Dead by Daylight Focused Feedback: r/deadbydaylight's Glossary of common terms and abbreviations for Dead by Daylight


Focused Feedback: r/deadbydaylight's Glossary of common terms and abbreviations for Dead by Daylight

Posted: 05 Aug 2018 07:59 AM PDT

Hello everyone!

We're happy to announce that we finally updated our glossary of common game-related terms and abbreviations today! As of now, the glossary will be featured in our sidebar below the link to the FAQ to provide easy access to the list.

We tried to list the most common terms, but following the principle of "four eyes see more than two", we want to ask you all for feedback and suggestions to further improve the list.

Edit: The glossary is available for mobile users as well! Here's how to access the sidebar using the official reddit app:

  • Open the app and search for r/deadbydaylight
  • Press the ... (three dots) icon in the top right corner
  • Select "Community Info"

Thank you for your help! <3

submitted by /u/DeadByDaylight_Mod
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Q&A Session #3 (2 Aug 2018) - Summary

Posted: 05 Aug 2018 09:44 AM PDT

Video Summary for Dead By Daylight Q&A Session #3

Link to Video on YouTube [27min]

Things that are in-quotes are taken directly from the video.

If there are any formatting issues, please let me know.

On the Show Today

Louis McLean - Gameplay Programmer

Stefan Horvath - Game Designer

The Gens still go very quickly against competent Survivors, so much that Ruin is a necessity and focusing down a single Survivor is the best way to slow them down.

Could it be possible that a Survivor could receive a repair speed debuff when they're hooked the first time to provide better incentive to target other Survivors and slow the Gens enough that only two hooking everyone isn't an automatic depip?

-LordofLimbo

Stefan - "I don't believe a double-hook on every Survivor, with the new Emblems System, results in a no-pip."

McLean - "It's definitely possible, and it seems like one of the strongest tools available for slowing down a game."

Stefan - "I would love to see how Sloppy Butcher is doing, by the way, and the other time-wasters. The question being, 'Can we do something of this nature?' We talk quite often about the things we can do to improve the gameplay experience. We've looked at things like speeding up the pickup time."

McLean - "One of the things we've talked about was more meaningful interactions for Survivors to do that are not just repairing the generator. That's really how we'd like to do: giving Survivors more to do than just making generators take longer."

Stefan - "This is something we want to look into more. Do we have an answer? No."

McLean - "There's nothing specific for this in Chapter 9, but it's something we're looking at for the future."

Any updates on ideas for balancing SWF / bringing solo Survivors up to their level that are in the works?

-V Concerned

Stefan - "We've talked, in the past, about giving Kindred as a base ability. We were [also] talking about buffing it, at one point. We would like to make it so everyone has Kindred equipped by default, not as a perk but as a base-game component—which can be affected by things like Open Handed—in the hopes to give enough information to players that simulates kind of what information you'll get from voice communication with friends. Survive With Friends is mostly the voice chat component where you can give information quick enough that it can be used and manipulated in the match. We're looking at things that you can vocally transmit / share between solo Survivors. I don't know if this is going to go as far as as soon as one Survivor sees the Killer everybody knows who the Killer is. Maybe that's going a little too far. But, for example, the change for The Obsession where The Obsession is being chased, everyone sees now that [they're] being chased..."

McLean - "I thought that was a very interesting change."

Stefan - "I was wondering if we could have a portrait behind Survivor portraits, at least some kind of tendrils, to indicate that they are in a chase or being engaged, and then you can know and use this information to your benefit."

McLean - "We're definitely onboard with trying to bridge the gap a bit between Survive With Friends and solo players and making it so that it's not such a large difference. If players feel that solo groups are too weak or friends groups are too strong, it puts us in a bind when it comes to figuring out what the power of a Killer should be. If we bring those two closer together, then it's easier to bring the Killers to where they need to be."

Stefan - "This also goes for perks. There's some perks that will be, 'Wow, this is super-strong in a group, but individually has no appeal.' This is a worry for Decisive Strike in the change where you stun the person in place and you don't get dropped, allowing for a flashlight save to be effective. This is gonna require to knowledge and teamwork."

Currently the map items hardly ever see use.

Are you looking into ways to make these items more appealing?

Tracking gen progression or no usage meter depletion could be interesting.

-GD Chortle

Stefan - "I think one of things to be addressed is that people don't find maps quite often in chests. When they do find a map, it's just the one that finds generators. There are certain components we've added to the game that were [I believe] not really re-adjusted for our old items. A pass would be very welcome; a fun way to spruce up some of the item use in our game. Keys and maps are pretty much the biggest guys right now."

McLean - "Personally, there's a lot of work I want to do on all the Survivors items. But keys and maps—since they're not seeing as much use as the other items—would probably be where we'd want to start. These are items that were built around the idea of giving information. Right now there's an add-on [for] the map that shares information, like maybe we could work more towards that, or maybe this is kind of the thing the key should do and the maps we should increase their power some other way. Hopefully [we'll] be able to see some results from that before too long. That's another thing that will not be in Chapter 9, unfortunately."

Is Dead Hard being looked at? Because currently the invincibility frames are so short that attacks started at the same time will hit anyways.

In addition, Dead Hard often bugs out, causing an exhaustion timer to start even when the perk did not activate in time and the Survivor was hit.

All this combined with the simple counter of just waiting an extra half second before swinging to bait out Dead Hard makes it very unreliable and buggy perk at the moment.

-Reddidorz

McLean - "I definitely here you. It's a very precise perk to use for timing, and right now it is very vulnerable to issues of latency."

Stefan - "When you click and activate Dead Hard, you send a message ot the Killer—who is the server holding the match—as you send the message to the server, he's already hit you. I believe we generate the hit before Dead Hard gets the call..."

McLean - "He may have started attacking roughly the same time that you pressed the button. But really what happens on the server is what's most important; so from his perspective, he started attacking, he hits you, you had hit the button but that message hadn't reached him yet."

Stefan - "One of the biggest things is that it puts it on exhaustion even when it's not successfully used. I believe we can adjust that. Not necessarily make it so you have invincibility frames longer—that is a possibility—but at the very beginning, I'd like to put a stipulation that if you were hit during the time you were activating Dead Hard, it doesn't go on cooldown. Taking away damage after it's been applied is really weird. I don't think that necessarily a solution we can explore at the moment. Potentially giving you more invincibility earlier leading into it could be possible as well. At the moment, not for Chapter 9 (or later), we would like to make it so that when you use Dead Hard it doesn't go on exhaustion when you do get hit before it triggers. After that, people have talked about having a longer time for invincibility. This doesn't actually solve the issue of you being hit—"

McLean - "But it would allow you to activate this thing earlier to try to compensate for latency better."

Stefan - "We can have just a point extra, like a quarter or half time added, to see if it makes a difference. We are still looking into Dead Hard. We haven't done anything for Chapter 9 in terms of adjustments, but we'll see how it goes for the mid-chapter patch."

McLean - "Not just Dead Hard either. We have our eyes on all of the exhaustion perks."

Can we have a «cancel unhook» action if someone is trying to unhook us right in front of the Killer?

Some Survivors just hook farm and want to get We're Gonna Live Forever stacks but it sucks to be the Survivor who is hooked right in front of the Killer.

We do have a «cancel heal» by just running away from the Survivor."

-kashar01

McLean - "We had this suggestion many times. We went as far as prototyping kicking people away from you. What we find is this shifts the potential for trolling form the person unhooking to the person on the hook. There are some things coming to Chapter 9, to the unhooking scenario..."

Stefan - "The other point would be that it is still bothersome. It's difficult because there are situations where if the Killer's face camping you, you might not want to let the guy save you just so that...[[break in communication]]...someone else has a chance to save you. We would have to look into camping in general. Not that camping itself is the issue because that's kind of supported right now with what we've got, but we can find gameplay elements to make it more fun."

McLean - "This is something that's not in Chapter 9, but maybe adjusting things like Bloodpoints and We're Gonna Live Forever stacks when you harm a teammate. It's not currently visible, but if you unhook somebody and that person is downed within ten seconds, [you'll] lose a tremendous amount of benevolence points. This is a great way to tank your Emblem score. It doesn't pop up in the game and give you a lot of negative feedback for what you just did. However, they still get all the Bloodpoints and We're Gonna Live Forever stacks and people that are more Bloodpoint-oriented and not Emblem-oriented can get away scotch-free, and it definitely feels bad when it happens to you. We've been talking about using the same approach as the Emblems so that you wouldn't get those Bloodpoints."

Stefan - "In theory, we could give you the token only if it was a safe unhook."

Hook Changes

[youtube [1min]]

McLean - "The first change was unhook animation cancelling. Once upon a time, you could run up to a hook and you could start unhooking and immediately let go and run away [if you saw the Killer coming]. That was pretty neat. Somewhere along the lines, that probably goty bug fixed to death (unintentionally). Now what you have on live is you're going to have to complete the whole animation before you're allowed to stop or run off."

Stefan - "However much you actually went into the animation you have to wait to come back out of it."

McLean - "This has been changed. You can do however much of that animation you want until, so long as you haven't filled that bar, you are free to run off. You can bait or whatever you guys want to do with this."

Stefan - "It's like a move cancel. You're gonna go for the unhook, and you're like, 'Nope, just kidding,' and try to move away. Very cool."

McLean - "If you do complete the charge, you have to commit to get them off the hook entirely."

McLean - "The person who is on the hook is [now] involnerable during that time. What's live right now is that while you're being taken off the hook, you can't control your character but you can be hit. I think we can all agree that that feels awful. The change is small subtle. Until you've gained control of your character, you don't take damage from a hit. Killers will have to use much more precise timing if they're trying to hit somebody before they run off from the hook."

Stefan - "Does this also apply for Kobe's—unhooking yourself?"

McLean - "For Chapter 9, that's a big maybe. This is something we definitely want. Regular unhooks have been improved, self-unhook: that's coming."

McLean - "When you are hooked, exhaustion will be removed. This may, in the future, be expanded to the other status effects. We're keeping an eye on it."

Miscellaneous Changes

McLean - "The standing pallet animation [1min]. When we made the change for pallet vacuums in 2.0 (Chapter 8), there was a change to the animation when you are standing in front of a pallet. We've decided to change it back to the previous animation."

Stefan - "Now we're just doing a pull down and not a fancy turn."

McLean - "We wanted pallets to be less safe than they were in the age of vacuums, but I think it went too far. It didn't feel unsafe because things were working the right way, it felt like it was unsafe because things weren't responding the way you would expect. Not only does it take less time to get into position to throw the pallet, we've also reduced the delay before the stun happens. Right now, the stun only happens near the end of the throw. We've changed that to more around the beginning or middle (about a .15/.2 second difference). It should [still] feel like the pallet is responding and stunning quicker."

McLean - "Reduced Bloodlust speed bonus. This is a big one; it probably has a big asterisk because it's gotta get PTB'd and may not make it live."

Duration of Chase Old Bloodlust Current Bloodlust
15s +0.2 m/s +0.2 m/s
30s +0.6 m/s +0.4 m/s
45s +1.2 m/s +0.6 m/s

McLean - "We are changing that as a test. We've talked about reducing the amount of time it takes to build Bloodlust, in the past. We're not gonna test that just yet; right now we just want to test what happens when you reduce Bloodlust. Most of us believe that the first two tiers are most relevant anyway. It was a combination of unfun for the Survivor because they had to play around with a Killer who was moving that fast, and also kind of a bad move for the Killer because they had to waste so much time to get it. Hopefully we'll get the results we're looking for. When it hits the PTB, give it a try [and let us know what you think]."

McLean - "Reintroduction of the 'trap buffering.' The idea is that somebody can start disarming a trap and then that trap will not trap any other Survivor who runs over it."

Stefan - "Disarming a trap is 2.5 seconds right now, I believe. The point of this would be that as you disarm and are holding down the button, another Survivor could run through that area, and then let go and not actually complete the disarm."

McLean - "Let's say you don't want to take damage from Bloody Coil. You could have a buddy start disarming it and then run over it and not get damaged."

Stefan - "Back in the day, this was very much used for unhooks because you could trap directly under the hook and you would have to disarm the trap, otherwise you would always get snapped. What people would do was trap buffer, and then a player would come and unhook directly over the trap and everyone would run away."

McLean - "You can't trap a hook that way anymore, but I suspect people will find neat things to do with this trick."

End of Video

submitted by /u/Spoiled_Soul
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Ever just jumpscare yourself?

Posted: 05 Aug 2018 04:58 AM PDT

Ah, the good ol' classics of the Slasher Genre...

Posted: 05 Aug 2018 09:24 AM PDT

Quotes to live by

Posted: 05 Aug 2018 11:37 AM PDT

Unique killer animation when entering their maps

Posted: 05 Aug 2018 10:44 AM PDT

It would be neat if killers got unique starting animations respective to their maps every once in a while, if the spawn is right, such as the clown walking out of his carnival wagon, or maybe pig stands at a work bench and is fiddling with stuff. You currently have a 10 second pan-around camera anyways.

Since there's no knowledge of who the killer is, or if they get their map, you'll never be sure if they get the animation playing either or not. It would just be a nice little visual treat

submitted by /u/Rojibeans
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Go kill them Nea

Posted: 05 Aug 2018 03:38 AM PDT

Ever Heard of Laurie Roulette?

Posted: 05 Aug 2018 08:51 AM PDT

When you can't tell who your Obsession because all the Survivors are the same character with the same clothes.

Posted: 05 Aug 2018 12:09 PM PDT

So I hadn't played for a while, went with Dr and remembered why I stopped playing him.

Posted: 05 Aug 2018 01:47 AM PDT

Black Lock Cakewalk

Posted: 05 Aug 2018 03:38 AM PDT

strongman

Posted: 05 Aug 2018 07:37 AM PDT

"Fuck off, swine eyes"

Posted: 04 Aug 2018 05:40 PM PDT

Dedicated servers or region lock Mars. I spend more time in lobbies than playing the game i paid for.

Posted: 05 Aug 2018 09:59 AM PDT

Yeah you read it right. I'm fucking tired of playing against the martians. Every god damn lobby on PS4 has a ping of at least 400 because someone thought p2p connections are a good idea. Fucking region lock Mars or i will personally come to BHVR's office and shit in your mailbox. Mcote i'm warning you man

submitted by /u/Facecampmedaddy
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When you hit & down a Feng Min trying to jump through a window using Lithe

Posted: 05 Aug 2018 01:11 PM PDT

Taco Review

Posted: 05 Aug 2018 10:47 AM PDT

Who’s a boosted animal? You are, clearly

Posted: 05 Aug 2018 08:15 AM PDT

Can we get the lobby to not disband with the new steam UI update.. this is getting annoying now

Posted: 05 Aug 2018 09:30 AM PDT

Servers offline?

Posted: 05 Aug 2018 10:00 AM PDT

On ps4. Says DBD servers unavailable. Anyone else getting this?

Edit: seems like it finally let me back in :) hopefully everyone else will be able to get back in as well! See ya in the fog!

submitted by /u/ScumbaguhDonuts
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SO many choices

Posted: 04 Aug 2018 06:41 PM PDT

Blind by Flashlight

Posted: 04 Aug 2018 02:32 PM PDT

Shouldn't we be able to grab someone healing another survivor?

Posted: 05 Aug 2018 05:09 AM PDT

It's strange that we can grab at totems, gens, vaults and unhooks but can't grab someone healing a teammate leaving the only option is to wack them and hope they don't power through it and both run off. Of course I say this coming off a bad game in which a SWF group came back after opening the gates and unhooked/body blocked/healed the person in which A, I can't pick up off the ground while they're being healed and B, can't grab the healer off to stop the process leaving me with C, Hit them while they finish the heal and both run away.

submitted by /u/Doughnutsu
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When the survivors break your Hex Ruin Totem in the first 30 seconds of the match

Posted: 05 Aug 2018 12:04 PM PDT

What killer power mechanics aren't in the game yet?

Posted: 05 Aug 2018 10:05 AM PDT

Speculating on the next killer is fun, but it's usually all about what the killer will look like/their theme be. Another way to go about it is to say "What power is missing from the game?" Until the Huntress, nothing was ranged. Until Clown, no area denial, etc. If we can find the missing power, we can help narrow down possible future killing concepts.

Existing mechanics

  • Fast movement + 1 hit down--Billy
  • Multi 1-hit down in short line--LF
  • Area Denial--Clown
  • 1 Hit down on timer--Myers
  • Extreme slowdown, mini-objective--Freddy
  • Skillcheck fuckery, action denial--Doc
  • Ranged attack--Huntress
  • Stealth--Wraith
  • Teleportation in straight line--Nurse
  • Triggered Teleportation to pre-set destination--Hag
  • Pre-set trap that holds/injures--Trapper
  • Timed sacrifice mini-objective + Stealth--Pig

These we can group into categories: Fast movement (Nurse, Billy), Chase/downing assist (Huntress, Myers, LF, Billy, Nurse, Clown), Area defense (Trapper, Hag), Stealth (Wraith, Pig), Survivor slowdown/mini-objective (Pig, Freddy, Doc)

Anticipating gets a little tougher when two separate mechanics get put on the same killer (Billy, Pig), or an existing power is modified slightly (LF).

So what's missing?

  • Ranged grab: Grabs survivors at a short/medium distance and pulls them to the killer. (Likely harder due to object interaction). Since Huntress hatchets are superior (actually injure), this would need to compete. No real cooldown?

  • Contagious/spreading effect: Hit Meg with power, then when David unhooks/heals meg, either the full or weaker effect spreads to David.

  • Timed downing: Think BT but backwards; killer hits survivor, survivor drops within x seconds.

  • Tampering with trial objects: Effecting a generator, pallet, exit gate, etc with a power. Locking a single object down from being used until another is selected, locking several down for a set duration, or like the Bloody Coil the first survivor to interact is injured.

What I don't expect to see

  • Possession: The devs have said players hate abilities that take control away from their character. We accept hooking/downing as part of the game, but I don't see the devs doing anything more here.

  • More visual field fuckery: They said the clown's bottles and Freddy's dreamworld used to be more disorienting and it made people ill.

  • Pets: Be they moving area defense or chasing tools, the devs do not seem interested in AI.

  • Creating/destroying physical objects: Creating walls, turning vaults into doorways, etc. Vaults/pallets and other layout is a key to balancing maps, I don't think they'll mess with this.

  • Shapeshifting. It's basically stealth that's immediately overcome by SWF communication. The devs have also talked about giving every survivor Kindred, and this would again nullify shapeshifting.

submitted by /u/Rechan
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so i was trying to do my daily ritual which was to unhook 3 survivors, and this happened.

Posted: 05 Aug 2018 11:18 AM PDT

Sometimes it really do be like that

Posted: 04 Aug 2018 09:52 PM PDT

The first thing in post-chat after a P3 Nurse didn't kill anyone in a game

Posted: 05 Aug 2018 08:56 AM PDT

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