Quietus
Quietus
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- Quietus
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@MiseryandCompany Otz has raised the issue that Celestial Witness has a habit of highlighting newly unhooked people, which is causing a bunch of tunnelling. The Exile negating survivor perks also prevents people from running anti-tunnel builds to help protect against it.
Add to that small, multi-level maps where the Judgement can hit anyone at any time and all their aura reads are within range. I've also seen the beam warnings perform inconsistently on levels with more than one floor. It hits both levels, but isn't necessarily visible when it doesn't start at your verticality. The shrine placements seem to have been infested with the game's typical 'bad RNG' as well, which has made liberations painful on some maps.
There was either some sloppy mistakes in the development here, or someone at BHVR wanted a tunnelling killer that will finally make people appreciate going against Nurse. -
I've not had it, but I'm part of the outage and I'm assuming there isn't a "estimated time : infinity" reading.
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I'd be happy with a compromise. A bigger bag that can carry 6 traps, so you can focus on setup more and less on wandering off to find more traps.
I'd also suggest tweaking the trap's hitboxes to deal with the tweaks to vaulting, predicting vault lengths (especially with the gender vault variance) has made window trapping a gamble.
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@Mandy said:
There is looking to be some issue Steam side at the moment I'm afraid.
Appreciate the confirmation, was about to call my ISP...
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Before the tweaks, yes, some maps felt like I was wearing sunglasses at night.
Since the tweaks, I find most maps are fine, though Borgo's colour palette is still... wrong.
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Maps would be fine, but it'd likely have to work on a % chance, akin to the map offerings currently. Having a hard ban system would basically end up with "killer sided" maps vanishing from rotation due to the player ratios. If it was implemented as part of the map offering system it could be okay, especially since if both a map offering and the equivalent anti-map offering were proffered in the same game, they'd negate each other.
As a pure QoL change (ie. no offerings, just a menu option) I'm less open to.
Banning killers would cause queue shortages, it's not going to happen.
There is the alternative of having Preferred instead of Banned. Being able to select 1 or 2 killers that you feel strong against or have fun against. Again, it wouldn't quarantee you anything, but increase the odds of getting a killer that you'd be "happy" playing against.
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Nah, the problem is that a DDOS attack isn't going to be touching BHVR, it's hitting the domestic addresses of their playerbase.
BHVR can't do anything about that, apart from ensure that IP addresses were properly secured in the first place... so...
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@NerfDeadHardPLZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/367501/do-something-about-this-3-gen
Do you have proof that this happend ? gens are never that close
To be fair to them, there have been some changes to the gen spawning (the two gens spawning in the lobby of RPD for a week being an extreme example).
I had a 3 gen on Coldwind Farm - Torment Creek which was so close I could kick any of the three gens and Nowhere To Hide would tell me if anyone was on the other gens too.
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Reporting the same bug.
Playing as Wesker on PC.
Only had the map once last night, but the wall was missing. Tried to ask the survivors if they saw it like that too, but didn't get a reply.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340421#Comment_3340421
It's not my experience. Just last night. I had a DC so decided to go nice on the survivors. I didn't want to lose a pip so I hooked everyone once and got into some chases (good deal of the match was chasing someone). Kicked gens. Still de-piped. So yes, I was punished for a DC and then trying to make the game tolerable for the remaining survivors.
But, I know everyone is going to have different experiences.
It's odd. I find, as a killer, if I'm very active but still lose I can still get a pip. Then I have a run of 3k games, usually showing mercy to the last survivor, and nothing happens. No pip, no de-pip. Killer is obviously easier to rank up, but the way it decides it is just mystifying.
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I use Blindness addons.
Usually on a killer that I don't care about the addons, but still...
I'll take Blindness over the ineffective Oblivious any day.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356210#Comment_3356210
And that combo takes up two out of four perk slots a Killer can use. Doesn't seem that broken to me.
Well, Lethal Pursuer is only extending the aura reading for 3 seconds. You get the same effect with just Nowhere To Hide, you just have a 5 second window instead.
I wouldn't call it broken, just OP.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356199#Comment_3356199
Why? It's a 24 meter range. It's fine.
To be fair, the range moves with the killer, whereas it would make a little more sense for it to be locked on the gen for the centre of effect. Add Lethal Pursuer and move away after kicking, and you get a 24m, 8 second aura reading letting you spot survivors 30m's away from that gen.
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I'm expecting a slight nerf to the distance/cd. I've had 3 gen situations where it basically meant I knew where everyone was, regardless of which gen I or they were on.
If it gets ignored, it'll push Distortion higher in the meta again, which tbf, it should be.
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First question would be "are they on PC or console?" Console gets the Doctor, whereas PC doesn't. Wraith is probably the best to start with, but Huntress and Trapper would be recommended to get a feel for different classes.
If they have the Doctor, Overcharge is often overlooked and certainly a good basic gen regression perk.
If they've leveled them a bit and can mix and match I'd probably try something like;
Nurse's Calling (Nurse) - the only aura perk I think they'll have, but a very good one.
Lightborn (Hillbilly) - Not essential, but helpful if you're starting on killer
Brutal Strength (Trapper) - Breaking stuff faster (gens and pallets) can help with chases
After that, they're a bit limited. I wouldn't recommend Hex's early on, but they do have Hex : Ruin and Hex : Devour Hope on Hag which can be powerful. If they're playing someone other than Wraith, I'd probably use Tinkerer (Hillbilly) as the undetectable proc will be very useful if they can get used to it.
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I occasionally use Pain Res, but I'm really a dyed in the wool, gen kicking Overcharge stalwart. If I'm running Ghostface without the OP Driver's License, I might pop it on.
Eruption wasn't really my style, and if a SWF runs me ragged it kinda kills it's value.
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It's not a preference, but yes.
If there is someone to possibly pick them up, I'll leave them to it and catch them somewhere else.
If it's the final survivor, I'll carry them till they wriggle free, then just chase/down them before they get back into their corner.
Running to an unhookable corner is a valid time wasting tactic. The killer leaving you dying in that corner is equally valid.
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Solo queue could use some buffs.
SWFs, however, need some nerfs.
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Some bugs destroy matches. The game can be very frustrating to players (be it bad chases, latency issues, unwanted maps, bully SWFs, etc.), but having matches wherein bugs can literally make a player unable to do anything other than wait for the match to finish doesn't make for a good customer experience.
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When Survivors have names that look like a wifi router password...
Getting 4 level 100s has made me a dodge occasionally, but when you've only got 200 hours in the game and MMR wants you to play against people with thousands of hours? As I don't DC, dodge is my only defense against poor MMR calculations.
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Going from Victor getting squished to the slow retaking control of Charlotte always felt like a double loss of time. It's far too painful.
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I don't use that many Obession perks as they can sometimes be more of a hinderance than an advantage, especially if the survivors realise and use it against you.
That said, they're still in a better state than hexs...
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None of the above.
Definately nothing with zombies in it though...
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Dead Hard isn't even on my list of Surivor Perks that are a problem. It's a reactionary ability, ie. it can be messed up by the player.
I'm more concerned with the amount of meth the survivors seem to be taking, cos Ursain Bolt ain't catching people with 2 or 3 speed perks.
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I could see a rework, but the TR buff would be over the top. I've experimented with it on Ghostface to reduce his TR to the minimum, boosting it to 8m reductions would allow a build wherein you could remove his TR entirely whilst unstealthed.
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After a string of frustrating matches, and one where I messed up by Sadako mori'ing one of the three, I finally get this done... except I don't.


