like what just happened; we're testing stuff like this as extra objectives."

  • Any plans on bringing Darkest Moonlight back as an offering on the Bloodweb?

Dave - "Absolutely not. Why we retired these offerings is because they added an enormous weight on the team every time we made a new map. It means creating the lighting for the map and doing a light pass for all the different perks and offerings."

Mathieu - "And these decisions are always so difficult. It was really, really cool at the beginning, but it became more of a burden that we kept dragging with us and it was preventing us from pushing the visual quality of the new maps. But we may do other things that can affect the map..."

  • If the Killers can feel pain, does that mean they can die? If they die in The Entity's realm, what happens?

Dave - "What happens to Survivors when they die?"

Mathieu - "It's not the end, that's for sure... They say it's not an escape. It doesn't necessarily mean [Killers] can die but it would be just as significant as Survivors dying."

  • Can things truly die in the world of The Entity?

Mathieu - "That's a very good question..."

Dave - "Yeah..."

  • Will you remove the loading screen tip that blatantly tells Survivors which Killer they're facing?

Dave - "The idea with that loading tip is that it appears only for the couple first matches against that specific Killer. After the fifth time, I think, that you face Myers the loading tip can be anything. A new player will not face against three Killers like at the beginning of the game, there's a lot now with funky powers."

Mathieu - "Especially because we're not done. They're be more with funky powers."

  • How long does it take, from the whiteboard, to get a character into the game?

Dave - "We've looked into that; the updated number is 4 months."

Mathieu - "That's an average. And some steps can shrink and grow."

  • What became of Vigo and the people on the lost tapes? Did they escape, or did The Entity take them somewhere else once they lost hope?

Dave - "We don't know if they lost hope. Maybe? Maybe not. Maybe they're dead for good? Maybe not. It's important to understand that in The Entity's realm there's not just one place that exists at one time; there's pockets. So some Survivors that live in there will never be around."

  • Killer sound fix when?

Mathieu - "We are actively working on that, right now."

  • Give us figurines of the Killers!

Mathieu - "Aw, I'd love that!"

Dave - "Yeah, me too."

  • Has a Killer ever gone to the drawing board but was cancelled because their power was too strong? If so, what was their power?

Mathieu - "I can remember one from the original prototype that was the flying Killer. [It] was super fun, but it was unplayable just because you'd go up in the map and go, 'Oh, he's there,' and then hit them and they die. It was fun, but unmanageable."

  • Will you update the older Survivor models since the newer Survivors look more polished visually

Mathieu - "I think that some of the Survivors may feel less polished, but I think some of our older ones are some of our greatest ones. Meg still looks absolutely gorgeous. But yes, there will be things for Survivors... But we're probably not gonna go back and redo the old outfits."

  • Is there a Killer in progress now?

Dave - "There's always something on that front."

  • Is there a pattern to the way The Entity chooses what kind of Survivor faces which Killer, such as why Feng was chosen to face The Doctor? Are all characters packaged together connected in some way?

Dave - "Absolutely not. There's Chapters where the characters have nothing to do [with each other]."

Mathieu - "Some have a very like connection, but most of them don't, at all. Ace and The Hag? Very little."

  • Why are level 1 characters sometimes matched against Rank 1?

Dave - "Because when we do the matchmaking, the ranks go larger and larger so that you can play eventually. We decided that it's better to play than—"

Mathieu - "—be matched perfectly. We should get the exact numbers, although we've tweaked them over time, but if you're waiting for 5 minutes you're essentially looking at every possible player out there. It's more complex than that..."

  • I want a Wraith plushie!

Dave - "Me, too."

Mathieu - "Everybody wants a Wraith plushie."

  • **What's your opinion on Marth88's [Survive With Friends] experiment?

Mathieu - "I'm not sure what it is... I will look into that..."

Mathieu - "There's a talk with Marth88 tomorrow. Thank you Gabrielle."

  • Emblems System?

Mathieu - "We had a PTB, looked at the results, tweaked things... What's next?"

Dave - "We wanna do another PTB."

  • Huntress hatchet collision issues?

Mathieu - "Design is aware."

  • *Balanced Landing is having a mysterious cooldown...

Mathieu - "QA will be made aware..."

  • Scratch marks and sounds issues?

Mathieu - "The appropriate people are working on this as we speak."

  • Hag Cube when?

Mathieu - "It's bigger than that. We're looking into the Hex perks and how we re-fanaggle this whole thing. We're not tackling it right now..."

Dave - "We're looking into making Killer adjustments and I'd prefer more players to be impacted by these changes rather than a specific character. Doesn't mean we're not going to look into specific characters afterward..."

  • When will Survivors be able to hook Killers

Mathieu - "That's a very serious question."

Dave - "Not sure..."

  • What about having a set of three or four perks that you could buy with shards or Bloodpoints that every couple of days are rotated randomly?

Mathieu - "That's a good idea, but it's talking about the whole progression system, and that's something we are very seriously working on right now. It grew so much that it needs to be looked at again."


Around the Web

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

[Twitch [2min] | imgur]


Words of Wisdom

"Where would we be without geography?"

-Emo Philips


End of Stream

submitted by /u/Spoiled_Soul
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Hags:

Posted: 09 Mar 2018 11:06 AM PST

New Game Mode - The Last Survivor

Posted: 09 Mar 2018 07:53 AM PST

The Last Survivor - "Things were different in this world, the dread creeping up to your very soul. Not a way out, we kept running knowing in the end. We're all dead either way."

Game Introduction The Trial starts as normal, 4 Survivors and a Killer. Without Generators to repair, Survivors are tasked to only survive no matter what, using whatever they can to be the last one killed. Gifted with a multitude of ways to avoid or escape the killer, Survivors must use these things wisely as they're limited in terms of uses but even so, the Entity has also gifted the Killer a new toy to play with the Survivors.


Game Mechanic

  • Perks that affects specifically affects Generators, Exit Gates, Escaping Hooks are disabled for this mode.
  • Survivors and Killers cannot bring Items and Add-Ons for this mode.
  • The Hatch does not spawn, regardless of how many Survivors are left.
  • There are 3 Chests in each Trial that replenishes after 2 minutes after a Survivor has taken an item from it.
  • Items obtained from Chests always have a single Add-On, guaranteed to have a Common Rarity upon obtaining the first item in the chest. Add-Ons has a chance to be of higher rarity each time a new item has been taken from the same chest. Chance to have 2 Add-Ons of different rarity upon the 3rd time an item has been taken from the same chest.
  • Toolboxes gained from Chests will always have the ability to Sabotage hooks.
  • Keys gained from Chests will always have the Add-On to locate Survivors, and on higher rarity, the Blood Amber Add-On.
  • Maps reveals items such as Broken Hourglass, Stuffed Doll and Survivor's Epitaph. The Rainbow Map reveals things such as a Killer's activated Entity's Tear.
  • Survivors can go back to Injured State from a Dying State but the recovery speed is 20% slower.
  • There are no longer Hooks in the basement.
  • Hooks regenerate even after a Survivor has been sacrificed.
  • Crows descend on Survivors 30% faster if they stay within an area for too long.

Survivor Mechanic

  • Survivors are granted 200 Survival Bloodpoints each minute for the first 4 minutes, 500 Bloodpoints every minute after.
  • Survivors no longer struggle once they are Hooked and are immediately Sacrificed but, will respawn in a random closet that is at least 42 meters away after 10 seconds.
  • If a Survivor is sacrificed 2 times, they are dead and will no longer respawn.
  • The first Survivor to die gains no multiplier to their end score.
  • The second Survivor to die gains +50% to their end score.
  • The third Survivor to die gains +100% to their end score.
  • The last Survivor to die gains +200% to their end score.

Killer Mechanics

  • Upon sacrificing a Survivor, the Killer gains a random Add-on, obtaining Common Add-ons on their first 2 Sacrifices. Uncommon for the 3rd and 4th, replacing the previous. Rare for the 5th and 6th, replacing the previous. A single Very Rare or Ultra Rare on the 7th Sacrifice replacing one of the previous.
  • The Killer gains 100% ~ 30% of the first dead Survivor's end score as Bloodpoints.
  • The Killer gains 75% ~ 45% of the second dead Survivor's end score as Bloodpoints.
  • The Killer gains 75% ~ 45% of the third dead Survivor's end score as Bloodpoints.
  • The Killer gains 100% ~ 70% of the last dead Survivor's end score as Bloodpoints.
    • Bonus gained is obtained BEFORE the Survivor's multiplier is applied.
    • Percentage of points obtained from your next kill gradually decreases after the first 3 minutes, decreasing by 1% every 5 seconds.
    • For every successful kill, the Killer has 3 minutes to find their next Survivor to kill to obtain the maximum amount of bloodpoints before it gradually decreases.

New Interactions for Survivors - "New gifts from the fog appeared, to help us survive. To blind us from our inevitable doom."

  • Stuffed Doll - "A toy made of skin, sewn with red twine and filled with something viscous. Whatever it is, it vaguely resembled us."

    • The Stuffed Doll is an item that are scattered around the map, usually in hindsight. Once picked up, Survivors can keep hold of the item which prevents them from being revealed once by the Entity's Embrace. It can also be placed inside a Closet in which once the Survivor who once held it is Sacrificed, they are guaranteed to spawn inside the chosen Closet.
    • A Killer who found a Stuffed Doll inside a Closet will proceed to destroy it, preventing the Survivor who previously held it from spawning from that closet.
  • Old Hourglass - "An ornate hourglass with what seems to be dried blood stains the glass."

    • 2 Old Hourglasses can be found placed on top of chest-height objects, once interacted by a Survivor, a countdown will begin for all Survivors in which after 12 seconds, grants all Survivors 150% of their normal running speed for 2 seconds. Once an Old Hourglass has been interacted, it becomes a Broken Hourglass that can be interacted by Survivors for 20 seconds with exactly 3 Skill Checks. Upon successfully interacting with it, grants Survivors with 125% of their normal running speed for 2 seconds.
  • Survivor's Epitaph - "Pain written in blood, a warning for us for the same fate that waits."

    • After 2 minutes that a Survivor has been Sacrificed, a Survivor's Epitaph spawns beneath the hook they were Sacrificed. A Survivor can interact with a Survivor's Epitaph for 4 seconds to immediately Sabotage the hook and consume the Survivor's Epitaph.

New Interactions for Killers - "Despite the odds, death is still around the corner."

  • Entity's Embrace - "What I found in the basement were nothing more but a void, an empty space that fills me of dread. I can feel it. Hungering."

    • Located in the basement, what appears to be a distorted eye tracking the Survivors in the basement is a glowing globule of blood to the Killer. Every 2 minutes and 30 seconds, the globule becomes charged - whispering to the Killer and notifying it is ready and upon interaction, releases a wave of energy throughout the map and revealing all Survivors for 4 seconds, increasing by 1 second after the each use.
  • Entity's Tear - "I felt a chill as I vaulted over the window, eyes unseen as a faint red glow disappeared in my peripherals."

    • Each window and doors has a visible glowing sigil next to it that a Killer can see and hit to prepare it, causing the next Survivor to pass through it to become visible to the Killer for 2 seconds. Up to 3 Sigils can be prepared and requires 2 minutes before it can be re-activated. If a Sigil remains active for 3 minutes, it becomes inactive and requires to be hit to prepare it again.
  • Entity's Deal - "I watched as the monster stood idly by, seemingly in a trance. Moments after and the ground shook and the hunt was on."

    • After a Survivor has been Sacrificed, for the next 2 minutes a void appears on the Hook in which the Killer can interact and in doing so, replaces the most recent Add-On they have received for random Add-On of the same rarity while revealing themselves to the Survivor for the next 3 seconds.
    • Add-Ons replaced cannot be the same as the previous or the current other one (if the one that's being replaced is the 2nd Add-On they have).
submitted by /u/Harowing
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when you get downed but you wanna keep your purple flashlight

Posted: 09 Mar 2018 01:58 AM PST

Umm.. so this happened (poor quality)

Posted: 09 Mar 2018 10:14 AM PST

Never forget

Posted: 09 Mar 2018 07:24 AM PST

No one showed up to play therefore i de-pipped twice

Posted: 09 Mar 2018 08:36 AM PST

Killer camped the hatch... I got out anyway. His reaction was something.

Posted: 09 Mar 2018 10:34 AM PST

Drew Meg !

Posted: 09 Mar 2018 11:03 AM PST

Get you a man that can't take his eyes off you

Posted: 09 Mar 2018 12:21 PM PST

Jake Park Art By me

Posted: 09 Mar 2018 07:33 AM PST

When you jump through a window and Lithe doesn't activate.

Posted: 09 Mar 2018 09:19 AM PST

Played against AngryPug. What's his deal?

Posted: 08 Mar 2018 08:29 PM PST

I've heard his name before but never looked into him ever til today if anything. He was playing Leatherface, insidious build. On the loading screen he commented how we weren't going to win (watched the vod). He tunneled me and camped me basically but I managed to get saved and book it and another friend of mine d-striked off his shoulder after a NOED (he had enduring) and managed to live. He accused us of being a four man (we weren't, just 3, but still), whined about not being able to use his camping build to use viewers but claimed in post-game chat that he was memeing. Is he just a big baby or? He seemed pretty peeved but then tried to pass it off as a joke from the looks of it.

https://www.twitch.tv/videos/236702771 ((((1:55:00)))) I was the Quentin lmao. He thinks we were hungry to win. We were legit just using items and just trying to have fun. Ended up picking up the random and befriending them after. His whole chat sure thinks we're ass apparently. They think we just crutched ourselves but in reality the only perk that went off was ONE d-strike that affected him so he's only complaining about a SINGULAR d-strike even though he didn't down us enough to make any plays worth it. And the 2nd BNP was stopped halfway through so like???

submitted by /u/ACakeToThePast
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Marth88's experiment vs Dev stream

Posted: 09 Mar 2018 10:15 AM PST

Just go play some Civ...

Posted: 09 Mar 2018 05:09 AM PST

bhvr be like:

Posted: 09 Mar 2018 07:30 AM PST

What is your unpopular opinion?

Posted: 09 Mar 2018 10:56 AM PST

I know everyone has always one very unpopular opinion, usually these kind of opinions get just super downvoted. But I'm curious. What is your personal honest unpopular opinion?

To everyone here; Please keep in mind that this is not about to justify any kind of perk or whatever. So please keep the salt to you and when you disagree with someones opinion, don't mention it, because that's pretty much the point of this.

I will start with one example: I personally, as someone who plays both sides equaly often and is usually around rank 1-5 on both sides, think that Decisive Strike is in a good state at the moment and not an absolutely op "get out of jail for free card".

I also think that Borrowed Time is by far not as "cancerous" as most killers complain. It gets annoying if it saves someones life at the end of the game but if a killer complains in a normal game about Survivors using BT (Especially if it wasnt even used once) it's just getting ridicoulus

submitted by /u/weirdfurryguy
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6 generators in the school area. Actually disgusting

Posted: 09 Mar 2018 08:36 AM PST

No, we don’t need a FNAF killer

Posted: 08 Mar 2018 02:02 PM PST

For all the people who have suggested a FNAF killer; this is a terrible idea. The FNAF fanbase is cringey af and we do not need a licensed killer from the game. The DbD community is already toxic enough, let's not make it cringey too. The game is broken enough anyways so I would be more concerned about fixing bugs than adding killers as of right now.

Edit: and yes, I do agree that a FNAF character just doesn't suit the style of this game. It just doesn't really work out.

Edit 2: when I say liscenced killer, I mean from FNAF. I enjoy seeing liscensed killers in this game (such as Mike Myers, Freddy, etc), but again, a liscensed FNAF killer just doesn't fit this game to me.

https://www.reddit.com/r/deadbydaylight/comments/82yos6/a_fnaf_chapter/ This is just one of the suggestions. I saw a couple of others but this is just an example if anyone was curious

https://www.reddit.com/r/deadbydaylight/comments/82vtz1/so_how_long_till_fnaf_licensed_killer/ Here's another one

submitted by /u/itstacticalgenius
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dbd

Posted: 09 Mar 2018 07:45 AM PST

I love dbd,greatest game in the world

submitted by /u/Rainbow_Splash
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Just like in the movies.

Posted: 09 Mar 2018 12:02 PM PST

Toxic Player stereotypes: Survivors and Killers!

Posted: 09 Mar 2018 04:37 AM PST

Toxic players come in all shapes and sizes. Luckily, they are predictable as all hell. Today we'll be going through each character in the game and naming the type of toxic player they attract.

Dwight: These toxic players are typically exploiters or cheaters. They go to the most extremes to make the killer mad. These can be recognized by their hacked in legacy outfit, and their blatant cheating and tea bagging.

There's an alternate style of toxic Dwight, which comes in the form of a ring leader. They will typically be the leader of a group of SWF, and will be running leader. They will have a flashlight, and will be the hardest to catch.

Meg: Angry Pug wannabes. These guys tea bag at the drop of a dime and will try to get chased at every opportunity. Luckily, they are not smart. You can trick these guys easily.

Claudette: Sweatiest tryhard imaginable. They will typically only tea bag at the exit gate, as they will not waste time taunting in a chase. Typically newer players that get to Rank 1, as they don't have very good nerves. They can be faked out easily.

They also come in the Sniper category. You pissed them off at one point or another, and now they will target you with their best stuff in a 4 man squadette to give you the worst time imaginable.

Jake: Truly toxic Jakes are rare. Some may engage in activities that toxic players may do, such as SWF and DS, but they rarely have the ill intent of a truly toxic player. The worst I can think of is sabo jakes that T-bag a lot, but they are usually fucking around and lack malicious intent most of the time.

Nea: Some of the most common toxic survivors. Pretty stock standard toxic behavior, and will usually have "toxic" in their name or profile. Usually suck of it too. Most of them look up to Noob3, failing to see that it's an act he does for humor which rarely has ill intent.

Laurie: Pretty Quiet. Typically solo, and will definitely have DS. Private profile, usually doesn't say anything, and will DC easier than any other survivor.

Bill: Typically solo players. Because no survivors want to play with them. Lack a lot of stealth or good decision making, and will farm the hell out of team mates. Will also blame said teammates, which makes them toxic.

Ace: Probably uses 9Hag. Very memey, but very ill tempered and toxic nonetheless.Will t-bag after every little thing that mildly inconveniences the killer. Can be seen by their intense lack of empathy for anyone outside of their SWF, which can include the killer and randoms.

Feng Min: Much like Nea, except more tryhard. Will have DS. Will still t-bag like Nea, but will take self preservation over taunting if the opportunity presents itself. They also think they're really good. More so than any other toxic survivor.

David King: SWF lackey. Typically not the leader. P3 but still runs beard because it looks better. Rarely directly toxic, but will be abusive in post game chat and enable other toxic survivors.

Quentin: SWF lackey. Same as Nea, but most likely a guy IRL. Has poor taste in movies maybe.

David Tapp: Same as Claudette really. Runs DS more in my experience.

Killers:

Wraith: Will face camp you if chasing you takes longer than 60 seconds. Will then berate you in post game chat. Will also face camp if you have a flashlight, regardless of quality.

Trapper: New player who camps. Will usually go to survivor once they realized that killer is weak.

Hillbilly: Rank 1 Killer who while skillful, thinks that they are God's gift to the earth. Has an incredibly high opinion of themselves, and will blame the game whenever they mess up.

Nurse: Same as Hillbilly, but even worse. Sees themselves as the hand of justice against toxic survivors. Unfortunately their hand is a bit heavy and they usually end up murdering a bunch of randoms who couldn't figure out how to hit a skill check and don't know who "Tree man with bell" actually is.

Myers: Survivor mains who play killer occasionally. Same types of toxicity as survivor mains.

Hag: Will camp everything. They are running insidious. And they do not care if they are ruining someone's experience. Will reply to innocent dissent by saying something along the lines of "Well survivors are toxic" despite the survivors being Rank 20 randoms who are falling for insidious. Quick word of advice, if people are falling for insidious, they probably don't deserve to be insidious camped.

Doctor: Likes making survivors mad rather than winning the game. Will do everything they possibly can to make a survivor's experience boring and painful. Will then act innocent in the post game chat.

Huntress: Camper. Nothing else to say. Just really liked staring at hooked survivors with a hatchet up despite every other survivor working on gens across the map. Will be running BBQ and Chili for some reason.

Nightmare: Ticking time bomb. Not always toxic, but be careful playing against him. It really only takes one pallet stun to be tunneled and camped.

Leatherface: Insidious camper. We all say this one coming.

Pig: New player camper. Incredibly easy to counter because they will Lunge at those on a hook rather than grabbing. Does not learn.

That's everyone. I found while writing this that like everything in Dead by Daylight, toxic players lack variety.

submitted by /u/Loneboar
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Most retarded thing I ever thought of

Posted: 08 Mar 2018 10:50 PM PST

What if you have an add on for the hag where the clone actually chase after the survivor that triggered it. Make it seem like she teleported to it. It she gets flashed like a normal killer, or pallet stunned you know the usual killer stun craps. Or if the fake hag hits the survivor it doesn't damage them just collapses like it would it she didn't teleport to it. Of course there would be draw backs from the add on like increase setting time and decreased range or what not.

submitted by /u/Animistic_Hydra
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The only reason why it's worth to watch Developer Stream is...

Posted: 08 Mar 2018 11:30 PM PST

Hatch n' Catch (22)

Posted: 09 Mar 2018 08:19 AM PST

I realised it today, but the hatch standoff "ideal" solution really doesn't exist without adding in something new (different objectives like a specific hatch key or something).

If the killer can close the hatch and it takes a key or an animation to reopen, "well the survivor is the last one left, they must have done something right, they deserve to escape"

If the survivor can no longer be interrupted, "the killer got 3 people, they deserve the last kill!"

There' no pleasing everyone here, so i'm glad the devs said on stream basically "killer wins hatch standoff" and are owning up to it, instead of trying to make everyone happy.

Tbh, the fact that we just got a straight answer from m'Cote instead of "maybe soontm possibly(?)" is what makes me happiest.

submitted by /u/fujypujpuj
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PSA: All Dead by Daylight DLCs are currently on sale in the Playstation Store (EU)!

Posted: 09 Mar 2018 05:02 AM PST

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