PureHostility
PureHostility
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@Amaroq64 said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3401384#Comment_3401384
Are you saying that the anti-flesh ranged weapon, which only damages un-armored fleshy targets, can also destroy grabbing hooks?
Yes, it can destroy hooks that are already in flight or when they already grabbed you. They can shot down enemy projectiles in general, including bolts from boltshots (good luck hitting them); hitboxes in this game are actually quite impressive. So if you are cornered and a cannonball shots at you, you can fire at the bomb and neuter it...
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@UmbrellaWeapon said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3403161#Comment_3403161
Oooohhh, relentless on bolt shot? Have to see when I log in, did it replace double down?.
No, Relentless works differently than on Impaler... Which confused me at first, before I read what it did.
Relentless on Bolt shot makes it shoot each arrow individually... in short, they cannot be parried in a long corridor.
Fire rate is quite quick, it empties the trap in around 2 seconds,
However, not sure if you would hug one side of the wall and parry some, would the rest miss you, as hitboxes on bolts are actually extremely well done.
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@wydyadoit said:
kill rooms are required to counter ammo and slow gameplay.
ranged spam is required to counter melee only builds.
fakeouts and sloped terrain is required to counter rush tacticss.
there is a reason to the madness.
That's funny, because Akimbo build (2x ranged) deals quite nicely with kill rooms, by slowly dismantling all types of it and being able to disarm two or three hooks at once, due to ranged "parry" ability of your anti-guard xbow.
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Maps are named after cities/towns, quite sure it is after US ones.
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@konchok said:
As the player base matures there will be greater demand to play brutal maps. Right now though, I would suggest trying to build a brutal normal map. I had a normal map that was getting an AKR (average kill ratio) of 5. Can you do that? With extremely limited resources can you design an absolutely devastating map?
I've already tested lower difficulties.
My current small dangerous map was at first normal difficulty. It started getting more traffic when I upped it to dangerous. It being champion outpost (p5+) it means it just gets drastically more traffic than non champion version...
While my dangerous large map had basically the same 1-2 raids per whole map as the current brutal version of it.
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Well, my 4500 (12h duration) large brutal outpost was raided twice today... One guy died 7 times, other 13 ones.
Both of them gave me 4 accolades in total (1 ingenious, 1 brutal, 2 artistic). Map is heavily themed (alien invasion on a (medieval/rural) village). Currently at P3, I just had to reset (refill) its genmat for the third time, due to lack of raiders. Today it only gained 140 or 170 prestige points out of 375.
There was a day where I didn't have a SINGLE raid on this map, that day starved me from having enough prestige point streak.
Btw. my old beta map had a lot of traffic even before prestige 5, once it was a champion, it was visited at least 5 times per hour (medium brutal, but VERY SHORT duration of 7 hours or so (3,600 of capacity - duration)).
My current small dangerous map, that is champion outpost (p6), has at best 6 raiders per day (6.500 capacity - duration)...
Something is borked.
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@Ggjustice said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3395578#Comment_3395578
It does not. But you can get rewards past 100 while it remains on level 100... Or my base is bugged?
I'm was a dev from their AMA on reddit (https://www.reddit.com/r/gaming/comments/12cszga/we_are_the_meet_your_maker_team_ask_us_anything/jf3g3dh/?context=3)
We’re not yet locked on a specific plan for the Chimera, as we want to allow the game world and the community to intersect and give ourselves the ability to steer the game and its world and the Custodians’ journey in the best possible way for the long term, whether that may be evolving the Chimera or something else… for the time being, once you reach level 200, you can continue playing and gain rewards for your actions. On rank reset the only thing you will lose is some ranking points in preparation for the new upcoming season. - Julien
Okay, re-read it. I think they meant player level. Guess I was too quick on assumption.
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@Ggjustice said:
https://us.v-cdn.net/6030815/uploads/A4WWA9941PM1/screenshot-from-2023-04-06-12-12-34.png
I agree with konchok. Its insane how low synth is... After chimera is 100, i wonder if you can go over 100 on shops...
If you cannot then it would be even harder...
So far economy seems to be nerfed quite hard. Also the buffs you get from shops are INSANELY nerfed before it was so many hours now its like 3 hours max duration of buff and change to cost is weird as well...
Apparently Chimera goes up to 200 right now.
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Well, there is this flawed mechanic of timer being linked to the resources an outpost has...
An outpost with 9000 resources will last 24 hours before prestige (less if you prematurely prestige), 4500 resources lasts 12 hours. My biggest outpost has ... whooping 3000 resources (beta one), it is on prestige 10 now (Brutal), 7 hours left.
Once your outpost reaches prestige 5, it receives MASSIVE boost to popularity, as it becomes a challenger outpost. It gets like 5 visits minimum each hour (sometimes more sometimes less, depending on the time of the day).
My other outposts on varying difficulties are pre-5 prestige, they get barely any action.
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The circular arrows, as you called them, is just the generic symbol that indicates "repeatable" action.
It just means, once you react a full bar to progress further, it will reset itself back to where it was and repeat.
Tribute resets every week or so.
I wish it would be longer or provide additional rewards and reset itself to a lower value again, to make it more "spicy".
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He has some issues with camping, that's true, considering that using his power is basically the same as using Spirit's power or Victor... YOU ARE the orb, until you end its "phase", so mechanically, Knight's body during his power usage is treated the same as Spirit's Husk or Charlotte when running around as Victor...
When it comes to camping as Knight via using his power though (Patrol at the hook), it is not as strong and often a rescuer can unhook before guard is even fully triggered (ready to attack), which could be tanked by unhooked guy, but then BT is triggered, so... That may be the issue, he can camp while not being there, but so can Huntress or Hag. Similarly Twins can do stuff like that too.
There are some major issues with Knight though, his power usage is wonky and cumbersome in many situations, there needs to be plenty of clearance for his power usage (you can't really smoothly break pallets or doors mid chase, as you need free spot to cast your power... and it takes some time and... it often bugs out and locks you out of your power too while you get ear molested by extremely loud power whooshing sound). This can maybe annoy some killers and make them camp (?)... or not, they just are campers and use other killers to camp rather than the old ones.
Knight's body should be treated as the proper killer's location on the map, not the orb. That's very important to limit his camping potential. (You can gest stacks for PWYF when flying as an orb and finding "invisible" obsession)...
What else to do... ? Limiting his power usage at the hook may not be the good idea, sometimes you don't even want to camp the hook but want to cast a power nearby, but can't due to artificial limit, that sucks when you don't play "scummy" but are punished for it too (Twins i.e.)
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To add, there should be an instant power hotkey for breaking gens/pallets/doors instead of having to do that silly dance to get away from trash blocking your power then activating it instantly (which often bugs out right now, leaving you with 24/7 of EXTREMELY LOUD power usage sound and not working power).
Pressing a third button for instant call out of a guard to do that small task would make it much more "fluid" to play.
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I'm an autodidact user, I heal anything that moves, as on average it takes me less than 8 seconds to fully heal someone, often faster (We'll Make It is for scrubs).
So get off your dang high salty horse and let me feed on the altruism points, you filthy Meghead!
#AutodidactMasterRace
But in all honestly, healing times are subjective. Sometimes it is better to focus on heals other times is to push gens.
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@Dino7281 said:
I had Haddonfield 3 times in a row yesterday (2 times offering). I really wanted to leave that last game...
My game just randomly crashes when survivor sided map offering pops up during offering screen.
Dunno why, but I don't mind it.
Offerings should go, they are just stupid in the bigger picture.
If anything, make them gamble bp bonuses instead. If you burn, i.e. Haddonfield offering and that map gets randomly picked, you gain 300% more bp. It wouldn't make said map more likely to pop up however.
Right now they are either fuel for toxicity or a tool for SWFs with occasional obligatory Lery Myers or some map of choice for a specific annoying killer build that will more often than not wish you have burnt the "Fk your map offering" offering, that for some stupid reason isn't a brown offering, making it more rare than it should be...
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Iron Maiden on Huntress and Trickster. Cannot bear the vanilla reloading speed.
BBQ due to the BP, aura is an useful bonus, but if I'm not hungry for BPs in the game where grind is so freaking bad, that it rivals f2p cash grab mobile apps, I'm more than happy to drop this perk for anything else. Sadly, even after 3k hours I'm still starved for more BPs to p3 50 + all perk all killers...
Recently, Agitation and Blood Warden been glued into any of my builds, no longer running any gen slowdown perks.
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It feels more useless than running an empty perk slot.
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@Mdawgu said:
https://forum.deadbydaylight.com/en/discussion/267664/prove-thyself
2 people on a gen plus prove thyself saves like 6 seconds total. So the gen goes down in 40 seconds instead of 46.
The point of the perk is to reduce/remove the debuff you get when repairing with other survivors.
2 survivors repairing, -15% for all survivors repairing that gen
3 survivors -30%
4 survivors - 45%
Prove thyself allows you to basically rush through important gens with other survivors. It is extremely good when 3 survs do a single gen, on a duo it is a miniscule buff.
It is a good perk in case of a 3 gen.
But for the major part... It is amazing for BPs, 1 gen in a full coop almost maxes out your objective category, it is insane.
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Males are hard.
Females are easy.
Black characters (dark cosmetics) further decrease the difficulty.
Survivors are just skins. No one cares for their origin perks once you play this game for 20+ hours.
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At least it is not as bad as in 2016, where 1 million took around an hour to spend, literally an hour.
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That's funny, OP.
The dbd Claire is modeled after re2 Remake and not the... I guess Resident Evil Veronica.
Here is the model she was based on
constitutes fair use under United States copyright law. Other uses of this image may be copyright infringement. For more information, see Wikipedia:Non-free content. Fair use //en.wikipedia.org/wiki/File:Claire_Redfield.pngStill, her face texture needs some tweaks, but in general she is fine.
Also, not to forget the Shrek boots in the dbd.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2348269#Comment_2348269
Dude, she just threw numbers out, chill 😂
@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2348269#Comment_2348269
My head hurts after that :/ what did I just read
Did you read my whole post or just glanced around the beginning? I made it for giggles, hence the two last lines. Thought they would make it more than completely obvious... :(
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@Bigchungus223 said:
The map is also not easy for survivors, I couldn’t find the exit gates once, had a generator 99% but still couldn’t find it.
We will get used to the map soon, even if it has a very bad design.
Pretty sure one gate is in the main gate courtyard and last one... Dunno, maybe on the roof, helipad crash site or something.
Can't tell, because each time this map shows up now my game instantly goes back to lobby and gives me 5 minutes of penalty for a completely unknown reason.
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2348032#Comment_2348032
I’m not looking forward to it ending it’s going to be painful when I see 17k at the end of the game instead of 140k 😂
Uhh, you are wrong.
140 / 17 = 820%
5 players bring a new cake, that's 525%
WGLF/BBQ with 4 stacks, that's additional 100%
Thus a total of 725% bonus bp is the current max, which could be higher if blood event was still a thing.
In that case 17k would result in only 123k and 250 silly blood points. Thus nothing to write books about.
If it would be the said 140k, things would be different, but the difference is way too big, thus we can easily conclude that event barely helped with the grind and it could as well not exist as 17k is almost the same as 123k and 250 BPs. Thank you for letting me waste your time.
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@Torsti56 said:
So if I play as "Basement Trapper" and survivors bring cakes, I'm forced to play with 0 perks normal game?
That's a rule in the book.
Why are you playing the game without knowing it? You agreed to these rules by joining a lobby.
Read the survivor rule book next time.
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@madeR said:
https://forum.deadbydaylight.com/en/discussion/comment/2347817#Comment_2347817
Playing the game and being a basement Booba are antagonists.
Playing means moving and using your brain.
Camping a hooked survivor when 4 to 5 gens are left has just one purpose :
- directly ruining the camped survivor trial because you have a trash life and you want to avenge yourself in some way
- indirectly ruining all other survivors trial for the same reason
- trolling
These behavior early trial should be forbidden and banable. All those killers should be HWID banned to remove some of the toxicity in the game.
Sorry but...
https://www.youtube.com/watch?v=pWdd6_ZxX8cJust like with "this killer is fun to play against because I like him, so all of you should too." situation, it is just your opinion.
People find fun in different things.
Just because you may not like it, doesn't mean that seen on the pic isn't just chomping kilos of popcorn and bursting his ass laughing, having a moment of his life for some unknown reason.
Bubba neither did anything wrong, he just camped, that's all he did. As I said, do gens and gtfo. If you are the hooked guy, don't suicide as you will ######### up your team more that that camper will.
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People want to play the game, not farm because someone told them to.
That guy wanted to be a basement Bubba.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2341622#Comment_2341622
this wasn't meant to be antagonizing. But all 'anti slugging' perks except UB require the killer to hook someone (and the person to get unhooked), or to let people get protection hits in etc.
So yeah, all these perks require that the killer doesn't start out slugging.
I don't get how you came up to that conclusion.
Could you please do explain me how each of the perks I mentioned require killer to hook anyone to work in a slug situation?
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@Phasmamain said:
Hope it stays rare. The map is almost unplayable bad from a gameplay perspective
Couldn't agree more than that.
I will probably eat the 5 min penalty than waste my time playing it...
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2341414#Comment_2341414
bold of you to assume that so many sluggers actually hook people
Ugh... Ehm.... What?
When did I even mention anything about hooking?
All I listed were perks to combat 4 man slug. (4 down then hook or force bleed out).
No perk I mentioned has anything to do with hooking, besides wglf getting some stacks for BP.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2341365#Comment_2341365
Several Perks?
There are exactly 3:
- Unbreakable, the obvious one.
- Soul Guard, if the Killer does not have a Hex, this Perk does not do anything. And a Killer who wants to slug from the start and one-hook everyone will not run Hexes.
- No Mither, come on... This has the big "Pick me up"-sign.
Self:
Unbreakable, Soul Guard, Tenacity, No Mither
Team oriented:
WGLF, For The People, Buckle Up, any healing speed buff, Autodidact in case of stacked debuffs (it is a great perk against slugging with use of big debuffs).
General play:
Split up and crawl away from others if downed.
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They said it counts only unique crowns for each survivor.
So, if you have acquired a crown for Nea, Dwight, Meg and Kate, that's 4 points.
Even if you would play additional 70 games as Meg and collected 70 more crowns, you already unlocked it for her and it won't give additional points toward the goal, thus why a total amount of crowns isn't equal to unique ones.
But as always, the even is probably rigged anyway.
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Have you considered turning it off and on again?
Sometimes baguette can become stuck at upper floors when dealing with good people who deal with people.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2308237#Comment_2308237
A quick warning against this mistake: option A being used a lot doesn't necessarily mean it's OP, it can also mean options B through W are underperforming.
A -huge- chunk of survivor perks are inconsistent and/or worthless, so it's natural that the few good perks there are get more use.
But that isn't a case in this situation.
Sprint Burst is unarguably the best exhaustion perk, as it completely nullifies advantages of generators in the dead zones and stealth killers. Dead Hard is also inferior when facing killers with 1 hit down.
There is a reason why DH is ran more often than SB even though it is generally worse...
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This Rift is actually easy to max out.
Especially because fragments need 500 xp instead of 800, which means at least 10 games equals 1 full Rift crystal or w/e it is called.
I've reached 70 before I could finish 3rd page, but I did play a bit more this time than usual, max 3h per day, average of maybe around 2h.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/260885/dead-hard-must-be-reworked
I didn't read the whole thing, I just got "blahzy blah I don't like Dead Hard"
How often do you use Dead Hard? With those uses, how often does it even work?
Well, the question is, why do you rely on DH as an invulnerability ability instead of its unintended meta use which is slightly extending a single loop to make the chase MUCH longer.
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Killer:
1) Daily or tome challenge done.
2) 4 bbq stacks.
3) SWF dead.
Survivor:
1) Daily or tome challenge done.
2) good score and as many wglf stacks as possible without throwing the game.
3) Any escape.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2308237#Comment_2308237
Ok but then let’s nerf ruin, bbq, pop goes the weasel, tinkerer, corrupt intervention etc too
Dude, did you even read my post at all?
That's literally what I said but you just cherry picked some killer perks, which I assume you play only one side...
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Either set a heavily fortified zone with basic ######### type of traps that sooner or later will work and if not they will force survivors into dead zones or just simply into taking free hits.
If you want to be a bit more aggressive, you can use some 300 IQ traps around stuff that MAY be used as a loop or as a transition between loops. It is a lot more risky, may not pay off at all but if it works, survivors will tremble at your superiority.
By doing it that way, you can focus on chasing survivors and sometimes herding them into a trap.
Double trapping some obvious stuff may also work, as survivors will often disarm just one trap, thinking that's all there is.
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@BioX said:
All meta needs to be reworked until there is not meta anymore any everything gets used equaly
Exactly this.
All perks that see the most use on an average needs to be changed, tweaked or reworked. Even if it means changing something in the core game rather than just perk itself.
Seeing massive use of certain perk. should be an indication of "something is broken, either the perk or the core game".
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Vaccine just denies his m2 or zombies from injuring you and removes infection which could give away your position... other than that, it does nothing.
Remember that you can use zombies as a Sprint Burst dispensers, so if you are not contaminated, they do nothing to you.
I think using vaccines asap rather than saving them for t3 is a better idea, as you trade them for for his diminished early-mid game pressure
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In Europe queues for killers are extremely long starting at around 6 am to 6-7 pm.
After 7 pm to around 2 or 3 am they are almost instant but queues for survivor are freaking dang long (SWF plague clogging the system).
All these times were measured at R1
It is just the time of the day. Play survivor in that time of the day.
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I don't how hard it is for BHVR to finally get to the point of this. We do all understand they want to keep the compatibility with 2001 hardware, but at least implement certain limitations, christ.
Either add a hard cap on VERTICAL field of view, which in turn makes stretched res a hinderence due to limited horizontal FoV, which isn't a big deal tbh and won't affect ANYONE but that one guy who still tries to launch dbd on his GameBoy color, as he is the lady survivor of 4:3 era.
Another (bad) solution is to move point of view drastically lower, limiting the "view over things" advantage but would introduce new issues with killer pov and other stuff, which makes this idea obsolete already without further changes.
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I saw it in Polish translation and it was quite clear. The original English translation (the one I play on) is indeed quite freaking confusing.
From the Polish translation, it just means:
1) Catch a survivor in a bear trap (probably pick them out of it as usual)
2) reset the trap
3) Leave the trap in the same place... okay.
That's literally what there is in the translation. It doesn't mention to catch anymore Survivors into it again.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2304742#Comment_2304742
He could’ve just killed them and moved on though, so people really waste their time like that?
In most cases it is the need to make a payback, revenge. Fighting fire with fire.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2304536#Comment_2304536
Why bm someone? And why did you not hook the others?
Haddonfield offering is enough to do that.
He also said, they abused glitch spots.
It was also an SWF group, so...
Do you need more reasons than that to stop being nice?
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@eloise said:
https://forum.deadbydaylight.com/en/discussion/comment/2301291#Comment_2301291
I tried without Google translate, I'm french not American or English
It is an oversight in balance. There is a hindered status effect applied to them, but it way too weak to affect them in anyway.
They should either heavily buff it or rebalance how his power interacts with survivors.
In other words, currently... it works as intended, but makes his power weaker than it should be.
Also, don't get me wrong not want to. offend anyone here, but I really want to ask this question.
Why do French people keep using that argument for not knowing other languages? I see a lot of FR guys doing it.
I'm Polish as an example, English is nowhere near similar to Slavic languages in terms of its structure. I'm pretty sure major part of this community doesn't come from English only speaking countries either.
Sorry, it bothered me so much over these years, had to ask it.
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@Haddix said:
"nooo! it would give a huge advantage!!!"
yeah? i guarantee that anyone that says this would pick shadowborn as the very last perk they'd run for an advantage. shadowborn is garbage and just feels good.
an FOV slider would not be a problem.
Tell that to Nurse, Huntress, Blight, Billy and few other killers who heavily benefit from it but can just work around having tighter FoV.
Shadowborn negates few plays that survivors can use around you if you are not careful (corner backtracking as an example) or abusing low FoV for harder hits (huntress and Billy as an example).
Use Shadowborn for few games, then play without it as some of these killers. It really makes it easier to deal with certain stuff and isn't just a QoL thing.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2287678#Comment_2287678
I know but I don't like him. And I got the rest of his perks from shrine so theres no reason for me to waste BP on a character I will never play gor just one perk
Dude, it only costs around 1,250,000 BPs to unlock teachables on a single character (lvl 1 - 40).
That's not a lot, and you will do it with 95% of survivors too, as there is almost 0 reasons to go past that on survivors you will never play as...
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2287676#Comment_2287676
How about we add an FOV slider in the game and see if it makes a difference? I assure you it won't make much of one, and that this whole thing is just an overreaction.
If it happens, that is.
I'm chill btw, I'm just stating my opinion. Did not intend to throw offense at you, so I apologize.
You didn't offend me, sorry If I did sound harsh too.
If such slider would exist, no one would use shadowborn, because why waste a perk slot for that?
The low FoV really is the balancing decision and as I said, even though I play other games at MUUUUUCH higher FoV than dbd, you get used to it and to some extend appreciate it, as it is additional skill you need to work at in as a killer, situational awareness and ability to quickly scan environment for clues by using your limited vision.
FoV slider would throw all of that out of the window and in some way make this game more casual than it actually is.
That's my point of view on it.
So let's agree to disagree.
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Flashbangs do have few sound cues I noticed.
First is the metal clank when dropped, HOWEVER due to the amazing alpha version of sound occlusion that was designed by an intern at Burger King, it sometimes get completely muffled.
BUT
Survivors seemed to make groans or moans in these times, as if they pushed something huge and black out of their bodies... at least Leon did it.
To counter them just look into the sky for a second, or use lightborn and laugh at their attempts.
Lightborn also kind of works on Blasy Mine as it will show the aura of survivor who planted it for the 10 seconds.