Dead by Daylight and other Asymmetric Slasher Games - Discuss the games and the autistic/entitled communities around them

I'm pretty sure he's talking about the live build, which is a fair amount more gentle with the heat. For myself, I've seen one overheat, and that was because the guy was trying to use the brick. Of course, the million-dollar question is if he stopped to consider that maybe it's not that the chainsaw is too lenient, but that the players figured out how to not overheat it? Hell, that's probably the crux of his problem: killer players have figured out how to still have access to the chainsaw when they want it, therefore the chainsaw must be nerfed until it's impossible to manage it effectively.

Which is more evidence for my conspiracy theory that they're intentionally buffing licensed killers to make them more viable and get more cash. Because the logic just doesn't make any sense here:

Leatherface with Bamboozle almost guarantees that a survivor is either going down or you're taking away a pallet. And since the chainsaw breaks pallets so quickly he'll be able to get right on your ass and get that chainsaw.

Is it because Billy could kind of do that but he ALSO had map control? Who the fuck knows? Because the logic just makes no sense.

You watch, the next killer to get buffed in the mid-chapter patch will probably be either Pig, Demogorgon or Myers.

Edit: multiple ragequits tonight. Both times, final faggot lucks out and finds hatch and tells me in the post-game chat how bad I am.

It's time to take a break.
 
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  • Feels
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-Today I noticed that a new matchmaking update rolled out and it's supposed to help with smurf accounts (but sounds like rusty returning players will get shafted) or people that by chance (lol) ended up on red ranks. Also they say it will help balancing as their new system will help gauge killer usage and win rates. Though I don't see these changes being very consistent specially when matching against 4 stacks, unless the matching skill used for killers is the one of the highest skilled survivor of the stack. It would also be interesting to see how they gauge player skill. I still think that a rank system overhaul would've been more helpful and less convoluted as I don't see what purpose ranks serve anymore apart from the little badge at the edge of the screen.

-I know this was discussed a few pages back but I had to leave my 2 cents as a new player i guess.

-Changelog
 
  • Agree
Reactions: BrunoMattei
-Today I noticed that a new matchmaking update rolled out and it's supposed to help with smurf accounts (but sounds like rusty returning players will get shafted) or people that by chance (lol) ended up on red ranks. Also they say it will help balancing as their new system will help gauge killer usage and win rates. Though I don't see these changes being very consistent specially when matching against 4 stacks, unless the matching skill used for killers is the one of the highest skilled survivor of the stack. It would also be interesting to see how they gauge player skill. I still think that a rank system overhaul would've been more helpful and less convoluted as I don't see what purpose ranks serve anymore apart from the little badge at the edge of the screen.

-I know this was discussed a few pages back but I had to leave my 2 cents as a new player i guess.

-Changelog

They need to overhaul everything for this to work. Stop rewarding assholes with RNG bullshit like the 4% hook escape and the hatch. Address all the 2nd chance get away for free bullshit perks that survivors have. And finally state, once and for all, is this a casual game or a competitive game? It cannot be both.
 
Oh man, I'm loving the new matchmaking. I really don't know how to deal with stuff like this, they knew my exact location at all times, looped like gods and had perks that didn't let me hook them or even grab them, all that on top of doing 4 gens in about 2 minutes. I know NOED and the other 2 are kind of useless but out of the all killer perks they seemed like the best option.

2.1.png
 
Oh man, I'm loving the new matchmaking. I really don't know how to deal with stuff like this, they knew my exact location at all times, looped like gods and had perks that didn't let me hook them or even grab them, all that on top of doing 4 gens in about 2 minutes. I know NOED and the other 2 are kind of useless but out of the all killer perks they seemed like the best option.

View attachment 1493077
Dead BY daylight a Reverse Horror game, where the Killer is bullied by the so called victims.
 
Oh man, I'm loving the new matchmaking. I really don't know how to deal with stuff like this, they knew my exact location at all times, looped like gods and had perks that didn't let me hook them or even grab them, all that on top of doing 4 gens in about 2 minutes. I know NOED and the other 2 are kind of useless but out of the all killer perks they seemed like the best option.

View attachment 1493077

Leatherface I'm guessing? Good build. Only thing I would swap out is Spies From the Shadows for Sloppy Butcher or Franklin's Demise. Assuming you don't have any slow down perks unlocked yet.

At some point, you just have to write off losses from SWF faggots. The faggots will go out of their way to troll you and do everything humanly possible to make sure they win. Up to and including using a 3rd party program that shows them what killer you're using and ragequitting to give their faggot friend(s) hatch. Or, just crashing the game via whatever exploits they know about.
 
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Leatherface I'm guessing? Good build. Only thing I would swap out is Spies From the Shadows for Sloppy Butcher or Franklin's Demise. Assuming you don't have any slow down perks unlocked yet.

At some point, you just have to write off losses from SWF faggots. The faggots will go out of their way to troll you and do everything humanly possible to make sure they win. Up to and including using a 3rd party program that shows them what killer you're using and ragequitting to give their faggot friend(s) hatch. Or, just crashing the game via whatever exploits they know about.

Yeah, Leatherface, just finished getting him up to lvl 40 and started playing with Plague which I had at lvl 10 already, than comes Myers or Ghostface. I feel like the Plague's vomit is very underwhelming on big maps but it can be remedied by tunneling I guess and Corrupt Intervention is really nice to have. Regarding your advice Franklin's Demise always looked nice but wondered if it was even worth it as 90 seconds seems like a pretty long time to pick your items back up. About Plague builds, what do you think about running BBQ, Corrupt Intervention, Sloppy Butcher and Bitter Murmur?
 
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Yeah, Leatherface, just finished getting him up to lvl 40 and started playing with Plague which I had at lvl 10 already, than comes Myers or Ghostface. I feel like the Plague's vomit is very underwhelming on big maps but it can be remedied by tunneling I guess and Corrupt Intervention is really nice to have. Regarding your advice Franklin's Demise always looked nice but wondered if it was even worth it as 90 seconds seems like a pretty long time to pick your items back up. About Plague builds, what do you think about running BBQ, Corrupt Intervention, Sloppy Butcher and Bitter Murmur?

Big thing with Plague is just spit on them, make sure they're infected. Don't try to make sure they're fully infected every single time or you will waste time. Not unless they're out in the open. You can also down them or hook them and spit on them to get them infected. Aim at their feet when they're on a hook.

The big tell when they're fully infected is when you see them puke.

Franklins is good but not amazing. It slows them down and forces them to go back to pick up their items. It's very good on Hag because you can trap their items.

For Plague, I prefer: monitor and abuse, infectious fright, discordance and corrupt intervention. Another good build is corrupt, discordance, dying light and thanatophobia.
 
MMR seems to be working? I dunno? Don't want to jynx it. Tried a bunch of killers I rarely use like the Doc and Myers (Haven't used Myers in almost 2-3 months maybe).
Myerswtf.gif


I just noticed this new shitty walk animation. I think it's because Myers and Pyramid Head have some overlapping code. The way Myers slashes while in Tier 3 is similar to Pyramid Head using his weapon. So, the walk animation seems to mirror Pyramid Head's and looks fucking retarded.

Also played as Leatherface, who I've been playing a fuckload of in recent, and played against what may have been newborn babies. Does the MMR start at zero right now or, like they've said, it tracks how you've played in the past few months? Who fucking knows?


I wonder how the early end game collapse will work

If I had to make a guess. I'd say either secondary objectives like Survivors need to collect shit or do skillchecks to unlock shit then they can work on gens and it's the same old same old. Or, gens are not locked out but slowed down until gradually they are done. Survivor fags wouldn't like the 2nd option because QUOTE "Holding down M1 is too hard and too boring." That's the excuse they constantly use. Because, fuck the killer am I right? I think it's going to be secondary objectives that interact with a brand new element.

The devs love to paint themselves out of a corner and I think I know why: because it looks like they're doing more than what they are. It's like, if you're standing you could be sweeping. Know what I mean? It gives the illusion of work. Take for example the whole nonsense with Object of Obsession hard countering Ghostface when he first came out. All the cocksuckers had to do was nerf Object. That's it. Make that one perk, only one perk, make it do something else or add severe restrictions to it like say it's like No Mither; you can see the killer outside the terror radius, but fuck you, you now go down in one hit. Something like that. Something very simple. Oh no, they couldn't do that. They had to create this brand new mechanic "Oblivious" and apply this mechanic to the stealth killers and retroactively apply it to several perks. That's much more work than what they could have done.

Another example is Leatherface and Play With Your Food + Nemesis. Before, you could get stacks of PWYF and get right on their ass and chainsaw survivors. They were pretty fucked and either (A) had to throw down a pallet which gives you more stacks or (B) go down or (C) abuse a window but you could use Bamboozle to take the window away. The devs knew how good that was because any Leatherface player worth a damn would use that combo. So what do they do? Redesign his power so you cannot abuse PWYF but at the same time he's now amazingly good at countering loops.

Their philosophy is rarely just to take something away (unless you're Legion than fuck you) but to do design a new mechanic to replace what they deem "problematic." Literally, paint themselves out of a corner.
 
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MMR seems to be working? I dunno? Don't want to jynx it. Tried a bunch of killers I rarely use like the Doc and Myers (Haven't used Myers in almost 2-3 months maybe).
View attachment 1493818

I just noticed this new shitty walk animation. I think it's because Myers and Pyramid Head have some overlapping code. The way Myers slashes while in Tier 3 is similar to Pyramid Head using his weapon. So, the walk animation seems to mirror Pyramid Head's and looks fucking retarded.

Also played as Leatherface, who I've been playing a fuckload of in recent, and played against what may have been newborn babies. Does the MMR start at zero right now or, like they've said, it tracks how you've played in the past few months? Who fucking knows?




If I had to make a guess. I'd say either secondary objectives like Survivors need to collect shit or do skillchecks to unlock shit then they can work on gens and it's the same old same old. Or, gens are not locked out but slowed down until gradually they are done. Survivor fags wouldn't like the 2nd option because QUOTE "Holding down M1 is too hard and too boring." That's the excuse they constantly use. Because, fuck the killer am I right? I think it's going to be secondary objectives that interact with a brand new element.

The devs love to paint themselves out of a corner and I think I know why: because it looks like they're doing more than what they are. It's like, if you're standing you could be sweeping. Know what I mean? It gives the illusion of work. Take for example the whole nonsense with Object of Obsession hard countering Ghostface when he first came out. All the cocksuckers had to do was nerf Object. That's it. Make that one perk, only one perk, make it do something else or add severe restrictions to it like say it's like No Mither; you can see the killer outside the terror radius, but fuck you, you now go down in one hit. Something like that. Something very simple. Oh no, they couldn't do that. They had to create this brand new mechanic "Oblivious" and apply this mechanic to the stealth killers and retroactively apply it to several perks. That's much more work than what they could have done.

Another example is Leatherface and Play With Your Food + Nemesis. Before, you could get stacks of PWYF and get right on their ass and chainsaw survivors. They were pretty fucked and either (A) had to throw down a pallet which gives you more stacks or (B) go down or (C) abuse a window but you could use Bamboozle to take the window away. The devs knew how good that was because any Leatherface player worth a damn would use that combo. So what do they do? Redesign his power so you cannot abuse PWYF but at the same time he's now amazingly good at countering loops.

Their philosophy is rarely just to take something away (unless you're Legion than fuck you) but to do design a new mechanic to replace what they deem "problematic." Literally, paint themselves out of a corner.
Feels like legion the chad bully that must have picked on some of the devs as children. Would explain why legion cosmetics are just Other people. It would also explain why the devs seem to hate legion so much.
 
I'm not extremely skilled at survivor since I mostly use it to try for rift points, but I'm getting way more screwed over more by bad teammates (often higher rank than I) than a high rank Killer lol

Not turning gens while I'm being chased for minutes, getting in my way WHILE I'M LOOPING and getting me stuck etc. That was just from a Rank 2

Lot of people just suiciding on first hook, 3 games in a row. It's really shit
 
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  • Thunk-Provoking
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I'm not extremely skilled at survivor since I mostly use it to try for rift points, but I'm getting way more screwed over more by bad teammates (often higher rank than I) than a high rank Killer lol

Not turning gens while I'm being chased for minutes, getting in my way WHILE I'M LOOPING and getting me stuck etc. That was just from a Rank 2

Lot of people just suiciding on first hook, 3 games in a row. It's really shit

That's a common complaint from Survivors and that's the justification for 2nd chance perks for solo players... While completely ignoring how powerful they are when used by a SWF.

Unfortunately, that's just the nature of every team game ever when you're playing with randoms.
 
  • Agree
Reactions: ExsanguinateHorizon
Unfortunately, that's just the nature of every team game ever when you're playing with randoms.

Honestly all the perks won't solve the inability to learn, which is why I assume so many people just disconnect on first down/hook.

I'm not sure if it's my rank or "rank" with the new matchmaking, but while I'm running into clever survivors that teach new tricks the disconnects have consistently gotten way worse... but a lot of Killers are pretty merciful about it, including a nice Plague who was a festive puke fountain while the two of us who didn't dc repaired.

Optimistic but I'm hoping this will eventually weed out the morons that rage quit by dropping their ranks.
 
  • Optimistic
Reactions: BrunoMattei
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Optimistic but I'm hoping this will eventually weed out the morons that rage quit by dropping their ranks.

So long as those morons don't say the gamer word and keep being paypiggies for the dev's they're not going anywhere.

@Lemurakk I would recommend not using the Beast Marks when you're just getting used to Leatherface. I would advise add-ons that reduce the charge time so you get your stacks quicker (like the Primer Bulb) or one's that reduce the tantrum. Green Beast Marks are good but the Chili's are way better and have no downside.

Also, fun fact. With 3 charges and the Purple Chili add-on, Leatherface can catch up and nail a guy using Balanced Landing. Just thought that was worthy of note.
 
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Using Billy a little more. I thought maybe you could stack the two add-ons that reduce the penalty for bumping into objects but the niggers even nerfed that. Before, you could use two really good add-ons to do that and you chainsaw into a wall and be stunned for half a second. Now, it's more like a second and a half or two seconds. The niggers couldn't even let Billy players have that.

Only decent Billy add-ons are:

Lopro Chains. Without charge add-ons, you're more likely to rev the saw and they just drop the pallet in the nick of time. At least you get something out of that now.

Leafy Mash.

Maybe Mother's Helpers? I'm unsure.

And any add-on that addresses the heat gained when using the saw.

That's it. Everything else is trash. Absolute fucking trash.

Oni might be better now? I dunno? I fully admit to not being the greatest Oni in the world because he's much harder to use than Billy and Leatherface. I would still say Leatherface is the best of the 3 because now he can counter loops, use his power whenever he wants, he can STILL guard the hook like an absolute god and counter Borrowed Time and him and Billy break pallets way faster than Oni.

The MMR is kind of shit ATM. Act surprised. I'm noticing it's taking a lot longer to get matches and the skill level of the survivors I'm getting (when I'm using killers that I've played for hundreds of hours at red ranks and average 3-4K) is highly questionable.

Edit: the new Matchmaking makes zero sense whatsoever. I could play a character I've used for hundreds of hours and play newbies who make amateur mistakes. I play a character I have maybe an hour with and I get matched to a 4 man SWF. It's just another shitshow and on top of that the que times are fucked. At least before I'd wait maybe 30 seconds to a minute to get a match. Now, it's at least 5 minutes. And then if it's an obvious SWF or an asshole squad with a key or whatever like 4 toolboxes you have to dodge and wait again.


There's no real middle ground now. You either play newbies or 4 man SWF's running every BS 2nd chance ability. Best of all? The game doesn't tell which you're playing against. And fuck Soul Guard. The faggots just had to add another 2nd chance/get away for free perk as if survivors didn't have enough as is.

Edit because I try to avoid double posting unless there's actual game news or something big:

 
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Now a double post. Bug fix is dropping where THEY'RE FIXING THE AURA'S.


FEATURES
  • Updated Auras: Patch 4.1.0 introduced a brand new aura system with new aura visuals. While we received positive feedback regarding their style, the consensus seems to be that they were not sufficiently visible, especially for small objects, at long range or in bright environments. In light of this, we have temporarily replaced the new aura visuals with a different type that should be much easier to see. Expect further aura improvements in future releases.
PatchNotesDivider.png
Balance
Following the 4.1.0 PTB, it became clear that some of the add-ons for both The Cannibal and The Hillbilly needed further reworking. In this update, we address those addons, as well as pull back on some rebalancing changes that were too aggressive. (We're looking at you, Engravings.)

The Cannibal
Initially, the Primer Bulb and Spark Plug add-ons sought to introduce a playstyle that revolved around going into tantrum and using a speed increase to catch up unsuspecting Survivors. In practice. the speed increase was too low for that playstyle to be worthwhile.

Now the Primer Bulb and Spark Plug add-ons will now increase rate at which Chainsaw charges replenish, providing a clearer advantage.

Spark Plug:

  • Slightly increases the rate at which charges replenish
Primer Bulb:

  • Moderately increases the rate at which charges replenish
Long Guide Bar and The Grease add-ons to increase the maximum rev before triggering a tantrum. This means you have more maneuverability around loops while revving your chainsaw.

Long Guide Bar:

  • Slightly increase the amount of revving available before triggering a tantrum
  • Updated rarity to Uncommon (from Common)
The Grease:

  • Moderately increase the amount of revving available before triggering a tantrum
Furthermore, we've reassessed our previous nerf of the Knife Scratches and Beast's Marks add-ons. They were significantly nerfed because of The Cannibal's changes, but we might have been too hard on them - especially considering the Tantrum meter builds up while revving. This meant you'd almost always be 99% tantrum and the slightest mistake forced you to go through the tantrum.

Knife Scratches:

  • Reverted the charge time penalty to -12%
  • Increased the movement speed bonus to +2%
Beast's Marks:

  • Reverted the charge time penalty to -12%
  • Increased the movement speed bonus to 3%
Next on this list are two add-ons that were given unnecessary downsides. Hopefully removing them will make the add-ons worthy of their rarity and will make them more useful.

Light Chassis:

  • Removed the speed decrease while revving
Carburetor Tuning Guide:

  • Remove the increased recharge rate on Chainsaw charges
Finally, we've updated Speed Limiter to grant you even more bloodpoints on Chainsaw hits and we've lowered its rarity so it can be available more often.

Speed Limiter:

  • Get 100% more points for Chainsaw score events.
  • Updated rarity to Common (from Uncommon)
PatchNotesDividerSmolWhite.png
The Hillbilly
With this update, we tried making add-ons with new and interesting effects. However, during the PTB, it became clear we needed to revisit some of these add-ons to better accomplish our goals.

Black Grease:

Black Grease was inspired by The Hillbilly's perk Enduring. It used to increase immunity to Blindness after being stunned by a pallet. We weren't happy with how it turned out, and have come up with a brand new effect inspired by Lightborn which should provide an obvious advantage that fits right in with the new Overheat mechanic.

  • Moderately increases the Chainsaw's rate of cooling when a flashlight is shining on you. (-5 charges/second for those of you who love numbers)
Mother's Helpers:

Mother's Helpers was inspired by The Hillbilly's perk Lightborn. It used to increase your movement speed while a flashlight was shining on you. Unfortunately, flashlighting most often occurs while locked into animation, so players would usually not be able to make use of this speed boost. This new version is inspired by Enduring and should be interesting for fans of the old charge speed bonus add-ons.

  • Slightly decreases chainsaw charge time for 30 seconds after being stunned by a pallet. (12% - the same as the old Spark Plug)
Next in line, we have various add-ons that needed some tweaks or that needed to be reverted (Engravings). Here they are:

Lo Pro Chains:

Lo Pro Chains shared the downside from Speed Limiter, but the upside wasn't enough to justify its rarity. We've updated it so it only deals a single health state for a short period after breaking a pallet or wall. We've also changed its rarity from Ultra Rare to Very Rare.

  • Survivors hit with the Chainsaw within 5 seconds of breaking a pallet or a wall are damaged for a single health state.
  • Updated rarity to Very Rare (from Ultra Rare)
Apex Muffler:

The Apex Muffler can enable some very strong builds. Because of that, we're increasing its rarity to Ultra Rare. We will continue to monitor this add-on closely.

  • Updated rarity to Ultra Rare (from Very Rare)
Dad's Boots:

  • Updated rarity to Uncommon (from Common)
Death Engravings:

The initial nerf to both Engravings add-ons was an unfortunate mistake. Additionally, seeing the Overheat mechanic in action, the Engravings add-ons were much too punishing. We have reverted them to their previous versions. We will continue to monitor these add-ons closely.

  • Reverted the charge time penalty to -12%
  • Reverted the movement speed increase to +15%
Doom Engravings:

  • Reverted the charge time penalty to -12%
  • Reverted the movement speed increase to +20%
Heavy Clutch:

This add-on had a downside which limited its use a bit too strictly. It has been removed. Hopefully by mixing it with other add-ons, we'll see new Billy sprints that aren't possible without the add-on.

  • Removed the Chainsaw sprint steering downside
Iridescent Brick:

The Iridescent Brick used to start the Undetectable status effect timer after 5 seconds of a Chainsaw sprint. Unfortunately, that doesn't mean that you were Undetectable after 5 seconds, it meant the transition to being Undetectable started. This took away the add-on's value and made it unworthy of being an Ultra Rare. We've lowered the time required to transition to becoming Undetectable. We will continue to monitor this add-on closely.

  • After maintaining a Chainsaw Sprint for 2 seconds, gain the Undetectable status effect until you stop sprinting.
Tuned Carburetor:

The downside of moving at 4.4 m/s requires something fairly strong to make up for it. In that sense, the previous decrease in charge time was barely noticeable. We've increased it to make this add-on more appealing.

  • Moderately decrease Chainsaw charge time (20% up from 12%)
Speed Limiter:

Like The Cannibal's Speed Limiter, we've increased the bloodpoint bonus and changed its rarity.

  • Get 100% more points for Chainsaw score events
  • Updated rarity to Common (from Uncommon)
PatchNotesDivider.png
Bug Fixes
  • Fixed issues with overly bright lights on some interior maps.
  • Fixed an issue causing blood droplets to sometimes remain in the air when the Executioner's Cage of Atonement moves.
  • Fixed an issue causing the Demogorgon to sometimes miss Survivors when using the shred ability and landing exactly on the Survivor.
  • Fixed an issue causing the Demogorgon to sometimes briefly enter a chase with Survivors while traversing the Upside Down.
  • Fixed an issue causing some items to be depleted just before they run out of charges.
  • Fixed an issue causing Nancy Wheeler's facial animations to not play correctly.
  • Fixed an issue causing offerings to be consumed when the player switches characters in an online lobby.
  • Fixed an issue causing the Wraith's Blind Warrior - Mud add-on to not inflict blindness.
  • Fixed an issue causing Hillbilly's chainsaw to hit through a counter on the Treatment Theatre map.
  • Fixed an issue causing various problems with the Cannibal's tantrum under poor network conditions.

So, if I'm reading this right. None of the changes to Leatherface and Billy's add-ons actually went into effect, they just changed the description for the add-ons... Stunning levels of incompetence but what amazes me is that I've been using Light Chassis forever since the Leatherface buff and I've noticed no difference in movement speed. So, without restriction (slower movement speed when revving) gone then holy shit.

Edit: the new aura's are MUCH better. A million times better. Also, I dunno if I mentioned it but if a survivor is holding sprint burst Leatherface can counter that.
 
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