Dead by Daylight smile sunday - June 10, 2018


smile sunday - June 10, 2018

Posted: 10 Jun 2018 08:13 AM PDT

welcome to smile sunday, turn that caps lock off and gush about whatever has made you smile this week!

a few things to keep in mind:

  • if you want to do some uppercase letters, feel free to, but try to avoid shouting! sunday is a chill day.

  • avoid being happy at the expense of others. not talking about opinons or having a really good match as survivor or killer; talking stuff like "haha, i'm really happy consoles don't get bill but i do on steam!"

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PTB and You - ELI5 version

Posted: 29 May 2018 05:41 AM PDT

Hi everyone!

In light of the upcoming PTB, we've decided that it's time for a Megathread that contains the most important things you need to know. We will keep this Megathread up to date and pinned as announcement for as long as the PTB is live.

The following topics will be restricted to this Megathread:

  • Frequently Asked Questions ("How do I join the PTB?", "What does PTB stand for?", "What's in the PTB?" etc pp)
  • Patch notes, including hotfixes

Other than that, you're welcome to discuss the contents of the PTB (balance changes, new content such as the store and the DLC) to your hearts content! Please make sure to tag any submissions related to the new DLC as spoiler and remember to be awesome to each other! <3


What is a PTB?

In general, it's an abbreviation for Public Test Build, but it's also known as Player Test Build, Player Test Beta or Public Test Beta.

Public Test Builds are a way for the developers of a game to test major upcoming changes prior to their release, identify bugs or exploits and receive community feedback, which helps them to adjust the new mechanics. Features and changes introduced in a PTB are always work in progress/subject to change.

Players have to join the PTB via the public beta branches through Steam in order to gain access to it. It's optional and you're free to join and/or quit the PTB at any given time. If the players decides to participate in the PTB, it creates a copy of the player's main build save game, but any progress made by playing the PTB will not be saved afterwards.

As of now, we do not know when the PTB will end, but it's speculated that it will end around June 8th (day the feedback survey for the PTB goes live).


How to opt-in/opt-out the PTB

Important: The PTB is only available on Steam (PC)! You must own the game (obviously).

Opting In

  • Close the Dead by Daylight application
  • Right-click the Dead by Daylight application in your Steam Library
  • Access "Properties"
  • Access the "Beta" tab
  • Select "public-test" from the dropdown menu
  • Select "Close"
  • Restart Steam (not required, but this updates the UI properly and kicks off the download)

Opting Out

  • Close the Dead by Daylight application
  • Right-click the Dead by Daylight application in your Steam Library
  • Access "Properties"
  • Access the "Beta" tab
  • Select "NONE - Opt out of all beta programs" from the dropdown menu
  • Select "Close"
  • Restart Steam (not required, but this updates the UI properly and kicks off the download)

Source


Contents

  • New DLC "Curtain Call" (Killer, survivor, perks and map) - OFFICIAL RELEASE DATE IS UNKNOWN!!!
  • New ingame store for cosmetics and DLC characters
  • Balance changes/new mechanics:
    • Removal of the pallet vacuum
    • Changes to loops (e.g. Line of Sight breakers)
    • Bloodlust changes
    • Ability for the killer to close the hatch

Patch notes & change log

Version 2.0.0 (PTB) (Source)

Please note that bullet points starting with "PTB-only!!!" are only available during the PTB. They will be tested, but they will not make it into the live patch!

CONTENT

  • PTB-only!!! - All players have been granted 4025 Auric Cells to allow purchasing of items in the Store for use exclusively during the PTB
  • Added new main menu music to tie in with the DLC Chapter
  • Added new sounds when Emblems appear in the Tally Screen based on their quality
  • Added new idle animations for Killers in the offline lobby & store sections
  • Added new head customization item for Dwight for players who own the Dead by Daylight: Leatherface™ DLC

FEATURES

  • Re-designed all confirmation prompts
  • Updated the main menu and player loadout button layouts to accommodate for the newly added Store and Tutorials.
  • Added an in-game Store to purchase characters and cosmetics. The store now also hosts the Shrine of Secrets.
  • Added the Player Level functionality. This is an account based progression that rewards the player with Iridescent Shards upon leveling up.
  • Added Tutorial levels to explain Survivor & Killer gameplay
  • Integrated Simplified Chinese, Japanese and Korean community localization

BALANCE

  • PTB-only!!! - Added a new interaction allowing Killers to close the hatch
  • All characters now start with their 3 personal perks unlocked by default (at level 1)
  • Adjusted the level requirements for unlocking perk slots. The 2nd, 3rd and 4th perk slots now unlock at levels 5/10/15 respectively (down from 15/20/25)
  • Changed hook auras to always be visible from the Killer's standpoint while carrying a survivor. Prior to this change, hook auras would only be displayed if the hook was hidden behind another object.
  • Decreased the range of activation for the Killer pick up interaction
  • Decreased the Wraith flashlight uncloak stun time from 4 seconds to 3 seconds
  • Removed the possibility of spawning the Doctor or the Hag splinters in the Bloodweb because these characters can now be purchased for Iridescent Shards

MAP ADJUSTMENTS

  • Added a few totem spawn points in the buildings of Macmillan Estate
  • Pallet loops in the maps of Macmillan Estate, Autohaven Wreckers and Coldwind Farm themes have been tweaked in order to increase their fun factor
  • Changed the number of hooks for each map to be based on its number of tiles (Total Tile Count / 3)
  • Improved totem placement in various maps
  • Removed a pallet from the Badham Preschool building tile
  • Adjusted Torment Creek and Rancid Abattoir map layouts to create more distance between the maze tiles
  • Relaxed the default Survivor-on-Survivor spawning rules in order to minimize the occurrence of killers spawning close to survivors

IRIDESCENT SHARDS

The shards economy has been reworked completely:

  • Shards are now obtained by leveling up your Player Level
  • The maximum cap for the Shards has been removed
  • Shrine of Secrets teachable perk costs have been increased to 2.700/2.000 (previously at 750/550)
    • Important Note: Shrine of Secrets will remain empty until this update is released on all platforms
  • Shrine can now be used to purchase certain characters and cosmetics from the Store, in addition to purchasing teachable perks from the Shrine of Secrets.
  • The amount of Bloodpoints received when purchasing an already owned Teachable Perk from the Shrine has been reduced to 200.000 / 150.000 (from 250.000 / 200.000) for new and old perks respectively

SCORING

The following scoring events have had their initial Bloodpoints reward increased but adjusted with diminishing returns when triggered additional times during the game. The will increase Bloodpoints gain in general, particularly for those who were consistently receiving a low amount of Bloodpoints at the end of a trial.

  • Objectives, Coop (increased from 10 to 25)
  • Boldness, Chased (increased from 20/sec to 40/sec)
  • Boldness, Escaped (increased from 250 to 400)
  • Brutality, Hit (increased from 300 to 500)
  • Hunter, Chase (increased from 5/sec to 10/sec)
  • Hunter, Survivor Found (increased from 200 to 400)

EMBLEMS

  • Benevolent:
    • Increased the starting amount of Benevolent points (from 20 points to 35 points)
  • Lightbringer
    • Reduced the requirement to attain Bronze quality (from 50 points to 30 points)
    • Reduced the requirement to attain Silver quality (from 130 points to 100 points)
    • Reduced the requirement to attain Gold quality (from 230 points to 190 points)
    • Reduced the requirement to attain Iridescent quality (from 310 points to 270 points)
  • Evader:
    • Increased the requirement to attain Bronze quality (from 200 points to 230 points)
    • Reduced the requirement to attain Silver quality (from 400 points to 380 points)
    • Reduced the requirement to attain Gold quality (from 700 points to 560 points)
    • Reduced the requirement to attain Iridescent quality (from 1100 points to 880 points)
  • Chaser:
    • Increased the requirement to attain Bronze quality (from 550 points to 650 points)
    • Increased the requirement to attain Silver quality (from 1100 points to 1230 points)
    • Reduced the requirement to attain Gold quality (from 2200 points to 1800 points)
    • Reduced the requirement to attain Iridescent quality (from 3300 points to 2550 points)

PALLETS

  • Pallet Interaction & Stun Zone changes:
    • Removed the ability to drop a pallet and rapidly cross the zone, what is often referred to as the pallet vacuum. With this change, a survivor will always stay on the same side of the pallet when triggering the interaction.
    • Adjusted the dimensions of the pallet stun hitbox. The hitbox was larger on one side than the other and encompassed both the standing pallet and the fallen pallet. It has been reduced to only encompass the fallen pallet.

PERKS

  • Dead Hard:

    • Added an new animation to indicate that the perk is active
    • Removed the speed boost from Dead Hard while in the air. This change aims to fix a variety of game hostage issues in multiple maps
  • Balanced Landing:

    • Stagger effects from long falls are reduced by 75% for all Tiers, without cooldown
    • Added sprint of 150% for 3 seconds for all Tiers
    • Sprint causes Exhaustion for 60/50/40 seconds
  • Stake Out:

    • Stake Out's progression is not lost anymore when a token is consumed

BUG FIXES

  • Please read them here

Version 2.0.0A (Source)

FEATURES & CONTENT

  • Updated Lobby and Store lighting
  • Integrated additional Simplified Chinese & Korean community localization
  • Added new sounds when leveling up the Global Player Level

BALANCE

  • Adjusted the speed boost received by a Survivor when hit by the Killer to be a fixed value instead of variable over time. Removing the curve should allow the Survivors to have more control over their character during the speed boost that is given to them after being injured.
  • Removed the Intoxication Effect Time penalty from the Clown's Flask of Bleach add-on

BUG FIXES

  • Please read them here

Important Links

submitted by /u/ms_claymore
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he had been practicing that

Posted: 10 Jun 2018 10:37 AM PDT

Dead by daylight is using redshell spyware without informing its users

Posted: 10 Jun 2018 07:21 AM PDT

is this an objective?

Posted: 10 Jun 2018 05:38 AM PDT

The Fog Rewards

Posted: 10 Jun 2018 07:47 AM PDT

Find The Mistake

Posted: 09 Jun 2018 08:52 PM PDT

It somehow always bothers me that we don't have the chronological order like this in the character selection screen

Posted: 10 Jun 2018 11:45 AM PDT

When you miss the first skill check on a Brand New Part

Posted: 10 Jun 2018 01:10 AM PDT

When you pick someone up and forget to face the wall

Posted: 09 Jun 2018 10:45 PM PDT

New wraith mori idea

Posted: 10 Jun 2018 07:05 AM PDT

Once survivors finish all gens in 5 mins he just bashes his own head in killing himself and avoiding the tbags at the gates

submitted by /u/courtnovo
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Prices of New Currency 2.0.0

Posted: 10 Jun 2018 09:23 AM PDT

Here you go everyone. Non Licensed characters are 500 Auric Cells/9000 Iridescent shards.

Posted: 10 Jun 2018 12:07 PM PDT

THE REAL FRIED BOI

Posted: 10 Jun 2018 11:38 AM PDT

With three days left in the season, I finally made it to the red ranks after 600 hours of never quite getting there. Posting for documentary reasons, I’m so happy!

Posted: 10 Jun 2018 01:10 AM PDT

I drew hillbilly

Posted: 10 Jun 2018 10:25 AM PDT

Killer related interactions around maps? YEY or NAY

Posted: 10 Jun 2018 12:13 PM PDT

First, the devs added the Pale Rose Horn, then the Gas Heaven Garage door.

These interactions are activated by completing certain generators.

SO!

What about killer related interactions around maps?

Maybe if you sacrify a survivor on certain hook, there will be an interaction, maybe a hazard or something like that?

Just thought about this and would like to hear your thoughts and ideas for this?

submitted by /u/ThatRasmur
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Finally found a use to the doctor's stick

Posted: 10 Jun 2018 11:48 AM PDT

Despacito Within 2

Posted: 10 Jun 2018 12:43 PM PDT

One possible improvement in DbD 2.0.0 nobody seems to talk about

Posted: 10 Jun 2018 04:52 AM PDT

I think there will be less people who disconnect in the next patch.

Why? Because you will only get account EXP, level ups and iridescent shards if you actually play the game! So if you want to get some fancy items or unlock survivors and killers you will most likely DC less!

submitted by /u/Sodenia
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New Clown Cosmetic

Posted: 10 Jun 2018 12:10 PM PDT

Apparently Dead Hard is how you counter Hook farming....

Posted: 10 Jun 2018 10:55 AM PDT

Just had a Rank 14 David who ran killer around the boat on swamp where a Quentin was on hook so no one could save him.

Then when I got put in basement, as a Meg came to save me, David, with killer in toe ran down to the basement as well so of course i got slugged as soon as Meg pulled me off.

When I messaged him telling him about griefing like that, I was told "Buy Dead Hard, then it won't be a problem".

I am at a loss for words on that one....

submitted by /u/ikarikh
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When Bhvr shows fanart on stream.

Posted: 10 Jun 2018 12:19 PM PDT

New Wraith Mori Idea

Posted: 10 Jun 2018 01:15 AM PDT

As we all know wraith mori is pretty lame. So how about the wraith grabs the survivor by the skull and bashes their head in as if it were his bell. (Can add skull cracking sound like clown)

submitted by /u/legouniverse1203
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I think this SWF team have a plan...

Posted: 10 Jun 2018 01:14 PM PDT

When the main objective is to laugh #3

Posted: 10 Jun 2018 11:41 AM PDT

My DBD Killer Tier List

Posted: 10 Jun 2018 09:10 AM PDT

Because why not.

Top Tier: The Holy Chasing Trinity

Nurse: In the right hands, potentially the best killer in the entire game. Being able to blink is an extremely powerful ability. The hardest killer to master for sure. While having a lower movespeed than other kills, blinking certainly makes up for it. She is not easy to play and will require time investment to yield results. In the right hands, the Nurse terrifies even the strongest survivor group.

Hillbilly: Sprinting at Mack 5 while revving a chainsaw makes for a good killer indeed. Killers with mobility have a better chance at getting survivors than killers that don't. Hence why good ole Hillbilly is up here in the high tier. Instantly downing someone with a chainsaw sprint and getting to places faster than any other killer can puts Hillbilly at number 2 of the holy trinity. Because of the Nurse's learning curve and how hard she is to play in comparison. Hillbilly is certainly the most popular top tier killer.

Huntress: What makes her top tier? Range. Simple as that. Being able to hit survivors at a range is a powerful ability and Huntress certainly proves that. Though she isn't fast, her ability makes up for it. What makes killers top tier is how well they do in the chase. Which is the most important aspect of DBD currently. While not as powerful as Billy or Nurse. Huntress is a solid 3rd choice, simply because her power helps her out in the chase.

High-Mid Tier: Fun and stylish, but not good enough

Doctor: Doctor's biggest advantage is the simple fact that he removes stealth from the game. Survivors have a hard time hiding against him, so when you can't hide you gotta run. The Doctor does luckily have a small way to help him out in a chase. And that simply being that when he shocks a survivor, they are unable to vault or drop a pallet for two seconds. Allowing the Doctor to give them a whack. Plus with add-ons and certain perks he can be a real pain in the ass for survivors to deal with.

Shape (Myers): Michael makes it into the top 5. For one real reason only. Instant downs are pretty damn good. Getting to EW 3 turns Myers into one scary fella. It's basically a temporary NOED. Combine that with the fact that Michael has probably the most diverse playstyles compared to other killers thanks to his add ons. and you have got a decentish killer.

Pig: The Pig gets 6th place simply because she has some good stuff going for her. Her RBTs help extend the game and her crouching surprise attack is great at hitting unsuspecting survivors. Her main struggle is she has no assistance at all with the chase and sprint burst alone can counter a surprise attack if the survivor reacts appropriately to the telegraph. So while she can put in good work, it is a challenge compared to the higher killers.

Low-Mid Tier: Below average, easily countered

Cannibal (Leatherface) : At the end of the day in the current state of the game. Cannibal is just a worse and nooby friendlier version of the Hillbilly. Sure that nets him 7th place, because being able to instantly down and kill not just one survivor but all 4 survivors at once is pretty damn good still. But Leatherface has nothing to help him out with the chase, instant downs are great but what makes Hillbilly better is one simple thing. Speed. While he has fun gimmicks such as basement camping. He is still very easy for survivors to deal with.

Hag: My personal favorite killer comes in 8th place. Hag is simply to easy to counter. She sucks at chasing survivors because she has lower base move speed than most killers and survivors can take out her traps or simple avoid them by crouching. Teleporting is great and all but the sacrifices Hag makes for it, just aren't usually worth it. She is fun to play and can still win games but ultimately you have to put in a lot more effort with her than other killers.

Trapper: I put Trapper below Hag only because of how terribly easy it is to disable his traps and loop him. He has nothing to help in a chase, good survivors usually will not step in your traps and will in fact just disable them and because disabling takes almost no time at all you can't really do much about it. Plus you have to collect traps at the start of the game wasting time doing so. He and the Hag share similar problems due to similar playstyles. I can see them both being somewhat of a tie but I personally give the edge to Hag.

Bottom Tier: The Sad Stealthy Bois

Wraith: He can stealth. But survivors can usually see him anyway. Simply put Wraith's power sucks and doesn't really help him enough to justify picking him. If you like getting hit by pallets and then breaking them. Good, because that's what you will do the entire game as the Wraith. And if that wasn't enough, you are also extra weak to flashlights. So enjoy that extra weakness. Run NOED if you even want a good chance at winning.

Nightmare (Freddy): Weak to begin with, then nerfed anyway. Freddy simply sucks. His power doesn't in any way shape or form help with chasing survivors. He gets looped endlessly much like his friend above him. Freddy is somehow suppose to be a late game killer who can slow down the game by putting people to sleep. But neither is actually true. You endlessly chase survivors until all 5 gens are done and you hope that NOED kicks in so you can at least get a couple. While I prefer playing him over Wraith, I still think he is worse.

So that is my personal tier list. Clown in his current state would probably be in the High-Mid Tier. Judging by what I have seen, he would probably take Pigs spot and be number 6. But we will have to see. And who knows maybe BHVR will buff some of these killers. Just maybe.

submitted by /u/Tails6666
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