ConsAnthroid
ConsAnthroid
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- It obviously depends on the situation, but in general it is actually better to walk. Just tested it. You lose A LOT of blood when running and your time efficiency goes through the window, especially when you consider meta perks.
The amount of times PainRes destroyed me, because I spilled 1/3rd of the can and didn't have enough to top it off is way too high… then gen gets blocked so you have to wait even longer or abandon it.
Just walk when you can afford it, also leave cans on the ground if you have to run away.
The best possible way is: Fixated towards the gen, Sprint Burst towards the pump.
Getting hit by - It obviously depends on the situation, but in general it is actually better to walk. Just tested it. You lose A LOT of blood when running and your time efficiency goes through the window, especially when you consider meta perks.
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- It obviously depends on the situation, but in general it is actually better to walk. Just tested it. You lose A LOT of blood when running and your time efficiency goes through the window, especially when you consider meta perks.
The amount of times PainRes destroyed me, because I spilled 1/3rd of the can and didn't have enough to top it off is way too high… then gen gets blocked so you have to wait even longer or abandon it.
Just walk when you can afford it, also leave cans on the ground if you have to run away.
The best possible way is: Fixated towards the gen, Sprint Burst towards the pump.
Getting hit by - It obviously depends on the situation, but in general it is actually better to walk. Just tested it. You lose A LOT of blood when running and your time efficiency goes through the window, especially when you consider meta perks.
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- It obviously depends on the situation, but in general it is actually better to walk. Just tested it. You lose A LOT of blood when running and your time efficiency goes through the window, especially when you consider meta perks.
The amount of times PainRes destroyed me, because I spilled 1/3rd of the can and didn't have enough to top it off is way too high… then gen gets blocked so you have to wait even longer or abandon it.
Just walk when you can afford it, also leave cans on the ground if you have to run away.
The best possible way is: Fixated towards the gen, Sprint Burst towards the pump.
Getting hit by - It obviously depends on the situation, but in general it is actually better to walk. Just tested it. You lose A LOT of blood when running and your time efficiency goes through the window, especially when you consider meta perks.
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No, dude.
He is harder to play effectively, less fun to play as and against while also being worse killer than before.
It's honestly impressive how you can do all that in just one update.
Style is fun idea (I genuinely like it), but in current execution it simply doesn't fit DbD gameplay that much. -
It is the worst design of a perk at the moment.
They push going for as many hooks without camping, tunneling and slugging for years. They destroyed perks which helped with slugging (Deerstalker and Knockout now do something completely else). You can't really camp or survivor will get away for free with all the second chances without even having perks for those.
Anti slug perks are way stronger than anti camp/tunnel ever were.
So they kind of succeeded. Going for as many hooks is lowkey the only viable strategy if survivors are not baby Megheads.
So what do they do? Not only they not nerf perks which destroy killers playing nice (We'll make it is way too strong for example, it was acceptable, because it countered just one playstyle, but now you will get sick value out of it every single time. Same with Kindred which was the best perk in the game since day one and only got buffed with time) they are buffing them.
FastTrack literally gives survivors Brand New Part effect for free - and they get more of it the better the killer is doing.
This is the biggest middle finger in history. Survivors don't even have to do anything to activate it (no going into lockers like with some perks, no interaction with something specific… nothing!), just hit 1 skillcheck.
I am not advocating for this, but I would not be surprised if killers started to simply not hook. -
It is the worst design of a perk at the moment.
They push going for as many hooks without camping, tunneling and slugging for years. They destroyed perks which helped with slugging (Deerstalker and Knockout now do something completely else). You can't really camp or survivor will get away for free with all the second chances without even having perks for those.
Anti slug perks are way stronger than anti camp/tunnel ever were.
So they kind of succeeded. Going for as many hooks is lowkey the only viable strategy if survivors are not baby Megheads.
So what do they do? Not only they not nerf perks which destroy killers playing nice (We'll make it is way too strong for example, it was acceptable, because it countered just one playstyle, but now you will get sick value out of it every single time. Same with Kindred which was the best perk in the game since day one and only got buffed with time) they are buffing them.
FastTrack literally gives survivors Brand New Part effect for free - and they get more of it the better the killer is doing.
This is the biggest middle finger in history. Survivors don't even have to do anything to activate it (no going into lockers like with some perks, no interaction with something specific… nothing!), just hit 1 skillcheck.
I am not advocating for this, but I would not be surprised if killers started to simply not hook. -
So technically Knight and Twins tried doing "more than one killer", but it turned out to not really be that.
+ all the anti camp features really gutted their powers. You can literally ignore a ghost and run straight for the hook xD.
I am still waiting for something that feels like 2v4. Kind of like Lost Vikings in HotS where you control 3 really weak heroes instead of 1 normal.
I am thinking a 110% MS killer who has 2 bodies which he can switch between while also sending basic commands to the other one kind of like dog with Houndmaster.
Walk there.
Kick that gen.
Pick up that survivor if possible.
Hook there if possible. -
@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061587#Comment_4061587
What you are describing is a backfill. The usual queue is long, but sometimes you can get lucky and get backfilled when someone dodges the lobby for whatever reason. People get used to the long queue and go take a walk while waiting. If it took up to 1 minute on average, none of this would be happening, so yes, the problem is the long queue.
No, the problem is unannouced backflip.
All we need is "Click ok to jon the match we found for you" feature. -
@Junylar said:
So many band-aid "solutions" in this thread, addressing the consequence instead of the root problem, which being the otherworldly long queue. You should think about fixing that instead. And to do this, we must first think: why so many players suddenly rush into this killer queue, while in the regular 1v4 the queues are more balanced? Because a lot of SWF mains switch from survivors to play killers over comms in 2v8. Once again, SWFs are the root of all evil. The simplest solution to the queue problem would be to disable queuing with contacts, only leaving to queue with randoms, so that SWF mains continue SWFing as survivors and keep the queues healthy.
It's not the long queue issue.
It's the fact that queue says it's estimated time is 30 minutes, but then it puts you in a match in 5 from time to time.
I am not going to copy-paste, just read my full thing, comment above yours. -
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061582#Comment_4061582
I'm aware of how DBD works. Wouldn't say I was "Mad"…Just not very stimulating gameplay when the gens fly and you can't enjoy the chases..I could careless what anyone thinks when it comes to being "Toxic" at the end.. I dced/Abandoned because the match was over so I went to make food.
Don't see the big deal in that. Saved my time and moved on.
If you were aware they you would know that trial isn't over till it's over.
Amount of games I won even though it looked lost is too damn high. If you give up so easily, killer isn't for you.
Also if you want to "enjoy the chases" play 2v8, because 1v4 is 95% about pressuring generators. Sadly.
Sure, you do pressure them by WINNING the chases, but downing survivors efficiently and enjoying the chases are two completely different things.
I am not attacking you, you will do what you want. It's just playing basic M1 killers always was extremely hostile and if you don't have thick skin you simply shouldn't.
Main Billy, after learning period he is the most fun to play and go against in the game + you are always lethal. -
You know what is the problem?
Estimated queue time saying 28minutes, but the game finding you match in 5. It did happen to me once. I queued up, it said around 28 minutes so I literally went out of house, did minor thing and came back. It literally took me 7 minutes, because I was watching the clock. Game was already in progress and most of gens were gone. This means it found that game extremely fast, because it needed to wait that 60s of me not clicking ready + it takes some times to do those gens.
From this time I always stay relatively close so I can check on displayer every minute if i'm doing chores.
I can't blame someone who doesn't want to play survivor in the meantime and went to do some chore while queue literally says half of an hour.
It's annoying to get afk teammate and instalose, but I do understand why it's happening.
No, I am not complaining that sometimes I have match earlier - but it's just should have been handled differently.
What should be happening: When games finds you a match as killer it displays popup. "Hey, got a game for you, click to ok play it" If you don't click that OK, it get's cancelled automatically after like 30 seconds or a minute.
You get thrown back into queue, not at the front, but not at the very end either. -
Welcome to DbD. It has been like this since forever if you play against survivors with brain.
Unless you are killer who ignores game mechanics or have high lethality the survivors can almost ignore you, even if you chase near gens. ESPECIALLY NOW WITH THE PALLET DENSITY UPDATE.
That's why I switched to playing exclusively Billy and Huntress. You can disrespect me, but you will not get out if you do so.
PS: You disconnected, so you lost twice. Not only they won the game, they had fun making you so mad that you DCed and got penalized for it.
Never do that. Just open the gate and go afk. -
2v8 is literally the only time you can play Huntress or Ghostface and have actually fun.
Sure, if survivors are bad, these killers are very good, but when survivors are a little bit confident you will not get cool hatchet snipes and with pallet density update good luck getting your hit as GhostFace xD.
In 2v8 survivors are busy with other killer so you can do cool shots a lot or support with GF stalk. Was fun. -
@Mandy said:
Is there any chance you can record your matches to show the time spent in the game etc to see the XP, I just played a match and checked and it was okay for me - one thing I did notice that I believe the time counted starts after the initial camera pans (so when your character can move), not sure if that's something you've been counting or not
Okay I actually managed to record something.
For some reason my timer didn't get recorded, but you will be able to see that game lasted more than 10 minutes (12 minutes 40 seconds to be exact), but the experience gained was 579 instead of 600.
Here is a youtube link: https://youtu.be/vVgyaAye_1c -
@Mandy said:
Is there any chance you can record your matches to show the time spent in the game etc to see the XP, I just played a match and checked and it was okay for me - one thing I did notice that I believe the time counted starts after the initial camera pans (so when your character can move), not sure if that's something you've been counting or not
I am starting the timer once I get control over the character. I have old computer so recording might destroy my framerate, but I will try to record something to show it.
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Is this up to date though?
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@AcesurvmainP100 said:
one youtube search.
https://youtu.be/vp5IBStv3xo
the problem is, you will never find a video up to date because for flashbangs they get bugged/changed every other patch.So I specifically ask about something comparing flashlights and flashbangs… and you send me most likely outdated video about just flashlights…
I can do 1 minute youtube search for something unrelated, thank you for nothing.
What even is the point of this response??? -
Lag. As simple as that. You need to notice it and adjust while playing.
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She is one of the if not THE WORST killer in game.
She does have one thing going for her: she has been changes so much that survivors genuinely have no idea what she can actually do so if you take time to master her you will have quite easy games.
The thing is… at this point you can start mastering someone actually lethal and have much better results more consistently. -
@Classic_Rando said:
Scouts are helpful, but in my experience the main reason for losses on the survivor side is very simple: teammates who are just very bad at the game. People are constantly getting downed like 5 seconds after chase starts. There are pallets galore in 2v8 and there is simply no reason for people to get downed that quickly unless they’re getting double-teamed. Even if you don’t have the Escapist class to see all the pallets, they are literally every few meters on most maps. I also lose my mind every time I see someone doing totems, which happens quite often. Totems should either be removed from 2v8 or actually make them help the team somehow if they are cleansed.
That's exactly why Scout is so good. Even if it's bad player, they see killer coming straight for them they can run in a straight line and throw every pallet they see. No looping, just running. It's so much time wasted on someone who would get ambushed and then hit again soon after without it.
Simple thing like that makes Scout OP and that's why you need 3-4 of them to constantly see the killers, not to mention killers having to deal with shack pallet 10 times.
I don't agree about totems. They are there so you can do your tome challenge while also playing the game. Or you can boost your bloodpoints if you haven't been chased to max. Very valuable on 3,5 modifier. -
@brewingtea said:
You still have to select them from the Tome, so you can only work on one at a time.
Thanks, good to know so I can squeeze out as much as possible from the time I have to play.
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Okay thank you guys for your replies, I am baffled, because it seems that my friend's account is cursed or something.
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@SkeletalElite said:
because it is completly unsustainable if you have to balance and design different versions of the perk for every single killer. They can't even correctly balance all the perks in the game with the amount they have now. Things would never get done if we suddenly started making the perks perform differently for every different killer, not to mention it makes learning the perks like 10x harder if you suddenly have to remember several different versions of each perk's effects. It's better to just have a single version of each perk. I could maybe see implementing a per killer ban list, like banning haywire on singulo and others because that's at least somewhat easier to maintain but, they will almost certainly never do that.
As I already said multiple times: you only need to tweak actually problematic perks like Haywire on Singularity or Aura on Nurse. You don't need to adjust every single perk to every single killer.
That is actually very little work to do - especially that people like Otz, Jund and others will be very quick to point out any op combinations for their clickbaits. -
This is the type of perk which is absolutely game changing when used correctly.
However the scenarios where it is actually worth using are quite rare and majority of players use it just because they can, resulting in them getting killed early.
Best example is Adam in Otz's video about Haywire.
If you use it for the sake of using it, you are actively throwing the game.
If you have it as a backup plan and use it every 10 games when it's actually needed it can singlehandely make killer lose.
This is very similar to Counter Force, but amplified.
If you cleanse all totems every game you are throwing, because you could do almost 2 full generators instead.
If you have it as a backup and use it when it's actually needed it really screws some killer builds.
You need experience, game sense and common sense to actually use perks like these effectively. -
@random1543 It doesn't make sense to you either, huh?
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@Mandy said:
To be very clear here, if the Killer was holding a Survivor (body blocking), so that the Survivor is not able to participate in the game, and EGC had not started - this is against the game rules and if reported with evidence, can and would result in a ban. It is irrespective of whether the other survivors are able to complete the generators, that survivor is being held hostage in the match and unable to do anything to prevent the situation.
With all due respect, but what you are saying makes no sense, sir.
1. Afaik the survivor could still repair that one gen there were bodyblocked at.
2. Other survivors were able to finish the game quickly no problem.
and the most important which literally contradicts you, sir
3. With the afk crows survivors are able to free themselves at any time if they actually want to.
They are able to prevent this very easily and can resume playing the match at any time. So by the logic you presented here this shouldn't be bannable. Unless there is something I don't understand about the crows.
With this system it is literally impossible to hold the game hostage - unless it is not working as intended? -
@Rokku_Rorru said:
it'd just be easier if they brought the S-tiers down to like Wesker/Dracula's level honestly.
You are not addressing subject of this thread. While killers should be on similar level - that is not the issue we are discussing here and it will also NEVER happen.
It doesn't matter if you nerf top tier killers, Singularity will still be able to break the game with Remember Me Haywire combination simply by the nature of his power while 38 killers will never, ever have any value from that perk in current form.
Strength of the killer is not the issue in here, the specific, rare interactions are. -
@crogers271 said:
It's very simple stuff to program.With how things go with bugs and every patch, I don't think anything is simple to program in this game.
Minor issue: It would require when killers got updated they needed to go back and think about perk changes they had made for prior versions. I don't think that should be an issue, but there are certain things I've been very surprised that BHVR has used as a reason to not implement something (i.e. why they haven't tailored DS to turning off killer powers because its something they'd have to think about with every killer - which never struck me as a good reason)
Actual reason I believe: It goes against the game concept. Perks are universal, just like every killer gets 4 perk slots though that's another way they could be balanced. I imagine if BHVR could go back in time they wouldn't even do perks for killers like they do for survivors, there'd be a different concept to create killer variety, but being it has been that way for the game for so long I suspect we're well past the point where they'd alter it.
Edit: Remember Agitation + Starstruck? Nurse can't use any instadown perks because of this combo - which I don't mind actually.That's a differing way to deal with it, though more limited to Nurse specifically, by changing what her M1 is counted as. People have talked about that she should gain blindness when charging her power as a possible way to address her being over powered here, but again something like that really only applies to Nurse.
I agree that might be the reason, but that's a god damn stupid reason.
If you want to have universal perks then stop making killers who literally play completely different game (Nurse, Singularity, Hag).@Massquwatt said:
It's just not very practical. Behaviour are already having to balance perks around 30 killers, individually tailoring certain perks to certain killers is just even more balancing on top of that and it's just way more work for arguably little gain.
I disagree.
There are very few things which actually break the game with specific perk/killer combination right now.
Nurse with aura. Just add a code which cuts effectiveness of aura perks on her by half.
Haywire on Hag, Singularity and maybe Twins (but not really), while it's literally worthless on every other killer.
I am not aware of anything else gamebreaking at the moment.
I'm not asking devs to sit down and now test every killer with every perk on every possibility.
1. It's not needed. 2. Devs would never do actual work like that
Just release strong perks and simply nerf them on killers who can ACTUALLY BREAK THE GAME with them.
Otz, Jund and others will be very quick to make bait videos about these. It really is not that much work and would actually shake mata a little bit with some perks being actually useable now. -
@Jay_Whyask said:
That's not reportable. The game will eventually end, which means it's technically not holding the game hostage.
Also I'm certain that's not even possible anymore, survivors are supposed to lose collision after getting AFK crows.
Meaning the obsession Rancor'd themselves by moving around too much.
Oooh I didn't know that, had a pause of around 2 years.
Okay so with that you are absolutely right, it's definitely not holding the game hostage. Especially if survivor can literally counter it lmao. -
The power of mini Cthulhu could be to go sleep and mindcontrol a survivor to do something xD. Scout, miss all the skillchecks then hit another survivor once or something?
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I like killers who interact with already existing props in special ways. Dracula, Plague, Dredge ect.
I always wondered if 100% base killer (normal speed, normal height, normal terror radius) who's power is to block a window from time to time and once a minute drop down a pallet so they can destroy it early would be overpowered, underpowered or simply boring?
Is it worse than Trapper?