DallasCarter
DallasCarter
About
- Username
- DallasCarter
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Comments
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@Tipsy said:
The anti tunnels changes looking mighty scary. I think its too much and way to easy for survivors to abuse it, specially with anti tunnel and slug perks since they can just harass the killer. I say this as someone who plays mostly survivor as of late. This will bring back imo one of the worst survivor metas, the unbreakable ds meta where unhooked survivor is always in the killers face.
And you know what happens when they do this? you just walk through them (cause they have no collision)
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Myers is the same killer, it's just slightly tweaked and has QoL changes…
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@Kasol313 said:
Can't wait till you add anti-hit, anti-walk and anti-vision(all of this for killer sure) because I'm think this game still killer side
There's already Anti-Vision, it's called Dredge.
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@MechaSandvich said:
Anti Tunneling sounded too good to be true, and it was because the ending, about punishments for "tunneling" these can't go through at all and if they do will make the killer experience miserable. Stopping gen regression for hooking the same survivor twice in a row is such an absurdly comically bad idea I genuinely don't know how it got past the drawing board. There's a lot of issues for this, first off, say the survivor gets off hook and decides to be aggressive with that, they can body block to take protection hits for their unhooker, forcing you in a lose lose scenario with no counterplay, as you can't cleanly get to the unhooker, but you also can't tunnel the bodyblocker (as this would be valid time to do so), as doing so removes your ability to regress gens all match. Even worse, there's no listed set amount of time this triggers for, so going off this we can assume this will happen even if you haven't hooked for over a minute at all and aren't tunneling, but just get your first hook since the last on the same survivor by chance.
The repair speed boost is also likely far too strong a punishment, especially when the criteria is a whole 6 total hook states to be in the clear. This is made even worse by the fact the killer no longer sees the hook progress, so a survivor could be on hook longer than the killer realizes, he goes to hook them again, and boom, survivors get a gen speed boost.I'd also argue that tunneling past a certain amount of gens is not an issue and that the system realistically should disable besides the standard elements you get at Endgame at either 2 gens or 1 gen left, but that's more debatable.
The other things brought in to address tunneling seem like enough on their own, there's no need to add extra punishments to it, especially when your rewarding not tunneling. These punishments for "tunneling" target far more than those who hard tunnel, and will only make the killer experience completely miserable.They lose collision, did you not read the entire section? They cannot body block anymore.
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@GlamourousLeviathan said:
I think that the thing that will decide if this update is the best this game has ever received or the worst is the Pop Goes the Weasel effect after each fresh hook. If it is like 10% of current gen progression, then killer will be unplayable, but if it is like old Pop with 25% of total charges then I would overall label it as an excellent patch.
Also, the worst killer in game just got an entire rework. I do think that the dash is uninspired, but the other abilities seem top notch.
I am in shock, but... This actually seem like a good patch.
This is fine, on the condition it lowers to 10% if you use gen perks like Pop or Pain Res. Otherwise those perks will be nerfed to a point they are not usable.
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@MaddieMage said:
Glad to see the kidnap tech removed but the issue with ghoul is that his auto aim/aim assist is still broken. I’m still getting his bite attack through and around walls when he has no line of sight on me.
This is a latency issue, same with Huntress hitting you through walls/missing and still injuring.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989512#Comment_3989512
Tbf, in the strictest sense he already was, with a longer-than-usual lunge. They just gigabuffed that part of his kit.
I imagine it's not good for actual mobility.
The only think he gained was the ability to break pallets with his lunge, and lost the ability to effective camp with "T3" and prevent body blocking in "T3"
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@CsBalazs2006 said:
SUMMARY OF THE ISSUE:
- Invisible glitch with Springtrap
- Soung bug with the use of cameras
- Map hitboxes
- and 5. Springtrap's hitbox
PLATFORM: Xbox (Series S)
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
- After The Animatronic leaves any Security door, for a brief moment the killer is invisible and there isn't red stain also. It becomes much harder to notice the killer and run away from it.
- There is a sound bug when playing against The Animatronic (it might have occured against other killer, but in my most matches I play against Springtrap). Usually, when I use the cameras at any Security doors, during the use and after I leave the cameras, the sound becomes glitched and the 3D-audio is very strange: the generator's sounds coming mostly in the right ear almost the same pitch in every distances from the generator, the killer's sound is mostly the same, and it gives an uncomfortable experience. The glitch usually goes away after being hooked or finishong a gen.
- There is some map elements in the new Fnaf map in which Springtrap's axe get stuck (mostly in the air). I think it is a hitbox problem. I get it that it is not a bug but from outside these elements hitboxes are much bigger than it seems, making it harder to struck the survivors with the killer's axe. (These map element is for example: the camping tables on the side of the map or some stones in the middle of the map.)
- Sometimes The Animatronic not getting stunned by pallet or flaslight when carrying a survivor.
- Sometimes the killer get stunned with a pallet even though it looks like from the killer's pov he isn't in the range of the pallet. Maybe his hitbox a bit big.
VIDEO: Unfortunately, I can't show video-proof. The 1., 2., and 3. bug occurs almost everytime in a match against Springtrap. The 4. and 5. just occassionally.
PLAYER LOGS:
- Player logs are required from PC players only.
I was gonna comment about the sound bug myself, glad someone else has already reported it.
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941986#Comment_3941986
Im sorry but "ghoul stronger then nurse" in his current nerfed state is insane skill issue.... you want some tips against him?
He's not even that nerfed. If you know how he works, you can easily 4k every game. He just gets his free injury, waits for his power to regen, then flies right up on your butt and cancels his power, free down.
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@Akumakaji said:
Honestly, for all the rants about the Ghoul, this is one of the most levelheaded and productive ones I have read so far. Its true, nearly every killer has some kind of system in place that limits the use of their power around hooks in order to prevent camping and hook farming, but the Ghouls power is unrestraint in any way and you really feel this with how most Ghouls return to the hook like clockwork and get right back into the mix. Though from my own experience with playing the Ghoul, most players just book it after the unhook and I have been left with untold number of cases, were i couldn't find the unhooker and was only left with the blood trail of the unhooked. Even though the Ghoul is strong, he is not an autowin by any mean and in this current state of the game, one slip can mean 2 getting done without any opposition. So if the unhooking survivor fails to protect the unhooked one, even if I don't like to I sometimes had to tunnel and slug, just to create pressure.
The power canceling, I am very torn about. Right now its the highest form of skill expression with the Ghoul, swinging in around a corner and cancel, ready to slay! Thats so cool! But it also leaves survivors with nothign to work with and thats uncool, I know that feeling myself. It is a fine line to walk, because if you miss your cancel window, you are stranded in a potentially strong loop with no opportunity to catch up to the survivor and you just waste a lot of time, if the cancel animation would be longer and more punishing, this would even dwindle down the opportunity were a Ghoul can make cool plays with his power and in the overwhelming number of cases his power couldn't be used to gain an upper hand in any case, only to traverse the map and initiate a chase. Thats what people meant when they said "Ghoul is just an M1 player with high mobility". Right now thats not true, but its a fina edge to make the power utterly unusable in chase.
This might all be inflated because of the current event, were even in a good match gens fly like crazy and even good Ghoul players have to be on their toes. I lost many games simply by not sealing the deal on a survivor on death hook and letting them get away this one time, because the current event is so abyssmally stacked against the killer with the ticking clock of the blood gens in the back.
The hit box of the Ghouls power will forever be a red flag and at this point there is nothing BHVR can realistically do about it. I can understand why they made the power hit scan, because at this ranges and with the latency we got in the game it would be unrealistic to use this part of the power, but that the animation plays the instant the game detects a hit just leads to all this aweful moments where surivors get stuck by tantacles through walls, rocks, even entire buildings and that of course feels cheap as hell. At the very least BHVR could maybe shrink the hit box a little bit, as right now there is a 50cm aura around a survivor that will register the hit. When I let two survivors go in one of my last games I played around with the hit box and it really is very generous.
https://us.v-cdn.net/6030815/uploads/MC2G0AG65GRB/kagune.jpg
"Nearly every killer"? The killers affected are the few that either don't need it, or are not super strong. Bubba should be, but isn't, same with Billy, Trickster, Huntress, Deathslinger, Nurse, Blight… Do I even need to continue? only like 20% of the roster has their power disable near hook, when well over 50% of them should have it.
As for Ghoul Specifically, he is stronger than Nurse. Why? Well, you don't need more than a few hours to know how he works and get a 4k every game. Nurse takes a LOT of time to master, her skill ceiling is astronomical, her skill floor is also pretty high up. Her skill floor is higher than the Ghoul's Skill CEILING!!! Power Canceling should not exist! Or it has a hefty cool down like Legion has. His power should be mobility and injury at max, and speaking of injury, they should not have the freest injury in the entire game. He should also not FREEZE THE SURVIVOR IN PLACE when they get hit. The only way to circumvent this is when vaulting. And speaking of vaulting, they should NOT be able to grab a survivor to vault a pallet, or it should give the survivor a speed boost so they can counter it. Lastly, Ghoul needs a rework of their add-ons. Hide's Headphones should apply a TIMED Oblivious once Deep Wounds is MENDED. Also, Endurance should still work in deep wounds, but it cuts the timer in half, to counter killers that bypass the mechanic, like Ghoul, Slinger, and Legion. -
@Anti051 said:
Had 6 hacker games during stream the other day.
I'm not even a content creator, and I had a blatant hacker, like what?
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To reiterate, this isn't THE reason tunneling needs to go.
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@Senaxu said:
I've been playing the game since 2018 and have NEVER had the DC penalty pose a problem.
Are you sure that the game Dead by Daylight is good for your quality of life and well-being?
The issue is at any minor inconvenience, people will struggle to second and then try to miss skill checks to go next, versus just D/Cing and letting a bot take over. The D/C penalty is bad for the game at this point.
They need to remove tunneling as well, because people will just let themselves get rehooked if you save them and they wanna go next. -
Oh, I faced a blatant hacker today, teleporting and all other kinds of things, and they were not even trying to hide it.
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@TheArbiter said:
This is just the problem that is gonna occur with asymetric multiplayer games. Some people play to win, and some people play to have fun. Unfortunately even if BHVR implemented a "ranked mode" people who play to win would still enter the casual queue.
I feel in casual, they would limit what you can bring. Like 2 meta perks for killer, 2 for survivor, maybe even 4 max, but that for all 4 players combined.