Dead by Daylight Monday Dev Q&A Thread - May 07, 2018 |
- Monday Dev Q&A Thread - May 07, 2018
- When you're just trying to get your rituals done but you wind up on Autohaven Wreckers
- I made a decisive meme again...
- I guess I’m in debt now?
- Dwight and Meggu [Wallpaper Series]
- Dead By Daylight Scream DLC (Parody Animation)
- The report button shouldn't open player profile on PS4
- This happens to me pretty every day, I store their profiles and nothing seems to happen (lag switch)
- Killer's list of rules to anyone playing survivor
- Later I came to understand the maliciousness of this game, but in this moment I was furious
- Am I being trolled or are people just dumb?
- I Got A 4K As Michael Myers
- Ran Plunderer's for a few days, here's some data
- Why does Hex: Huntress Lullaby not work with The Pig?
- Make Your Choice, Mint Rag, Shackles Hag is the only build i've found that actually makes me feel sorry for Survivors...
- The first No0b3's stream
- Trapper: „Out of my way, David!“ xD
- Ranking every survivor perk from worst to best.
- How tell the difference between a survivor's breathing and the killer's?
- If you play killer you're a whore.
- One of the best games I have played. Everyone had fun.
- Why avoid bloodied clothing survivors?
- When Toxic survivors get theirs. :)
- I'll camp a hook if the person is about to change hook state - Change my Mind
| Monday Dev Q&A Thread - May 07, 2018 Posted: 07 May 2018 08:14 AM PDT Hello people of the fog! Monday Dev Q&A are weekly threads where you can ask questions, give suggestions and feedback about the game directly to the developers. Comments are submitted to the developers on Monday and answered Tuesday. Some rules and guidelines specific to this thread;
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| When you're just trying to get your rituals done but you wind up on Autohaven Wreckers Posted: 07 May 2018 06:27 AM PDT
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| I made a decisive meme again... Posted: 07 May 2018 06:49 AM PDT
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| Posted: 07 May 2018 10:10 AM PDT
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| Dwight and Meggu [Wallpaper Series] Posted: 07 May 2018 03:52 AM PDT
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| Dead By Daylight Scream DLC (Parody Animation) Posted: 07 May 2018 12:18 PM PDT
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| The report button shouldn't open player profile on PS4 Posted: 07 May 2018 08:32 AM PDT Every time you hit the report button on PS4, it opens that player's psn profile before it opens the in-game report menu. The problem with this is that if you try to load multiple of those in quick succession (or sometimes just for no reason) they'll take forever to load and often just kinda freeze up. Thanks to this, if you have a really good match and wanna give props to helpful players, you might be stuck on those weird hung loads for like 30 seconds or way more for each one. Please just make report and open player profile separate options. [link] [comments] | ||
| This happens to me pretty every day, I store their profiles and nothing seems to happen (lag switch) Posted: 07 May 2018 07:46 AM PDT
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| Killer's list of rules to anyone playing survivor Posted: 07 May 2018 12:47 PM PDT
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| Later I came to understand the maliciousness of this game, but in this moment I was furious Posted: 07 May 2018 01:01 PM PDT
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| Am I being trolled or are people just dumb? Posted: 07 May 2018 09:01 AM PDT If I get placed on a hook... why do some people try to unhook me when the killer is standing 3 steps away? I'm just like "please don't unhook me" in my head... but they try to. Then the killer attacks them. They're down on the ground and the killer comes after me (if I'm not already down on the ground). Like.. are people just this dumb? [link] [comments] | ||
| Posted: 07 May 2018 01:24 PM PDT ...after the game was over, the last guy killed said "EXCELLENT KILLER". I was stunned. 10/10 would welcome more of this and less toxicity. [link] [comments] | ||
| Ran Plunderer's for a few days, here's some data Posted: 07 May 2018 01:19 PM PDT Just for the sake of curiosity I decided to write down my findings with Plunderer's 3. I made sure there were no luck offerings, and excluded my finds when randos used them. I will categorize them by rarity from purple to brown. PURPLE Key x 3 Toolbox (Sabo) x 6 Toolbox (repair) x 1 Medkit x 2 Green Toolbox (large charge) x 1 Toolbox (fast speed) x 4 Map x 7 Medkit x 2 Key Stub x 6 Flashlight x 3 YELLOW Toolbox x 4 Medkit x 5 Flashlight x 7 Brown Toolbox x 3 Medkit x 7 This was me opening as many chests as possible, keep in mind. Because I focused on chests so much I only managed to escape with about 5 of those items. Wish I could learn how to control myself better... Hope this piqued someone's interest. It's a cool perk to run when you p3 someone and you intend on maining them so you can stock up items. I usually aim for keys since I never seem to get them in my bloodweb. also, I seem to get green more than any other color. Funny. Every time I get a green medkit I kind of facepalm and think "well why didn't I just take pharmacy, it would have been faster" [link] [comments] | ||
| Why does Hex: Huntress Lullaby not work with The Pig? Posted: 06 May 2018 10:53 PM PDT I can fully understand why Hex: The Third Seal doesn't work; because then the Pig would simply have to hit a Survivor and watch them frantically run around the map in search of boxes due to no aura reading. But Huntress Lullaby doesn't? Why? Having a delayed or nonexistent skillcheck notification sound on Jigsaw Boxes would not only make searching them take some actual effort to do (such as when a Survivor performs a skillcheck while affected by Madness), but it would fit more with The Pig's theme of being a Killer all about pain and torture. Not to mention, having more control over Jigsaw Box skillchecks would open up add-on viability for The Pig; namely Razor Wire and Interlocking Razor. It's bad enough that The Pig's RBTs are nowhere near as scary as they are in the movies; so why are we unable to make Jigsaw Boxes take some semblance of skill to complete with add-ons? [link] [comments] | ||
| Posted: 07 May 2018 12:48 PM PDT All you need is that one initial hook, and then every single save becomes instant, ugly death for the person being altruistic. How have I not tired this before... [link] [comments] | ||
| Posted: 07 May 2018 01:36 PM PDT I was really surprised how many viewers he had. He had almost more viewers than Truetalent. 2k viewers on first stream is amazing. People hate him for toxicity and compare to ochido. I think that Noob doesn't deserve these hates. He is hated that he play against bad killers. His 360 and jukes really worked on stream. He was kind and he was not salty. Why you hate him so much? Thanks for answers. [link] [comments] | ||
| Trapper: „Out of my way, David!“ xD Posted: 07 May 2018 05:34 AM PDT
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| Ranking every survivor perk from worst to best. Posted: 07 May 2018 03:19 AM PDT #51: No Mither (I know there are only 50 perks, but bear with me here). This should surprise nobody. No Mither has massive downsides while having almost no upsides that couldn't also be done by simply not running the perk. ...almost no upsides. There is one thing you can do with No Mither that you can't do any other way, and that's the art of the No Mither Sabo squad. Run No Mither+Saboteur+Sprint Burst+Resiliance and an Alex's toolbox on all four survivors. 99% every hook. If he ever tries to hook one of you, break the target hook to let your ally escape. This means that he has to slug, which just doesn't work against No Mither. If the killer doesn't stand on top of the body, they will get up. If they do... you do all the gens. Even if they manage to get all of you down, you can get up the moment they pick up It's not foolproof, of course; if anybody goes down before sabo is complete, you lose. Same goes for getting put in the basement, or ending up against somebody running Hangman's trick or a tombstone. If none of those happen, though... you still might lose, but you're sure as hell taking the killer with you. #50: We're Gonna Live Forever The Bloodpoints on this perk are amazing, even more so on release. The fact is that this perk straight up does nothing for you mid-trial. There are other perks that do pretty much nothing, but WGLF is seen more than those... so why the low ranking? The problem with this perk is that it encourages a very dangerous, often detrimental playstyle in those who run it. You only have to take have to unhook people; they don't have to be safe unhooks. #49: Deja Vu From a perk that does absolutely nothing to a perk that had may as well. Most of its duration is taken up by the pre-game spin, so you may not get any use out of it without a map. #48: Calm Spirit Remember when Crows were easily disturbed, and Spies was meta? That was a different time. Crows are irrelevant now, and so are all crow perks. #47: Sole Survivor Allied deaths are a big risk as a prerequisite; if you're found before them, the perk is useless. If they die first and you can't get enough of a reward from the aura blocking, you may have done all this for nothing. Without something to guarantee massive value, Sole Survivor is a perk with massive risk for little reward. That thing does exist in OoO, but we'll get to that later. On its own, Sole Survivor sucks ass. Its combo will have its own ranking. #46: Ace in the Hole Half the time you get nothing, and the other half it's usually something mediocre like a common battery. Once in a blue moon you'll get something awesome from it... but that's rare. Your time is better spent on gens, and your perk slot is better spent on almost anything else. #45: Up the Ante Encourages players to waste their hook timer with escape attempts. Encouraging players to suicide isn't a good idea; it's OK in a pinch, but horrible in every other scenario. #44: Slippery Meat If your bonus jumps didn't deduct from the timer, this perk would actually be pretty good. That said, they do, so it isn't. #43: No One Left Behind ...why not just run We'll Make It? It gives a bigger bonus that No One Left Behind, plus it's actually good before the gates are powered. 42: This is not Happening Good players don't really miss skillchecks anyway, so this fixes something that isn't actually a problem. Having to be injured is just the runny icing on this bland cake. 41: Dark Sense This perk tells you which exit gate is safe to open. Honestly, it's not that bad of an effect... if only it did something before the endgame. Perks that are only useful when the gates are powered are risky, since you're basically running 3 perks until the endgame and that can kill you. Dark Sense is not worth the risk, if barely. 40: Open Handed This perk is OK. There's not really any downside to running it. It gets stronger the more Aura perks you have and it stacks with itself, so a team all running Bond and Open Handed can see each other from an absurd 68 meter range. That said, that's at its strongest. With fewer people running it and fewer aura perks in the trial, it gets less and less powerful. #39: Prove Thyself There's simply no reason to run this instead of Leader, and if you're already running Leader this effect isn't enough to warrant taking it over other perks #38: Object of Obsession Remember, I'm ranking these perks on their own. Without Sole Survivor, Object of Obsession is very, very risky. The combination of OoO and SS gets its own ranking. #37: Resilience Being injured is risky, but repair speed is very strong (plus this increases your vault speed, which is nice). You can also heal yourself to 99% to keep the speed and top yourself off when shit hits the fan. #36: Left Behind The textbook definition of "Situational". This is useless most games, but can single handedly get you out of the trial when it pops off. The ability to do a gen in 64 seconds means that you can sneak around to get that last generator done. Next patch, this goes up a couple spots due to how you'll have to do gens to re-open the hatch. #35: Balanced Landing Not as bad as you'd think, but still bad. One of few perks that arguably gets worse with levels (since the stagger reduction gets a CD at max level). Heavily reliant on map layout to be useful. #34: Wake Up! 2.6 seconds off the exit gates can be clutch as hell, and you act as a beacon to your allies saying "COME TO THIS GATE". It also lessens the effect of Remember Me. Still not really worth running as an end-game perk, but it's kind of nice. If Dark Sense tells YOU which gate is safe, Wake Up tells your team what gate is safe. #33: Alert Eh. It's kind of cool, feels pretty nice. That said, it's just a worse version of Premonition. #32: Spine Chill Again, a worse version of Premonition. When Spine Chill lights up, all you know is "He's coming". No shit he's coming, that's what the heartbeat is for. It doesn't tell you where he's coming from, so it's instantly worse than premonition. #31: Stake Out When a terror radius has a visual effect, you'll usually see it before you hear it (madness sparks at your feed, presence debuffs). Stake Out starting its charge tells you the killer is near about a second before you hear the heartbeat, which is crucial. Oh, and it counters Ruin. That's nice. #30: Lightweight Lessens the main way Killers track you. If you ever want to actually lose the killer, you'll want this. Without it, they'll track you down with scratches even if you break LOS. #29: Hope Another endgame perk, but this one is actually worth it. Movement speed is an insane stat; with Hope, you're all but guaranteed to win chases in the end game if they don't have NoED. #28: Kindred This is a safeguard against bad allies. This stops your entire team from running into the basement against Insidious Leatherface. This makes sure that they're going to send somebody to save you. #27: Streetwise Have a toolbox? Hey, this is a great perk for you! Don't have a toolbox? Don't bother. #26: Saboteur In the olden days, this would be way up there. It's still good for clutch saves, but the time investment to sabo hooks can be fatal. #25: Detective's Hunch One of the best ways of countering a Hex. Complete a gen for a massive UAV scan. Also great against Trapper, since you'll scout his traps in the area. #24: Small Game ...the actual best way of countering a Hex. It's also better against Trapper, since you're constantly scouting his traps. #23: Plunderer's Instinct It's fun and pretty strong. I mean, your time might be better spent doing gens than getting items, but items are pretty damn helpful! ...though you could also just bring in an item. #22: Pharmacy Doesn't help you find boxes, but the search speed is really quite significant. #21: Tenacity The ability to hide from the killer in slug form as you recover can be a lifesaver. It's pretty situational, though, and Unbreakable is better in that situation. #20: Technician If you're eating while you play, run this perk. It will save your ass. Otherwise, it's cool to be able to sneak gens. Lots of killers check gens by ear, listening specifically for the ratcheting sounds made my repairing survivors, so you can make big plays with this. Great with Left Behind. #19: Empathy A great perk. Lets you track down allies in need, either to go heal them or to stay the hell away from an active chase. Infinite range is good, but this perk is still worse than Bond simply due to its limited uses. #18: Botany Knowledge Solid all around. This is more versatile than We'll Make It, but isn't quite as effective, thus the rating. #17: Vigil Cooldown reduction on Sprint Burst will save your life if you are skilled enough to survive such a long chase. #16: Quick and Quiet This is one of the best ways to shake the killer, ending chase without going down. It also enables you to juke into lockers; maybe it's dumb, but it's just dumb enough to work. #15: Iron Will If you're injured, this perk is the only way you'll even be able to consider shaking a good killer. They will hear you, so you won't ever lose them. #14: Unbreakable Situational, but game changing. #13: Leader Repair speed is the second most important stat in the game (movement speed being first). Leader is the best in the game for raw repair speed, so up it goes. Doing gens one by one is technically more efficient, but the last generator is the hardest since the killer can 3-gen. This lets you get that gen at insane speed. #12: Premonition The best way of tracking down the killer. It doesn't work against T1 Myers, but that's the only real weakness. You can tell proximity by heartbeat intensity and you can tell direction with Premonition, allowing you to pinpoint their location. The cooldown isn't exactly short, but it's not too bad. #11: We'll Make It More niche than Botany, but it's so insanely good at what it does that it has to go here. #10: Bond At low ranks, this serves as a reminder of human incompetence. Anywhere above that, and the ability to know where your allies are at all times is exceptional. It may be a little scummy, but one of the best ways to get the killer off your ass is to get him onto someone elses. #9: Urban Evasion Lets you avoid chase altogether and recuperate your exhaustion perks a good deal faster. This is also a massive counter to Hag, which saddens me greatly. #8: Object of Obsession + Sole Survivor Told you it was coming. OoO is high risk high reward. Sole survivor is high risk low reward. Together, Sole Survivor's "Reward" is that OoO no longer has any risk; it's incredible. #7: Borrowed Time While no longer cancerous and completely meta defining, it's still clutch and very much a game changer. You have to put yourself in the line of fire, but you can guarantee that an ally makes it out the gates. #6: Dead Hard Killers usually get their hits when survivors are inches away from the safety of a pallet. This gives you those inches, and can even give you a couple meters if you successfully dodge a swing. It also gives Trapper depression and is a counter to Nurse, the only killer currently viable at rank 1. #5: Lithe A speed boost is always going to be very strong. I personally prefer Lithe to other exhaustion perks, but Sprint Burst's head start is just stronger than Lithe's mid-chase boost. #4: Adrenaline Risky, but very clutch. An instant heal plus the best speed boost in the game is one of the best rewards possible. I have had only one bad experience from Adrenaline, when I was stopped from using Dead Hard to go over a bear trap due to the heal... I lost that game. #3: Self Care Simple, yet effective. Some might list this as #1. If this list were in a vaccum and you could only run a single perk, it very well might have to be Self Care. Self Care is the most essential perk, but it's not the most powerful. #2: Sprint Burst This perk negates half the killer powers in the game. Wraith can't hit you out of uncloak, Freddy can't hit you after sleeping you, Pig can't ambush you, LF can't initiate a chase with a chainsaw in the open, Myers can't sneak up on you, and Hag can just give up on getting frags with her traps. Those are just the worst of them. I'll reitierate something I said earlier; movement speed is the most powerful stat in dead by daylight. #1: Decisive Strike Thank Gaben this is getting nerfed. As of right now, it's effectively +1 health state with no downside so long as you can land skill checks (which shouldn't be hard considering you know this one is coming). [link] [comments] | ||
| How tell the difference between a survivor's breathing and the killer's? Posted: 07 May 2018 01:53 PM PDT I always get confused with whether it's the killer's breathing or the survivors. I've watched dbd youtubers know if a survivor is near them or not by the breathing straight away. Do you just have to listen carefully or is there an obvious difference? It takes me a good 10 seconds of just standing still and listening to hear the survivor. [link] [comments] | ||
| If you play killer you're a whore. Posted: 07 May 2018 01:52 PM PDT You hook people which means you're hooker /s (I'm just gonna go home now, bye) [link] [comments] | ||
| One of the best games I have played. Everyone had fun. Posted: 07 May 2018 03:18 AM PDT
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| Why avoid bloodied clothing survivors? Posted: 07 May 2018 06:19 AM PDT Every time I opt to play as survivor wearing the bloodied (prestige) clothing, it's so hard to get into a lobby. It's like the second killers see the bloodied clothes they panic and leave. And then it's like a continuous cycle of the killer(s) disconnecting for ages. Why do people fear the bloodied clothing? The bloodied clothing doesn't necessarily mean the survivor wearing it is any good. I myself am not that good at survivor. In fact I suck and find myself always stuck between levels 20-13. Lmao. Is it 'cause it's harder to find survivors 'cause of the camouflage? I don't understand. Surely, overall the clothes shouldn't really make a difference and it's all on just how you play..... [link] [comments] | ||
| When Toxic survivors get theirs. :) Posted: 06 May 2018 10:45 PM PDT So just recently I played a game as Trapper and for much of the game I was getting juked, looped, flashlighted and tea bagged, by 2 Megs, a Jake and a Quentin. (All prestige) I was unable to successfully hook anybody for most of the game and the survivors just kept taunting me. I started losing hope thinking, "oh great they're gonna troll me at the exit gates". Then finally, I downed a Meg and hooked her just as they finished the last generator. So I set up a trap behind where the hooked Meg was, one nearby a pallet to her right and one directly across from her by another pallet. When I finished setting the traps up I started making my way to the exit gates.. As I got closer to the exit gates, next thing I know....BAM! All 3 survivors walked into my traps stimulationiously at the same time! It worked out perfectly 'cause I used an add-on that put them in the dying state... So I ended up killing all of them. Serves them right for being assholes the whole game. Anyone else had similar experiences? evil laughs MWAHAHAHAHAHA [link] [comments] | ||
| I'll camp a hook if the person is about to change hook state - Change my Mind Posted: 07 May 2018 07:04 AM PDT Generally if I hook someone, unless I know there's another survivor right next to the hook, I'll go and apply pressure elsewhere on the map. As the person on the hook starts approaching changing to struggle or approaches dying, I'll come back to the hook and defend it until the state change happens. This gets me alot of post game flak when the other survivors do nothing to rescue but come running just as the hooked survivor is about to die. Waiting around for someone to die on hook is a waste of valuable time, but if I can invest 10 seconds to ensure someone dies, or at least get them to the next hook state, it's worth it to me. [link] [comments] |
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