Kai6864
Kai6864
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699264#Comment_3699264
I sincerely don't care if survivor decided to waste their precious perk slot for meaningless stun, so still don't see the any problem in balance here
It’s difficult coming up with a comparable situation for survivor towards killer.
I think a better comparison in Brand New Part actually. A survivor can spawn next to a generator and install it, there is literally nothing you can do to prevent that. Yes, I don’t think this is a 1:1 example, Survivors can do this x4 with BNP, but it’s the closest you can get because a survivor cannot run towards you at 9m/s and injure the killer, asymmetrical game and all.
And people complain about BNP on the forums so can’t example say it’s ‘not a bother’ either. -
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699258#Comment_3699258
But realistically, it's literally just one time perk and taking a health state for one perk slot is hardly a problem in grand scheme
And that "one health state" doesn't even happen in majority of matches
The perk’s secondary effect is still active, it’s not like you’re taking a dead perk slot - increase on all aura reading is pretty big (especially since usually if they’re a high mobility killer they’re also taking barbecue).
If there was a perk that allowed you to immediately stun and flashbang the killer - sure you’re using a perk slot for that but it’s still an inherently unfun start to your match as killer. Uncounterable and unfun.This example isn’t even completely comparable because Lethal Pursuer allows you to kickstart pressure on survivors immediately, which has a knock-on effect throughout the game.
Looking at it as just 1 perk = 1 health state is extremely reductive in the context of how the perk is used, and the effect it can have on different killers. Adding a buffer to the start timer would do very little to the killer’s detriment but would be a good QoL to prevent procedural map generation + botched survivor/killer spawns from taking issues. Hell, buff Lethal Pursuer in compensation, why not? -
@Neaxolotl said:
But why you have to counter being in chase quickly after joining match, chasing is normal gameplay and you are more or less meant to be chased
Please read the post before commenting. I don’t have an issue with being in a chase - the issue is the perk exacerbating present map generation issues with high mobility killers. I don’t mind getting into a chase fairly quickly, but when I’m forced to take a health state within 30 seconds of loading in because I spawned in a dead zone with just the corn to keep me company, is where I’m taking issue.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699238#Comment_3699238
"but when your aura is presented during the intro sequence where you
can’t move, but the killer can see you, it poses an issue on killers
that can immediately get to you."He's stuck unable to move for the exact same time you are. Immediately getting to you (which is a very few select killers) and happening to be where there's no where you get to with a loop, is extremely unlikely. I can't think of a single time this scenario has even happened to me. There's almost always something.
Him being locked into place for the same amount of time is a little insignificant here. He’s seeing your aura during that time, and can immediately start bee-lining it to you at 15% your normal speed - which is usually not an issue, until you start getting into killers that can be bee-lining it towards you at around ~6.9m/s - 9.2m/s like Blight, and we won’t get into Nurse of course.
Killers with teleportation powers like Freddy and Dresge have a starting cool-down to prevent this very issue, so it clearly is a recognised issue in the Dev team, and high mobility killers + lethal pursuer can very well emulate it. I’m not suggestion a full-scale rework of the perk, a 5 second buffer to give a little more time to act against the perk. -
@Blueberry said:
I'd be closer to buffing Lethal than I would be to nerfing it. Definitely isn't too strong. Literally just play assuming he can see you and you won't be caught out of place.
That was kind of the whole point of my post? I know it’s a bit of a long one but I do indicate that I was stuck in the boonies based on map gen and I literally was not able to reach anything before Blight arrived.
That’s a good general tip for aura reading but when your aura is presented during the intro sequence where you can’t move, but the killer can see you, it poses an issue on killers that can immediately get to you.
I’m absolutely in favour of buffing the perk, I have no other qualms with it, and I conceptually love it, minus cases where it presents situations where it’s just the only way I could have prevented getting immediately injured in a cornfield with no pallets is running Distortion. -
@GeneralV said:
Well, that is because PH is meant to be that way.
The point of the cages is that they don't work like hooks, they are meant to be different. I don't think that changes just because his release was years ago.
I don’t think he was purposefully designed to be a tunnelling killer.
They ARE meant to be different, I did mention that, but I don’t think that difference should be incentivising tunnelling.
His release being years ago changes absolutely everything - back on release, DS had not been nerfed to account for conspicuous actions, there were no gameplay mechanics built into hooks to actively prevent tunnelling or camping, and maps were MUCH bigger, meaning that PH had much more map to cross to get to the caged survivor. PH’s cages were fine because they were a way to avoid an obnoxiously prevalent problem with DS, and the size of maps meant that you had far more time to heal or rotate. His cages haven’t changed to account for any of the new design ethics, and they’re not only incredibly outdated, they provide very little unless you’re tunnelling, especially with the new prevalence of scourge hooks. -
@Sandt1985 said:
The whole point of cages is that they ignore anything and everything related to hooks. The ENTIRE point
Yes, I’m very well aware how they DO work, but WHY do they work this way?
Think about it from a more critical perspective - cages do not fit the new design ethic BHVR have taken to anti-tunnelling and camping. The current way cages are designed means they are incredibly predictable, and alongside new reductions in map sizes, cages are a relic of the past that allow you to bypass (now) core gameplay mechanics and facilitate tunnelling. Cages have never been the strongest part of PH’s kit, and it makes little to no sense why there wouldn’t be changes to curb a playstyle that inherently encourages tunnelling. My whole point was that we can redirect that to the unhooker to allow for far more interesting snowballing gameplay that doesn’t rely on rushing down the same person over and over again.
Just because a mechanic exists and has unique interactions, it doesn’t mean we shouldn’t look at how that can affect the state of the game. Cages are inconsistent with all the new core gameplay mechanics and perk changes that encourage spreading out hooks. PH isn’t desperately in need of a tunnelling to sustain him as a killer, his power aside from cages is a strong ability that requires a lot of skill but for good value. I don’t think that it should just activate survivor buffs for free, there should be compensation for it in his kit somewhere, but cages are objectively outdated and inconsistent. -
@D0NN1ED4RK0 said:
all his cages rlly need are adjustments with the rng and maybe an adjustment to the cage anti face camping feature
I’ve played this killer for years and I’m gonna tell ya
The rng is so predictable and easily memorizable
The devs should just do adjustments to his cage spawns because for one fact they all have a very memorizable spawn locations which makes it easy to tunnel
Personally I’d be fine if they do adjustments to the “uncage notification”
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695168#Comment_3695168
I agree they should bring back release pyramid head
His old POTD was so fun to use and didn’t feel too miserable
Also his POTD attack isn’t rlly that bad while being clunky the only problem with it is that it’s anti-beginner but once you start getting used to playing with his POTD it becomes less miserable and more fun to use
Also cages aren’t the only thing he has going for him
He’s still easily one of the best antiloop killers in the game
He just needs an addon pass
I absolutely agree. I think he’s not too shabby of a killer, and I don’t mind going against him, except for the cages.
I think he’s very effective at tunnelling, and some of that effectiveness could instead be traded for snowball potential if you inflict the rescuer with an ailment. It could even be something like rescuers who are not inflicted with torment become tormented after interacting with the cage - this could facilitate chaining cages on different people that simply hooking wouldn’t have. This could also link to an add-on tweak - put debilitating status effects like exhausted, oblivious, potentially exposed onto the rescuer to incentivise not only targeting the rescuer but also to move away from just double range add-ons and things that improve his already pretty good chase potential. -
I think it’s definitely not worth it.
It’s a proactive mechanic with a very short range. It’s not often you want to chase in a specific area for long, and even in cases like shack, the perk is incentivising you to go to and loop strong tiles - making you more likely to waste good pallets rather than leave the tile and use less valuable ones. It’s good in very niche scenarios like placing it on a hard to reach location on the main building of a map but again, it incentives constant play around that main building, which will quickly be devoid of its resources if the other survivors are also actively taking advantage of the boon.
It also has a little bit of anti-synergy with exhaustion perks like Sprint Burst/Balanced Landing/Lithe as they provide you the distance to go to other tiles, and if you’re not using the perk to get TO the boon radius, instead using it within the radius, you either have to stick in the same area and potentially lose value of the haste, or leave and lose value of the boon. -
I’m going to have to disagree with this take. I can appreciate the nostalgia here, but this is a live service game. It should, and has, evolved with time. More powerful devices and engines have released that allows there to be more graphical definition, and BHVR has developed as a company to have an expansive and great visual design team. Visual updates have only improved the game in my opinion, and swamp is a prime reason for that - its textures are blatantly out of place and low quality.
On another note, I think the realm beyond stuff is important for the dev team too. When creating maps or working with maps for a long time, there has to be a sort of conceptual idea for a map, or it’s potential - the more graphically advanced we can be, the closer to life we can bring these concepts. The map updates have at least in my opinion, been exceptionally well-done graphically.
Personally, I think the gameplay loop can be rather boring at times. However, it’s all the graphical changes, new maps, new killers, new survivors that make me come back. That first feeling of playing a new map and wandering around in awe, exploring it little by little throughout matches + golden toolbox adventures were fun too. -
@blue4zion said:
Alright, after watching some videos-
It's still 1 second, but they seemed to have slowed down the animation, possibly to make sticking the sword in the ground more in line with the second? Before he would spend a good portion of it already in the ground waiting to finish the charge.
Yeah, this'll make him feel more sluggish but he's not actually charging slower at least. phew
I see what you mean, the sword hits the ground the same time the bar fills. Thank you for investigating and coming to your conclusion! Glad they didn’t just straight up shadow nerf him, he’s been through enough with the cancellation changes.
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@blue4zion said:
- Nerf: cancelling Rites of Judgement now applies the same slow-down for the same duration as activating it (3.68 m/s for 1 second).
- During this time, The Executioner is also prevented from initiating a Basic Attack.
- Buff: reduced the cool-down after using Punishment of the Damned to 2.25 seconds from 2.75 seconds.
This is all the Wiki states too
Just compared two videos, one of Otzdarva’s 4 month old Pyramid Head gameplay and one of a public match review of the Blighted Skin 1 day ago. There is most definitely a difference in the speed of the animation.
As nothing has been stated, I’m guessing this is a bug/shadow nerf situation.
- Nerf: cancelling Rites of Judgement now applies the same slow-down for the same duration as activating it (3.68 m/s for 1 second).
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@blue4zion said:
I don't think activating the power changed.
It's just the cooldown of missed and maybe hits with the power, as well as the removal of an instant m1 out of the power.
Perhaps it’s just me imagining it, but the animation where he digs the sword into the ground seems agonisingly slow. Has there really been no change to it whatsoever?
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@Mandy said:
I've had word that you should have the update very shortly, in around 20 minutes.
Funnily enough, as soon as I saw you posted that comment, mine starting updating too! Magical!
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You’re not alone, I can’t update either. I’ve heard little to no updates on it either so it’s just chance at this point. Wouldn’t be as bad if the updates didn’t take ages to download.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1950888#Comment_1950888
lmao is this an astro turfer? if this someone paid by the company to defend the game online?
Theres no defending this the pallets are junk. In a normal map even if there's a really strong pallet one that MUST be broken, it's often on a tile that you can walk away from or walk around, the tiles allow you to drop the chase and go somewhere else. In new gideon these are god pallets like the one at the edge of lerys in that they take up an entire corridor and you can not progress further down the map in that direction unless you break the pallet. That right there is the key difference between these pallets and other pallets. They literally block off the map. They're terrible, ruin the flow of the game and just absolutely suck to play against.
I’m clearly not paid by BHVR to support them, I too have my fair share of complaints for the company, they prioritise the complete wrong things and make some ludicrous changes but I don’t think the Game is as bad as everyone makes it. It changes from the monotonous gameplay of being looped around the same pallet by good survivors who position themselves well and are to use the window at least 3, if not more depending on things like if they good enough to know how chase initiation works and entity blocker being iffy. The old map still had a high killer win percentage, and now, they’ve reduced the height of loops for ranged killers, they’ve blocked off rooms with breakable walls that are able to completely block off any means of reasonable escape, the loops are generally far more unsafe compared to the old Game, the entire map is far more easy to navigate, it’s far more open which is better for killers with reduced turning like Blight and Hillbilly. The only change that has a complete negative impact on killers is the new god pallet where the forklift loop used to be next to the freezer room. The map still has issues, DbD has a lot of issues in general, but in my honest opinion, it’s not nearly as bad as everyone says it is. The community likes to complain and vent their frustrations out on the forums, I too have done it, so I take posts like these with more than a grain of salt.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1950888#Comment_1950888
It doesn't matter when if you find a survivor, at any point in time unless they make a big mistake, they have enough pallets in safe distances that they can keep you busy either until you have to drop the chase, or for the entire duration of the match almost.
So I mean say you drop the chase, another survivor will pick up and start using them and until they go to an area that pallets were destroyed in, the same situation happens.
It's not just that there are so many it's that there are so many within short distances of each other.
That exact same problem can be seen in some of the Autohaven maps too, blood lodge is still pallet city and the survivors can run to a loop no problem, but Autohaven also had see-through loops which the survivors can see the killer through, window loops which they can use instead of the pallet, god windows in the office, gas station and the lodge, breakable walls that need to be kicked to put an end to those loops, plus they can have longer chases because they can chain the loops. Not only this, but some of those maps do not cater to slower and ranged killers, particular the maps with the car pile walls, which can be looped almost infinitely with enough distance. This is immensely different from the Game, the survivor does not choose where to go unless you let them. Most loops cannot be safely looped without an enormous amount of distance and they’re easy to mindgame. If you respect a pallet, or miss a swing, you can still catch the survivor going around most of the time because the loops are either unsafe and too short or too long and easy to catch up on.
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I’m pretty sure it’s at least 1 event item/offering per level 50 bloodweb, that’s how it is for me at least. I’ve been experiencing a bug where the firecrackers are replaced with the 3rd year party starters but that’s about it
Edit: you might be right, I just got a Chinese fire cracker, they could have replaced the toolboxes with the third year instead by accident.
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Many people oversimplify the Game as “too many god pallets” but there are also lots of tools for killers to use too, now more than ever. Pallets are the only defence on this map- there are 6 windows that spawn in the game if I remember correctly- an L and T wall in the far corner, a guaranteed long wall/short wall tile, the chute drop, the monitor room window and the rarely used, almost useless window near one of the exit gates. Cross out both the L and T wall windows and the exit gate window because exit gate one is practically useless unless you’re not the best at killer, and the L and T loop is enclosed due to a breakable wall, meaning it has one entrance and exit if that wall is not broken- you should be able to get a guaranteed down if they go in this area unless you make a big mistake. The long wall/short wall tile is far stronger for the killer than the survivor because there are no gaps in the walls, they are complete LoS blockers meaning it is very mindgame-able. The chute drop is interesting, the survivor will always have a stagger (minus BL proc) at the bottom of fall so vaulting behind them will get you a quick down considering there is a relatively weak pallet in that enclosed room OR because that room is in a corner, you can take the stairs next to the room after they vault and follow them as they have to go north, to get back into chase.
Now the pallets. The pallets in the upper centre of the map are strong on one side, weak on the other as the killer can cut across by falling down the stairs. There are also 2 (?) pallets at the bottom of 2 (?) of the stairs that are incredibly weak and should give you no problem unless you’re facing a more than competent survivor. There are a few god pallets but that number drops as they do specific gens, and the more pallets you break, has a bigger and bigger impact on the map.
Zoning is also incredibly easy on the map, with the new breakable walls and just the overall layout, it’s very easy to trap survivors in one room and they will inevitably be downed if you don’t make a huge mistake. Easy way to get a hit is by forcing them into one of these rooms, make them drop the pallet so that they are away from the entrance/make them drop the pallet, get them to rotate to the most advantageous side, then break it so they lose distance, and you will get a down.
Overall, the Game has a lot of pallets, while it seems it’s impossible to down survivors sometimes, it’s possible you are just not using the map to its fullest potential, the map is not just break pallet after pallet, you have to pick your chases carefully, if they have too much distance on you, they might be able to loop around one of the larger loops, so avoid that at all costs. The biggest nerf to the map is how the survivors just aren’t able to chain pallets like they used to, the breakable walls often trap survivors, so use that wisely to tremendously cut down the distance they’re getting when you break the pallet. On a side note, I like the work done to make the map more ranged killer friendly, a lot of the loops have been lowered, and the entire upper middle section no longer has partitions. I don’t think it’s perfect, but it can be an incredibly powerful map, especially with the right killers, rip to some of the more inexperienced nurses though. There is one new God pallet though, that’s right between some boxes and I definitely don’t agree with that one, that one is so random.
Edit: Some of this info can vary slightly with map generation considering the gens close off most rooms and open them when the gen is completed. The L and T wall can be dubious, that room occasionally might be able to not spawn the gen, though from about 10 or so test runs, it’s fairly consistent that the room has a gen in it. (I also edited a few things like upwards to north to make it a bit clearer what I was intending to say)
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Camaraderie- completely agree with you.
No Mither - I don’t agree, it should be reworked to something else entirely, your suggestion just makes it Lucky Break and Iron Will with half as long chases. The only reason No Mither is 50% grunts of pain is because it works whilst downed as well, so Tenacity and No Mither are a really good pair (50% less sounds on the ground, no blood trails, faster crawling, infinite pickups and recovering whilst crawling, they go really well together).
Better Together - Completely agree
Babysitter - 15 seconds is a bit much on top of the sprint burst, 5 seconds would honestly be enough considering for those 5 seconds they’re ultra speedy and cannot be tracked, that could be really abusive for 15 seconds.
Lucky Break - I don’t think it’s a terrible idea but I think it wouldn’t be awful to go a step further and make the survivor immune to the haemorrhage status effect after the timer is up either.
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I think the whole thing is messed up at the moment, I had less progress on the red bar than you and got ruthless killer, despite all my emblems being silver. Completely bugged, I don’t think I’ll be getting the rest of my adepts anytime soon
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1930808#Comment_1930808
Mine did. There has been a lot of fat-shaming spots on the map that affect killers and survivors due to the random spawn of assets. They seemingly fixed a lot of the trapping spots on trees, tho.
Wow, that’s super abusable, I hope Swamp’s getting the redesign next because this seems like a core map issue with tile generation, there’s constant bugs, fatshames and exploitable spots there, I’ve just never seen one like yours or what I played today where it was so exploitable that it turned the whole game around. Let’s hope BHVR get on this ASAP with a hotfix
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1930803#Comment_1930803
I think there's a couple of spots. I know of one near Killer shack, where a gen spawns with the sort of walkway beside it. There's a spot there you get blocked from. There's also another at the oppisite side of the map where a wooden boat should be that does the same. Gens are the same as you say, certain spots won't let you work on then despite being clearly accessible.
i think I’ll just avoid swamp as a whole from now on then, I can’t say I’ve seen many issues with swamp minus the gens and fat shames between two trees. Time to bring out the Macmillan offerings
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@LordGlint said:
Things like tree spawns are kinda RNG based, meaning while it really sucks that you got fat shamed and this SHOULDNT happen... its unlikely that itll happen repeatly on pale rose, nor that it WONT happen on other maps.
I’d like to think that too but I had it in all the matches I played on Pale Rose today (3 as of my last game), only 2/3 games that the survivors used the spot but I identified it as the same spot. Either terrible luck or a specific tile has this fault when spawning
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Yep! Thank you for pointing it out! Corrected it
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@lagosta said:
If a gen spawns in the smaller boat, one of its sides blocks the killer passage. This bug has been reported already (I did 1 month or more ago I think).
Mine doesn’t need the gen, but that just goes to show how riddled swamp is with bugs :(
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@Mikeasaurus said:
This has been a thing for a while now, long before this patch. It's so annoying when it happens. I've started calling it the 'Fat shame' spot because I see survivors just run through fine, but as killer I get stuck
Really? I knew there were huge issues with swamp and generators but I never saw that tree spot before, and it happened pretty consistently when I went to Pale Rose after the update, damn
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Bounty Hunter! I love running :
Furtive Chase
Nemesis
Make Your Choice
Perk of choice, (I usually go for Stridor/Blood Warden/BBQ or something)
You keep going after your new obsession every time! Gens can fly for all I care, although usually this build is really effective at getting downs, oddly. Super fun- when you run out of time on MYC I’ll ditch them and find someone else to stun me with Nemesis.
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Thank god someone beat me to it, I definitely agree that Shelter Woods is just the worst map for survivor at the moment. I just counted and I had 4 structures - 1 jungle gym (short wall variant), 3 pallet gyms (no window), 1 TL wall, and 6 of those unsafe pallet loops. Normally, this would be fine but the map is so incredibly huge with the middle being completely desolate, no hill structures or main building, that you physically can’t link anything unless you get lucky with the unsafe pallet spawns (that normally spawn on the corners). I’m having a nightmarish time playing it compared to the old map where the structures were more centralised, the shack was able to be reached, and the unsafe pallets were predictable...
Midwich is decent balance wise, minus the tons of breakable walls for killers, it’s just so unfun and boring to trek around, having to get off a gen early so you make it in time for an unhook. Both maps need some tweaking.
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I don’t have many problems now- the main advice i can give is to take the DC penalty if there’s the new Blight skin in the lobby and don’t use it as killer. However, my first game was incredibly choppy but it got much much better the more I played
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I’ve always loved the Wastelander Huntress skin (plus you can buy it with shards!)
For survivor, that’s a really tough one... if the question refers to mix and match, I’d go for Zarina’s pink hair/Greek hoodie/Prestige pants. If it’s just sets, Jake’s “Nonconformist” is just amazing, I love the beard, the fluffy denim jacket... it’s perfect.
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I’m really going to have to say Deathslinger. I’ve mained him since he came out and I’m still learning new spots everyday. The pin sized hit box of his harpoon can lead to so many amazing situations like shooting through shack, shooting through hay bales, shooting through railings, shooting throughout missing chunks of wood, etc.
Just yesterday I was on Suffocation Pit, a really good Nea was looping me around a wall and being a 4.4m/s killer, it was driving me nuts until I saw an odd square chunk out of the wall, reverse, shoot, free down. I understand that Huntress can use some of these spots too, but her hatchet hit boxes are so much bigger so the really precise shots are so satisfying to pull off, you really feel like an expert!
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I’m here to let you know we’ll be harvesting more flowers this year! A bit differently however. The Halloween event and the Rift are going to be linked and there will be Halloween challenges such as collecting from a pustula plant.
No pustulas will spawn on the map as far as I’m aware, unless someone has that challenge active. Judging by the nature of this rift, that means you can harvest pustulas all year long, if you preserve the challenge.
Information is from leakers so things can definitely change but it’s unlikely!
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Challenges are optional and stay with us forever, they give free rewards for playing the game, no money required. There will most likely be easier and shorter routes to the end of a level so leave the longer ones until last or when you’ve got free time.
They are incentives to play the game and if every challenge was completed in one match, you’d only have to play about 20 matches for the entire two weeks before the next level comes along. I find the grind-y challenges inspire me more to mix and match perks around a little to see how efficient I can get. That same obsession challenge inspired me to use the Furtive Chase/Nemesis/Make Your Choice build on my Clown and it’s honestly very underrated.
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I’d totally be up for it! I’d also hope one of the perks would be related to chests, Cursed Treasure, or something... it would be pretty thematic. I’m not sure what the power would be though, could be something to do with a secondary weapon Flintlock or something.
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On mainly M1 killers, Deathslinger included, I like running what I call the “Bounty Hunter” build- Furtive Chase/Nemesis/Make Your Choice/Monitor&Abuse
Let the first person you find stun you turn them into the obsession (if they aren’t already) and hook them like normal, then the game begins.
Whoever unhooks the survivor will be Oblivious from Nemesis/Furtive Chase combo and also Exposed from Make Your Choice. You’ll see their aura for a short amount of time... It’s now your job to find and hook that specific survivor.
It’s a fun build unless you’re up against 4 of the same character but maybe that makes it more of a challenge?
It gives a good Jumpscare, puts the survivor on edge and really gives the feeling of a “Bounty Hunter”.
Edit: Thanks to @Deadeye for reminding me that the first person needs to be the obsession!
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/1487960#Comment_1487960
oh you’re lucky. just had a doctor on hawkins, it legit gave me a headache with how choppy the frames were
Oh god I can’t imagine... I think I’d take the DC penalty honestly, I’ve had my PS4 since the week it was released - it can run any game perfectly fine EXCEPT DbD- RDR2, no problem, Days Gone, no problem... but it just dies when loading DbD lol
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I didn’t have the best frame rate before the update but it was STABLE. Thank god I haven’t seen a Doc or Freddy yet...
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This sort of stuff is common with multiplayer 1 side vs 1 side games, the teabagging and overall toxic gameplay. I’d recommend putting your profiles on private and pressing the arrows on the end game chat, which completely minimises it. When I started doing this, it made me feel a whole lot better, sure you miss the odd kind survivor and killer but overall, you’re not missing much.
For the teabagging side of it, the best advice is to not let that get to you- they’re either trying to keep your attention on them, which you should then just leave and find another survivor, or trying to make you angry, either way, just leave and find someone else. If the gens get done because you abandoned that chase, so be it, move on to the next game- they can’t contact you and they’ll hopefully move on with their bout of crouch spams.
I can’t really help much because I main Huntress/Deathslinger and occasionally Nurse so teabagging is usually punished when I play with them. Try playing more of those killers if you REALLY don’t want that, or Oni, all of them are able to punish toxic crouch spamming pretty easily. Sometimes I’ll run Ghostface so I can teabag with them! (Not at them, you don’t want to become the very thing you’re against).
Dont let it get to you, these are angry ADULTS being toxic for no reason at all- don’t let their childishness take their toll on you! Stay positive and good luck with your future games :)
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@Nevr4GiveZeDevil said:
https://forum.deadbydaylight.com/en/discussion/comment/1487038#Comment_1487038
Thanks for the advice and tips on which perks to get and use in a combination with other perks.
I will use them and try to get as many kills as i can for you. :)
Good luck! I hope you get lots of kills! :)
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As stated above, Plague has 2 really good meta perks - Infectious Fright and Corrupt Intervention. (Plus you only have to level her up to Level 35 to get both of those perks)
Piggy is a great one too- Make Your Choice is a really good perk for fast downs, provided you have a mobile killer (You get that at Level 40) and her Level 35 perk, Surveillance, is amazing when combined with Hag’s Hex:Ruin.
If you play a lot of Legion, I’d suggest levelling Oni to get his perk, Blood Echo, which works amazing on Legion (Level 35). If you also play Bubba, a really good perk alongside Play With Your Food (From Myers) is Nemesis, which you get from Oni at Level 40.
Ghostface is worth levelling up to 35 too- I’m All Ears isn’t a meta perk but it’s heavily underrated (Lvl 30) but his Lvl 35 perk, Thrilling Tremors is an amazing information and anti-gen perk if you get it to Tier 3.
Good luck with levelling!
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That’s a really good question! I don’t believe the devs stated that it was definitely 6 months, but they have their hands tied up a little with the Greek Legends collection at the moment so I’d assume they’re arriving in the coming months.
Nothing is definite of course but I’d assume 3 or more months, as we have a large lineup of cosmetics being added to the shop in the coming weeks alongside the new rift today!
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Well the killers are usually released every 3 months so the next one is in September, and I’ve seen some leaks of a licensed chapter.
We’re not sure if the devs have planned another non-annual event, but I’m assuming it’s the Halloween (Blight) event in October, with the Halloween Generators, Hooks, Flashlights, Medkits, and Pustula Petals offering.
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@LowSpecGamersMatter said:
https://forum.deadbydaylight.com/en/discussion/comment/1483084#Comment_1483084
yep, they are just doing it for the sake of doing it
Bunny legion: why linking is weapon?
New clown: why linking his weapon?
Nea: why linking the pants?
Like I understand that it makes sense to link certain parts but why the weapons or paants of nea etc? I dont get it
The only argument I can see with the Nea one is the head, the rest of the cosmetic would create huge issues with clipping. The pants are far far higher waisted than her normal jeans and baggy pants, which would especially cause clipping issues with her tighter torso clothing and the one torso that exposes her abdomen.
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I’m assuming it has to do with the clipping issues with his face paint and bare skin, there would just be a singular line of white paint that would look odd. I wish they did unlink the weapon though, would have loved to have the Withering Blight knife on it.
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I’m going to have to say it will be highest MMR rating. That’s how SWF match makes now I think. You could have a rank 1 with 3 rank 20s and it could be easily abused. Although an average is a good idea, you can exploit the system by having newer friends and it’s likely that the rank 1 would be able to run the killer around the entire game.
The MMR system is for fairness and it isn’t exactly fair for the killer to be matched with someone so high above their skill level. You could say the same for the other 3 rank 20s if the MMR was based on the highest score but they chose to go as a coordinated team, the killer didn’t have a choice.
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@Unironicalygoth said:
https://forum.deadbydaylight.com/en/discussion/comment/1462151#Comment_1462151
Do you only play survivor?
No, I mostly play Huntress and Deathslinger. I’m pointing out logically what will happen, exploiting would happen if the killers weren’t locked, most of the DbD community will exploit anything they can for a win.
Edit: I personally cannot wait until I can play more Trapper and Nurse games, I suck at both of their powers and it’ll be refreshing to go against someone my own skill level in that domain.
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Shirtless Joey, I’d pay for that.
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If you could switch killers, you could easily exploit the system, someone may not play Nurse, then lobby up as nurse to get a low-skill game and switch to their killer main. I do think that we should be able to change our load out and spend points on the killer we’ve selected, but they should NOT lock survivors as a result- survivors can not exploit this system and last second perk switches should be allowed too, for both killer and survivor. I can’t believe people are threatening to quit because of this change, ignoring that you are literally now allowed to practise playing lesser used killers without the Rank 1 hassle.
Another option they could go for is whenever you change killer, send them back to the lobby and you gain priority in the next killer queue so you’ll find a match much faster.
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@johndeen33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1414594#Comment_1414594
Ok you see like every killer is powerful when you are good at playing that killer. (besides clown, he has nothing going for him). Nurse and spirit can also get across the map extremely fast and they are both (in my opinion) much easier to master (spirit taking nearly no skill to 4k with her consistently) so I just don't see why they needed to nerf billy, arguably one of the hardest killers to actually be extremely good at with still a lot of counterplay. In my opinion they should have just nerfed spirit, and left billy as he is.
I’m not sure why you felt to comment that all killers are powerful? Yeah, killers can excel when you’re better at them but Spirit/Freddy/Billy/Nurse are no where near the likes of Legion/Bubba/Doc. This is because the less meta killers are usually only good at a handful of things- doc being anti loop and anti stealth, Bubba being his instadown potential and ability to down multiple survivors whereas top tier killers like Freddy cover ALL the bases, mobility, anti-gen, anti-loop, anti-stealth. Your argument about Nurse being easier than Billy is not a very popular one, I’ll tell you that.
In the instance that this trial start up idea goes through, it’s likely that Freddy and Spirit will receive some nerfs too, they would demolish teams easier than now. You can be with a Hillbilly and he can guaranteed kill you because firstly, he can just hold his saw at a loop so you can’t leave it, and secondly, he can hook camp you with an instadown... my guess is that’s really why the overheat mechanic is a thing, so there are less annoying And unescapable instances for survivors in a match. I don’t really think the Devs intended to mess with his actual chainsaw abilities otherwise they would have made him stop his sprint when the chainsaw overheated.