Real_RUBB3R
Real_RUBB3R
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Adding my two cents here, I queued up as Nemesis on PC via Steam, then queued for survivor, played and finished that game, then got the indicator that I was in "priority queue". Sat there for a good 20 minutes at LEAST with nothing happening. Then I unreadied due to impatience and got an error that said something along the lines of me being disconnected from the host
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@Elan said:
Even if it's iridescent, it's downside is reasonable. It's global information about total progression and pinpoint at any time. Wraith has that add on, while cloacked so he still has to go there, but Springtrap can TP across map with no cooldown very quickly. What doesn't make sense to me is a nerf to "streamers" as I though that add on was fine.
Yeah, like, the streamers made you go through doors 20% faster, so instead of taking 3 seconds, you take 2.4 seconds…
Like, that's hardly much of an improvement, and for some reason they decided to nerf it so now it takes 2.55 seconds???
What's the reason? -
@Samwill226 said:
Why do you think a closet would exclude you?
Because literally every other instance of something making you scream has you not scream while inside a locker, with the exception of two things, that being Nurse's Anxious Gasp addon and Oni's Iridescent Family Crest. Doctor's Blast and Infectious Fright don't make you scream inside a locker, and neither does Scene Partner. So why should a timer-based perk make you do so, when instant activation things such as Doctor's Blast and Infectious Fright don't?
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@AykDanroyd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539199#Comment_3539199
Excuse me, but I've played this game well before & after that perk existed and I know how easy it is to find survivors now. I've done the furthest gen rule for a while but sometimes it doesn't work because survivors hide by the time you get there. Especially if you go against better teams. A friend of mine who plays killer generally better than I do was unable to get the Evil Incarnate achievement until after Lethal was a thing whereas I got it before Lethal existed and I had to work for it with a mix of other perks (on the old RPD map of all places where it was easier for survivors to hide). With Tombstone, you have to pretty much fully stalk all 4 survivors, so if there's one who is hiding and evades you, you're going to have trouble getting to Tier 3. That's where Lethal makes it tremendously easy.
If you don't know this, I'm gonna have to say you don't play a lot of Myers. I haven't seen a tombstone Myers in the past ~2 years who hasn't used Lethal. Why? Because as I said, it makes it ridiculously easy AND it extends other aura perks that are also beneficial to tombstone Myers like Bitter Murmur or any of these new perks like that crap Knight one. Most tombstone Myers players won't slug or hit anyone to activate Infectious Fright because that's just wasting time and you're not always guaranteed to have other survivors in your terror radius (plus Myers has a short TR of 6m already so you'd have to be a fool to use that perk).
There's a reason why these days a good 60-75% of killers are using Lethal. And who would use Infectious Fright now when Ultimate Weapon is so much stronger (has lingering effects where if someone walks into your terror radius several seconds AFTER you open a locker) and doesn't even require you having to find and injure a survivor? Lethal clearly changes the course of the match and has a domino effect for the remainder of the match otherwise it wouldn't be so much more popular than Infectious Fright or Corrupt Intervention (though some killers I've gone against have used both LP & CI). With the amount of killers who tunnel and/or camp hooks, they will certainly get use of Lethal unless survivors want their team mates to die on hook.
I'd have no problem if Lethal at least had some merit to it and required killers to achieve bloodlust level(s) to reveal other survivors' locations kind of like Legion when Legion hits someone with their feral frenzy. That would actually live up to the name of the perk and force the killer to pursue to gain bloodlust to find other survivors. That way if a chase is being unfruitful but bloodlust is maintained, the killer can desert the chase and go after someone else. Maybe even grant a like a 45 second haste effect if the killer abandons a chase as incentive to not tunnel a survivor who may have just gotten unhooked & would be easy prey for abuse of the perk.
It's shown on the wiki that in order to tier up once as Myers, you need 5 total stalk points, and I assume this also includes getting to Tier 3 without any duration addons. Assuming this is the case, Infinite Tombstone Myers requires 400% bonus stalk required to get to Tier 3, which would be 5 stalk points multiplied by 4, resulting in 20, add that up with the initial 5 to get to Tier 2 and the 5 it would have taken to get to Tier 3, that results in 30 total. Now, survivors will always have 40.4 stalk points split evenly across themselves upon the start of the match, meaning that unless a custom game is started with less than 4 survivors, each one has 10.1 stalk points. This means you can get Infinite Tombstone off of just 3 survivors. One survivor could be hiding all game and you could still activate Tier 3.
My point about Lethal Pursuer wasn't that it isn't strong, it's that it's not necessary to find survivors. If you go to the furthest gen and don't find anyone because they're hiding, oh well, just keep patrolling until you find someone. Not that hard.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539875#Comment_3539875
There were people on these forums, that were recently shaming someone for wanting calm spirit to be nerfed. So allegedly it's a weak perk, but it's a big deal if someone wants it to be nerfed? Just saying.
It's a big deal if it gets nerfed because there's quite literally no reason for it to be nerfed. If it's already weak, why nerf it? Something being nerfed inherently indicates that it was too strong beforehand, and Calm Spirit is far from a strong perk.
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@AykDanroyd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536814#Comment_3536814
My problem with Lethal is that it sets the pace of the game once the killer is able to find someone (or multiple survivors) a lot earlier than they otherwise might have. I've had so many bad games even though I run Distortion and team mates get caught early due to Lethal and a lot of times the killer gets 2 downs because of the way survivors start together and the killers aren't happy enough downing one once they injured more than 1 to start with. So it snowballs from there very quickly and I have to put myself at risk to unhook those teammates instead of working on gens like I wanted. All for a perk that shouldn't exist, at least not in it's current form.
If you ask me, I think Lethal Pursuer should reveal the locations of other survivors once a killer gets Bloodlust in a chase. And for every 10 seconds the chase continues, it reveals more auras until the chase is over. That to me would actually live up to the name Lethal Pursuer and would give the killer truly earned auras as a result of chasing a survivor. It would even give them incentive to not tunnel but leave the chase to get those other survivor(s) revealed. And they could keep the 2ndary function of extending aura times. That would be what Lethal imo should be changed into. I main Myers and Lethal makes tombstone Myers ridiculously easier to get 3-4Ks with. I remember what it took me to get Evil Incarnate back before Lethal existed and how easy it is to pull it off now.
Gonna be honest, if Lethal Pursuer is what's making the difference with your Tombstone Myers games, I don't think you're that great at the game, or at least Myers specifically, to begin with. It's incredibly easy to find survivors early on even without Lethal Pursuer, 9/10 games if I simply just patrol past gens and go to the furthest one from me, I'll find a survivor immediately, either because they were out in the open or I heard there was progress on a gen and so I knew a survivor was nearby.
I get that Lethal is strong, but it isn't nearly as strong as you're making it out to be. If the killer wants to get several downs at the start, they could just slug and find someone else, or use Infectious Fright, which has more use than Lethal Pursuer because it has use throughout the match rather than just at the beginning, or as a bonus to other perks. Lethal isn't going to be the difference in getting several downs if that's what the killer is aiming to do at the start of the game
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@AykDanroyd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536106#Comment_3536106
So how is that a problem? If they're not working on generators, find them, chase them, down them & hook them. What, are you supposed to kill everyone within 5 minutes? It doesn't work like that. Matches are supposed to be drawn out or else why play this game on either end? That's how points are obtained. What is someone supposed to do if they're working on a generator in a crap spot on a map where there are no decent loops? Just stay there until you show up and get hooked? There are already perks like Whispers that exist to find them and Iron Maiden which punishes & reveals them for hiding in lockers. Infectious Fright makes them scream already too. I don't have or use Nowhere to Hide or Ultimate Weapon and I've been playing this game since long before these stupid perks got added and had actual fun hunting them down. It seems like you just want to be fed the info of where they are, hook them and finish your match as soon as possible. Why the hell would someone play survivor if the game was meant to end that fast for them? That's just stupid and completely contradicts one of the big parts of the game since its inception. You clearly don't want the survivors to have or use stealth.
If survivors had weapons to use to fight back and could kill the killer (like in Friday the 13th) or stun them long enough and if the killers' speeds were just barely faster than survivors, then you'd have a point. But when I play survivor most of the gens are in crap spots so when you get a terror radius if you don't run, you're getting hooked one way or another so long as the killer doesn't suck. Nobody is entitled to find and hook someone without a struggle and effort on their part. Once that effort/struggle is removed, this game is well on its way to its death since there is already so little that can be done on the survivor side to stay alive. Meanwhile there are tons of advantages killers have now that they never had before and people are still crying and wanting more while the solo queue has never been more miserable (was actually decent enough to be fun 3-4 years ago). Plus vaults have even been nerfed (which sucks even more for those of us with lag issues) so if you can't down survivors, that's a you problem. There are no damn excuses at this point. As a killer player WHO DOESN'T USE THOSE PERKS I have more than enough tools and experience to get at least a 3k for 75% of killer matches I play. One of the best killers I played against as a survuivor was a perkless Hillbilly (YES HILLBILLY) who destroyed all 4 of us without camping or tunneling anyone on one of the Crotus Penn maps.
I never heard of such complaints before these perks got added. People are just getting more & more entitled. Like the old saying goes, give someone an inch, they'll request a mile next. Why not start the game where 2 of the 4 survivors are downed from the start and the killer just has to use Deerstalker to find them then? That would make it faster. Or start the game with everyone already dead. Despite always having problems, this game was fine for years before stupid perks like these were added. In fact it was much healthier with a much bigger playerbase back then than there is now, given how many players have left.
To BHVR: you want players to play more like a team (given the reasons behind the medkit nerfs) yet you are only forcing them to use perks like Calm Spirit so that ultimately the solo queue will devolve into every one for themselves where builds involving only perks that personally serve survivors and don't have any team benefit get used (Self care, Left Behind, Calm Spirit, Distortion), so beware the type of changes you are making and the direction you are sending our game (yes ours because we as the players paid for it & many of us have invested 5000+ hours into it already). Don't be surprised when there is a mass exodus once players have had enough. Especially players who make up the majority of the game (4 to 1 ratio). And this is also pissing off old school killer players like myself who seek a challenge and are no longer getting one. I miss getting new killers who are fun to play and not for skill-less players. Killers who require mastery of controls and/or strategy to unleash their true strength.
Honestly, I think if we ever get to a point where solo queue survivors are starting to run Left Behind, we've lost hope in the game. Its range is a short distance of 32m, and becomes pointless if the killer closes the hatch and you didn't bring a key. A perk like Sole Survivor would be more useful in that scenario, 50% increased gate opening speed is nothing to laugh at.
And even if you do want to find the hatch rather than open gates, Clairvoyance has double the range, the only caveats being that you need to cleanse a totem first, has a limited use of 10 seconds, and requires you're not holding an item, since it acts as if you were holding a map/key
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@Biscuits said:
It should also have double the cool down. The perk is insane.
Honestly, there's no reason that a perk this strong needs to have such a short cooldown of 30 seconds, meanwhile a perk like Dragon's Grip has a cooldown of 80.
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@AykDanroyd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533844#Comment_3533844
The do some gen patrol. THAT is how finding survivors was meant to be done. Not being given their location for free. You already have plenty of gen regression perks at your disposal plus OP killers to choose from. If you can't stop camping and do gen patrol, that's your problem. How the hell do you think killers played this game before any of these crutch perks were added? Why should perks like Distortion and Calm Spirit be needed because most johnny come lately players who play killer now are too lazy to do the legwork and actually search for survivors?
I've played both sides of the game for years and refuse to use those killer perks because then it's not hunting anymore when info is being fed to you on where survivors are and where they aren't. Killers never deserved to know where survivors are just for kicking a stupid gen or for free at the start of the match. Those were horrendous perks for Knight & Nemesis and this one is along those lines. At least with BBQ & Chili you had to hook someone and survivors within a certain distance from the unhook were not revealed. So that was fair. If you don't want to do the legwork to find survivors, then what you want to play is not DBD but some unrecognizable thing that this game has become. Why should brainless tasks like kicking a stupid gen or opening a locker show where anyone is? By that logic, I want a perk where entering lockers or vaulting windows gives survivors a gen speed increase for like 60-120 seconds? Both these scenarios are ridiculous because they both reward one side for not interacting (going against) the other side. Except one of them is real and already implemented in the way with those 2 perks and now this one of the Alien and the survivor perk idea isn't and will never be implemented. And Sadako gets to condemn survivors for just teleporting to TVs. That's all BS and unearned.
I literally don't recognize this game from what it was 3-4 years ago anymore and the fun factor is gone from both sides. Killer is too easy and survivor is almost impossible. No challenge on one side and a 90 degree mountain to climb on the other. And people on the easy side are STILL complaining. Play 1 match in solo queue survivor and then talk. Games are supposed to have a risk and reward and have highs and lows. You spend time looking for a survivor, and sometimes it's fruitless but when you find someone, your adrenaline levels go up. When you no longer have to look for them but their locations are fed to you, then there is no adrenaline factor and no fun or incentive to look or even play the game.
Too many entitled people here who believe they're supposed to get 4Ks every game without earning it. This game was not like that when I started playing it. Back then the losses made the wins that much more appreciable and winning was nowhere near as easy. Now everyone playing killer expects to win every time. I don't think so, go earn it. For this same reason, the survivor side has become nothing but gen rushing and that sucks too. So no fun for anyone other than people who love just being fed wins and putting in the bare minimum effort. The same reason why so many things IRL are going to crap but that's another topic.
I have to be honest with you, I don't think Nowhere To Hide or Lethal Pursuer are nearly as bad as Ultimate weapon, because both are only active for a few seconds, and Lethal activates only once, while Nowhere To Hide requires that survivors are hiding next to a gen and have been working on said gen. Currently though I think Nowhere To Hide uses your current location for the aura reading and not the generator's position, meaning you could walk away and find someone hiding elsewhere, which I think is stupid. But the concept of the perk itself is fine in my eyes, because it requires input from the survivors to work, and Lethal is only active at the start of the game, and merely extends aura reading of other things by a few seconds if they are timed. Ultimate Weapon is bad because it doesn't require input from survivors to be effective, and it literally has no counterplay to it other than the use of Calm Spirit, a mediocre perk that you have to bring ahead of time. Nowhere To Hide can be countered by bringing Distortion, a more common and useful perk, or by hiding in a locker nearby, or simply just leaving the area. And Lethal's effect isn't even all too strong either, it reveals the aura of survivors at the start of the game, which isn't really all too strong if you spawn in the corner of the map, because 99% of the time the survivors are going to spawn as far as possible from you, so if you're smart you can use that knowledge to your advantage.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535204#Comment_3535204
My point is that screaming while inside lockers is the norm. I was listing the exceptions.
It does not need explaining if it is the norm; only if it's the exception.
How exactly is screaming inside lockers "the norm" when literally only 2 things outside of Ultimate Weapon do that? The two things being Anxious Grasp for Nurse, and Oni's Iridescent Family Crest?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534401#Comment_3534401
There’s no consistency issue, because there isn’t a rule that states lockers are supposed to block screaming. Just because previous perks worked a certain way, doesn’t mean that future perks are required to work the same way.
If anything, all the other screaming mechanics should be reworked to activate on survivors in lockers. That would make you happy right? You would get your “consistency”, which is what you wanted.
There is a consistency issue. Doesn't matter if there isn't a "rule", it still is inconsistent with other scream-based mechanics. Why should Ultimate Weapon, a perk that lasts for 30s and is activated by simply opening a locker, make survivors in lockers scream, while Doctor's Blast and Infectious Fright, things that are an instant use with no duration, not do the same? There's not a single thing you can explain to me that proves why this should be the case.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534395#Comment_3534395
Go back and watch the Q&A streams from 2017. They said the locker grounds the survivor to prevent the shock. 🤷♂️
My point still stands. What about Ultimate Weapon would make you scream if actual logic is being used?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533790#Comment_3533790
I don't care if a survivor isn't working on a generator if they are in a locker. If I hook a survivor, then I want to find someone else to chase, instead of feeling like it's a complete waste of time to leave the hooked survivor. Lockers shouldn't be giving so much immunity to tracking perks, because it just encourages killers to camp. Lockers should giving immunity to EITHER aura reading OR screaming, but not both, because it's too much value for too little effort.
This perk does have a major downside already, that it alerts the survivor when the perk finds them, so the survivor can react accordingly. This perk has a second downside compared to aura reading perks, that it just gives a single point of detection, instead of multiple consecutive seconds of aura reading.
BHVR should at least let the perk stay like this a few months, to see what the pick rate is when the perk isn't new anymore. We've been constantly told we should "wait and see" for Made for This, and we should "wait and see" for this perk too.
You're starting to sound like an extremely entitled killer main with your comments here. Survivors being alerted that Ultimate Weapon revealed you isn't a downside at all, because it doesn't matter if they know you've found them or not, the bottom line is that you have information about where they are, and that massively outweighs any possible "downside" there is of them knowing that you know where they are. And just fyi, I play both sides equally, this original post comes from an unbiased standpoint. It's incredibly unfair to have lockers counter Doctor's Blast and Infectious Fright, but not this perk, especially considering that both of the former are a instant thing, meanwhile Ultimate Weapon is active for a whopping 30s. If anything, Infectious Fright and Doctor's Blast should make survivors in lockers scream, and Ultimate Weapon shouldn't.
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If there's 2 survivors left, and the killer wants to find the last survivor, why wouldn't they just down the first one, and go look for the other while leaving the first one on the ground? In the scenario where there's only 2 survivors left, killers have ALL the reason to leave the hook and look for the last survivor, if they do decide on hooking one of them, because you either find the survivor not on the hook, or they go unhook and then you find them both. But if you really want to secure the 4k, you'd be stupid not to slug to find the last survivor, because hooking allows the one on the hook to let themselves be sacrificed and give the hatch to the last person. Slugging them will force them to either be picked up or bleed out over 4 minutes.
Ultimate Weapon having absolutely no counter other than Calm Spirit is incredibly stupid because it ignores the logic of other screaming mechanics. Doctor's blast doesn't make them scream, Scene Partner doesn't make you scream inside a locker, Infectious Fright doesn't even do it, and that requires the killer to down another survivor, and it ONLY works upon downing a survivor, it isn't just active for 30 whole seconds and doesn't make survivors scream the moment they enter your terror radius.
I do not care if it isn't listed as a bug or whatever, it's the inconsistency that frustrates me. Either make lockers not prevent screaming when Doctor blasts or if Infectious Fright/Scene Partner are used, or make Ultimate Weapon not cause survivors in lockers to scream. I honestly couldn't care less if BHVR decided that you shouldn't be immune to screaming in lockers anymore, as long as it's consistent with other perks and mechanics.
Currently the only exception to the whole screaming in lockers thing is Nurse's addon, Anxious Gasp, but that isn't really problematic or inconsistent because it requires the Nurse to blink past the locker you're hiding in, at which point she would have already seen you hiding inside the locker, because she'd see you as she blinked through it.
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@Nos37 said:
The locker blocks auras, but it does not block screams.
- The locker "grounds" the survivor so they are not electrocuted by the Doctor's Shock Blast (otherwise you would still gain madness even if the locker prevented your scream).
- The survivor with Scene Partner does not scream while inside a locker and in the killer's terror radius because the survivor cannot "look" in the killer's direction (hence the blindness status effect).
I'm sorry but I don't think BHVR is taking actual logic into account for these kinds of things. Besides, if you follow that same logic, then what is so strong about Ultimate Weapon that would make survivors scream even if they're hiding in a locker? The flavor text says "When they SPOT you, they know the end is near", so going based off your logic, they shouldn't be able to spot you at all while inside a locker.
And why would survivors be grounded while inside of a locker, but NOT when they're outside and you know, touching the GROUND??
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533713#Comment_3533713
The forums are to start discussions about topics and stick to those. If I am interested in a discussion about something and then everybody drags the conversation out of the track of the topic it’s a chaos. The conversations could be a cosmetic rework of Ada Wong’s shoes and somebody would pull out MFT. Learn time and place, please.
Exactly. There's no point in having people create new posts about specific issues if people are just going to bring other issues into the replies of said posts, you might as well have it just be a general post-based forum with no categorization. People just leave comments as they see fit.
Some people have clearly never heard the phrase "time and place"
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533453#Comment_3533453
In calm spirit meta, dhope+noed+face the darkness+thrill of the hunt is uncounterable combo. Thanks to inexplicable buff calm spirit got that totally burried it.
How would it be uncounterable? Calm Spirit makes it so you don't scream. I mean yeah sure you cleanse totems faster and if the killer is just puppyguarding their totem, or playing Demo with coach whistle, then yeah it's gonna be impossible. Honestly I think the totem cleanse speed nerf is kind of stupid, the whole reason that was changed is I assume because of FtD so you can't just cleanse the totem for free but come the ######### on, it's a hex totem, and all it does is make people scream when outside of your terror radius. It's not so strong of a perk that it should be completely uncounterable.
I feel like screaming shouldn't interrupt totem cleanse actions, because it's extremely stupid how you can make totems literally uncleanseable just by running a silly hex perk that makes cleansing speeds slower
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@Frumpbeard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533161#Comment_3533161
It makes Survivors scream upon entering the Terror Radius. If they're outside of the Terror Radius when the Killer is picking up then that person isn't getting saved. And if you are inside their Terror Radius when they activate it, they won't see you.
Actually, you're wrong. The description is misleading. Yes it says when entering the Terror Radius, but it makes you scream if you're already inside their terror radius as well.
There is literally no counter to this perk other than Calm Spirit
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@KnightOfSumeria1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533108#Comment_3533108
That's the point of the forums to discuss and give feedback for changes xD if it's boring, I suppose you should just take a break from here then?
There's a place and time my guy. This post had literally nothing to do with MFT, you just decided to bring it up for no reason. I get you're mad about MFT, but go make your own forum post about it, lmao.
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@Frumpbeard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533118#Comment_3533118
It's literally activated by opening a locker, of course it's going to help you find people in lockers.
Just because it activates by opening a locker doesn't mean it should reveal people who are hiding in them
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533247#Comment_3533247
Lockers block aura reading, so it's useless for finding survivors in lockers.
And new perks are allowed to work differently from previous perks. There's no universal law that prevents this. In fact, if we want to be consistent, then all the other screaming things should be updated so they can also work on survivors that are hiding in lockers.
Lockers shouldn't be as safe as they are. And survivors keep getting quality of life improvement after quality of life improvement. You know what would be a great quality of life improvement for killers? Let's make lockers even less safe, because survivors excessively hiding is very unfun for killers.
My point of having aura reading + whispers is that if whispers is active, and you cant see the survivor's aura, that means they're in a locker
Also I'm not against new perks working differently than old perks, but the point I'm making is that it's been previously established with doctor's static blast and other screaming perks that lockers make it so you don't scream. Adding a perk that completely goes against that completely negates the point of said things not making you scream. It leaves an inconsistency.
And I say this as someone who primarily plays killer, but plays both sides pretty equally. It's extremely unfair to have so many scream based mechanics be countered by lockers and then suddenly have a perk that completely ignores that mechanic. The whole point of lockers is that they're supposed to be safe, somewhere you can hide from the killer. If you don't enjoy that as a killer then start running Iron Maiden or play killers that revolve around lockers, like Huntress/Trickster or Dredge. Or play killers that can reveal survivors in lockers with Killer Instinct, like Legion.
I'm not against killers being able to find survivors in lockers, I'm against the inconsistency that Ultimate Weapon brings to the whole screaming and lockers thing.
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@Coffeecrashing said:
It's listed as not a bug, which is good. Killers need good tracking perks, and this is a good start. If BHVR expects killers to leave a hooked survivor to find someone else, then killers need good ways to find survivors that are just hiding, so that it’s actually worth leaving a hooked survivor.
Lockers have been way too safe, for way too long. I’m fact, there should be more killer perks that work on survivors in lockers.
And imagine that we have two survivor perks that are massively overused compared to all the other perks in the game, but we want to complain about a killer tracking perk? Killers are allowed to have good perks too.
If killers want to find survivors hiding in lockers, they should run something for aura reading and Whispers. Why should other things that makes you scream be countered by lockers while Ultimate Weapon just bypasses that counter?
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@Milo said:
I mean does it? I remember it working like a normal lullaby.
So did I, but someone in a Discord server mentioned it goes away when Undetectable/Oblivious are in play, and I somewhat recall going against a Trickster a little while ago who was running Trail of Torment and remember not hearing his Lullaby at all
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This is not a bug as far as I'm aware, it's intentional. The wording is just a little misleading I suppose. It makes survivors scream as soon as they're in your TR, so if they're already in it, they scream.
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I figured it was something like this, thank you for the info! Gonna take some getting used to for the new voice
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@Crowman said:
I feel like this bug isn't specific to Wesker
It might not be, I have no idea, the video linked just shows it being done with Wesker's Bound. I figured it's due to how his movement is affected by the repeated entering and exiting of fullscreen
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@dbdthegame said:
Brother, bring stealth perks+a purple key+left behind and enjoy the free win.
Done that several games and nearly every game I either got tunneled/camped anyways or the killer slugged for the 4k, or everyone escaped so the killer had no reason to go close hatch. Trust me, it's not as much of a "free win" as you think, because you're entirely dependent on the killer to leave you as the last survivor and actually close the hatch, but that can't happen if they slug for the 4k or tunnel you out first.
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@Seraphor said:
They're called challenges.
If you're finding it too hard, leave it. Come back to it when you've finished every other challenge and you're not under any pressure to speedrun it.
My point is that the said challenge has become significantly harder to do since the hatch mechanics have changed compared to how they were when the challenge was made.
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While I do feel it's kind of scummy to not allow people to buy just Cage himself without the costume, if you REALLY just want to buy Nick and not the outfit... just buy the 550 auric cell pack? It's just one survivor, you aren't going to save money by buying the whole dlc like you would with the Resident Evil DLCs
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@Chiky said:
They way to fix slugging is not letting survivors revive themselves, but giving the killer Deerstalker as base kit. If the killer downs all 4 survivors, rhe killer won. Period. If they have unbreakable that's good, but otherwise, there's no reason why they all should get a free pass once the killer has already won. In 99% of the times, the killer doesn't want to slug the survivors until they bleed out. Most of the times the killer will go and hook them. The problem is that, if survivors move, the killer can't find them easily and there's when they bleed out and have a bad time. That's why deerstalker as base kit would solve the issue (or the planned instant killer win at 4 downs that BHVR had at some point).
I hope you realize that the reason I even suggested this idea in the first place was because of killers that slug and leave survivors on the ground to be toxic, so adding basekit deerstalker when all survivors are downed wouldn't solve that issue. And killers certainly don't need a basekit deerstalker in that situation anyway.
My suggestion was more so meant to act in the same vein as allowing survivors to self unhook when in 2nd stage when the killer camps the hook, and making this mechanic only work when all survivors are on the ground for a long time or something wouldn't work, because the killer could just pick someone up and hook them to let everyone else bleed out.
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@Gandor said:
This has too big abuse factor. I am not against mechanics, that would force killer to hook once everyone is slugged (to speedup the game), but if killer really downs everyone, he kinda deserves (or should have high probability of) win.
So delay the mechanics by 30s after last person is slugged and have this in game only if everyone is slugged on the ground.
Also make it 1x thing, because otherwise if killer misplayed (or some really weird 1 in 1000 RNG happened) and there's a spot with exactly 0 hooks on the part of map where everyone is going, then this absolutely warrants slugging to death.
Or make it 15-20s of protection time and it resets with every hook (or at least pickup) state-change
If you make it only if everyone is on the ground, then killers who want to slug everyone on the ground and let everyone bleed out would just hook 1 single person to make the mechanic not proc, and that kind of scenario is exactly the reason I suggested this change. Something else I came up with is that this mechanic I suggested would not proc if the killer downs all survivors WHILE carrying another survivor, to avoid survivors abusing the mechanic in hook bodyblock scenarios.
Frankly, I think my suggestion would be perfect for the game, because even if the killer is playing someone like Oni who is a killer that encourages slugging, I don't think they should be attempting to slug EVERY remaining survivor, assuming there are at least 3 still in the trial.
And to address the unhookable survivor scenario, first, the devs should just fix that issue to begin with, and in the scenario there is not a hook within carrying distance of the downed survivor, then disable this mechanic, or if the slugged survivor is the last remaining, then allow the killer to just mori the survivor, and if the killer does not take action within 30s of the survivor on the ground being the last one remaining, then the survivor automatically gains the ability to recover, to avoid toxic endgame bleedouts.
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The nerf was needed, but the changes that were made don't fix the issue at hand. The issue with CoH isn't the healing speed, in fact I don't think the healing speed should have ever even been changed. I heard a suggestion from someone earlier that there should just be a nerf to CoH's radius or just a Boon-wide nerf that makes blessing a totem take longer and longer the more and more you do it.
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As far as I know, the way you set your framerate above 60 is by going to AppData>Local>DeadByDaylight>Saved>Config>WindowsNoEditor and open the file "GameUserSettings". Look for a line that says "FrameRateLimit" and it should be set to 0.000000. Just change the 0 before the decimal to whatever you want as your highest framerate. After this, look for a line that says "bUseVSync" and set it to False, it should be set to True. There's also "ResolutionSizeX/Y" but I don't know if you should tinker with that at all, the res of my monitor is 1920x1080 but my file has it set to 1792x952 for some reason. Something you should also probably do after making these changes is going into the properties of the file, and tick the "Read-only" box, that should prevent the game from automatically setting the cap back to 60 if you're having issues with that.
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@Notionless said:
https://forum.deadbydaylight.com/en/discussion/comment/2822345#Comment_2822345
That would make noed close to useless. I think thats a change thats way too dramatic. One change to maybe make it more fair is let survs know the second the last gen is powered, but for compensation let it have 2 totems that need to be cleansed. that would make it a more consistent perk for all parties involved i think.
Making the survivors need to cleanse two totems would make NOED even more powerful than it is now, even if they know about it as soon as the gates are powered. I still think my idea would be better, if 8 hooks is too much then make it 6 hooks or something, if you're good enough then you should be able to get it easy, and it rewards you for playing well, just like Huntress Lullaby and Devour Hope reward you for playing well, or even hook-related perks in general like Pain Res or BBQ. Being rewarded for doing literally nothing with NOED doesn't make a whole lot of sense with how powerful it can be
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2822363#Comment_2822363
Nurse's direct counter is being able to mind-game the nurse player. She cannot win the chase until she gets close and hits you.
Trickster, on the other hand, doesn't need to get near you whatsoever. It doesn't matter how much distance you make because that killer can still down you from any range possible (obviously gets harder the longer the distance). Not quite like Huntress either, as he is less reliant on reloading and has a spam-like kit, rather than a precision kit. Even the only 'counter' he has, which is walls, has an addon which can render them useless.
I'd 100% rather go up against a nurse, than a trickster, any day of the week.
"Being able to mindgame the nurse player" I wouldn't call that a direct counter, mindgaming is something you need to do with every killer. The direct counter to Trickster would be to lose line of sight, that's no less of a 'direct counter' than, in your words, mindgaming a nurse would be.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2822345#Comment_2822345
https://forum.deadbydaylight.com/en/discussion/comment/2822370#Comment_2822370
https://forum.deadbydaylight.com/en/discussion/comment/2822388#Comment_2822388
Okay i guess you three are all talking about the idea i mentioned earlier in this post, the token system for noed.
But i guess Rubb3r misunderstood. I meant for each token your earn you have one hit with instant down applied. Not that noed is only activated after 8 tokens. That would make it less viable than devour hope.
Having it done your way seems kind of strange to me honestly. In order to get an instant-hit down, you need to get a hook, which requires 2 hits? You might as well just use Starstruck at that point, that doesn't even require you to hook and essentially does the same thing if you bring Agitation as well, or if you have a big enough terror radius.
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@Harlekin said:
https://forum.deadbydaylight.com/en/discussion/comment/2822345#Comment_2822345
xD xD xD
I love you survivors, with such changes wishes you always know exactly that here never played against really really good groups or at all seriously killer, but only against casual players who turn on the game 1 or 2 times a week
why not also adapt the decision stroke to this white?
why should someone who is just walking around have a decision blow?
the survivor must make 2 generators, heal another completely 15 times and then may use Decision Strike
honestly stop complaining about Noed
if you dominate the whole round and the killer gets the whole round nothing on the row and he then on the basis of a perk you have finished simply what done wrong
ps:
i apologize for my poor english
Awfully assuming, are we? I mostly like to play killer, having some sort of requirement to get NOED doesn't sound like a bad idea to me. Even if it's something more like 6 hooks instead of 8, there should be something that you need to do to earn it. Because as it is right now, you could literally afk all game and then get rewarded with NOED because it has no requirement other than having an available dull totem. It isn't even that bad of a requirement either, if you're worth your salt you should be able to get at least 6 hooks before the gates are powered no problem
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@SmarulKusia said:
Trickster,
he is the only killer that doesn't have a direct counter to his power.
Any other anti-loop killer has some sort of mechanic that you can use as a survivor to your advantage, but he doesn't have that.
What about Nurse? As far as I know, there isn't a "direct" counter to her power, not any more of a counter there is to Trickster's power.
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Hag and Plague. Hag because if she decides to put down a trap in a loop you actually can't even try to keep looping and you're forced out of the loop. Also the fact that she can basically facecamp from across the map. The counterplay isn't very fun either. Crouching around everywhere is not something I want to do, and I don't want to bring Urban Evasion just for it either. I also don't want to bring a flashlight every game just because I MIGHT go against a hag.
Plague is unfun because of how she can completely nullify like half of all survivor perks. You bring Overcome? Good luck using it. Any kind of healing perk/item? you might as well not have a perk in that slot at all.
The rest of the killers, while some others may be unfun, like Doctor or Bubba, they at least have counterplay and don't punish you for trying to play around loops. Instadown killers also nullify Overcome and other similar perks if there are any, sure, that's if they consistently try to instadown you instead of M1ing you though. And it is just one perk, you can still use healing perks against them.
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@Notionless said:
https://forum.deadbydaylight.com/en/discussion/comment/2821780#Comment_2821780
Its unfun to play against imo. You want your overcome to proc and so you wait for a hit and boom. Noed. I think its fine powerwise but its pretty unfun and i dont know how to change it without seriously nerfing it.
The only way I could see NOED being nerfed but still maintaining it's power is to have some sort of prerequisite. Make the killer earn it before it can activate, like someone mentioned earlier, get 8 hooks and earn a token for each hook. If the killer has 8 tokens by the time the gates activate, the hex is applied to a dull totem. This way, it rewards good play, and still acts as an endgame perk. Hook states =/= Hooks btw, every hook counts as one token, if a survivor progresses to 2nd stage or 3rd stage, the killer does not obtain additional tokens.
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@anarchy753 said:
Because if noed isn't threatening then the entire concept of dull totems breaks down and other perks like Pentimento get nerfed as a consequence.
Noed exists to make survivors want to cleanse totems, not to give killers a one hit down.
To be completely honest, if you want to make survivors cleanse totems to get Pentimento value, bring Ruin/Undying and/or Plaything. Something that introduces hex perks so that survivors decide to cleanse totems, otherwise there's not a super huge incentive to cleanse any at all
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If you want to "abuse" Boil Over still, go to RPD with it. Killers will struggle to carry you to hooks in all the hallways because of the extra wiggle sway. I even missed a hook once on Dead Dawg because the wiggle sway just pulled me all the way to the left, catching me off guard. Plus, the wiggle bonus from drops is still fair. Granted you have to wiggle a bit before the killer drops or use Flip Flop for example, but that's called "working for it". Now you actually have to work for it instead of just getting free value because the killer dropped 1 foot while carrying you.
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Good thing you can get all the skins with Iri shards
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@Kira4Evr said:
Okay so. I just happened to realise that the Wiki said that Freddy had 2 Add-Ons that did the exact same thing. So I made a post asking if it was true or if the Wiki just made a mistake. And to my surprise, it was. And it made me realise that all of his Add-Ons sucks.
Here's my post about it --> https://forum.deadbydaylight.com/en/discussion/comment/2815657
And because his Add-Ons suck, I decided to rework all of them. Tell me what you think about them xd
https://us.v-cdn.net/6030815/uploads/EVF8I1WDGHJ6/screenshot-3.png
I noticed your mention of how two of Freddy's addons do the same thing, and I presume you mean the "Z Block" and the "Cat Block", both saying they inflict Haemorrhage when tripping a Dream Trap, and I would like to mention: The wiki describes the Z Block wrong. I tried fixing it myself, but there didn't seem to be any way to actually edit the information, not that I could tell at least. The Z Block does the same thing that the Cat Block does, except it also applies to healthy survivors and makes them bleed for the duration. I don't know why the wiki doesn't mention this, but it doesn't. Regardless, it's a pretty horrible add-on anyway, and is hardly worthy being a purple add-on. Haemorrhage is such a useless effect, and is only really useful if you're also using Bloodhound. It's basically never worth it to use add-ons that inflict Haemorrhage, dedicating an entire add-on slot to that alone is bad. I would only ever put it on if I'm using Bloodhound or have nothing else.
Something unrelated to Freddy, is actually a couple of Deathslinger's add-ons, notably the Rusted Spike and the Honey Locust Thorns. The Rusted Spike supposedly inflicts Mangled when you spear someone with The Redeemer, and the Honey Locust Thorns apply Mangled when a survivor breaks free from the chains, these add-ons being yellow and green respectively. Correct me if I'm wrong, but the Honey Locust Thorns seem to just objectively be worse? They cost 1000 more BP, and apply the same effect, but only when the survivor breaks free, whereas the Rusted Spike is cheaper and applies regardless. Why would you want a survivor to break free from your chains unless someone is bodyblocking or you can't reach the speared survivor in time?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2813298#Comment_2813298
Although ironically apparently the RPD stairs in the library are too narrow, so now the issue is a killer can just hook someone up top and bodyblock the only way to the hook.
Yeah, i do think that is an issue however. They should either have 2 entrances to the upstairs part or just take out the hooks from up there, and maybe make an opening in the middle part instead so that survivors can't continue to abuse that upper area
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It's probably something to do with specific killers being good on it, but do remember that the area of the map in square meters, both the top and bottom floors combined, makes Midwich the smallest map in the game. The only other map that comes close is Dead Dawg Saloon if I'm not mistaken
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@spiritsLeftball said:
ive had a couple games today where survivors brought RPD map offering and running boil over.
I refuse to play a match that I know won’t be fun! They did all but 1 gen and refused to go. I end up DCing and incurring a penalty.
All I want is a couple normal matches, back to not playing killer. Gg
One: Boil Over has already been nerfed. Two: The main issue with RPD and Boil Over, the library, has now been fixed with two guaranteed hooks if I'm not mistaken.
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@FixtionuL said:
https://forum.deadbydaylight.com/en/discussion/comment/2809897#Comment_2809897
I wouldn't be against keeping the hex progress. Just cleanse a hex totem instead of booning it. Then the killer would have to find the boon to snuff and relight the hex
From what I can understand, the way this perk is supposed to work is it applies the hex to ANY boon totem, it doesn't need to be the same totem, otherwise it would be entirely redundant
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2809884#Comment_2809884
You've got to realize that this only takes effect if a boon is in play and can be countered just by not using boons. And if no one is running boons its worthless anyway.
In this day and age? You'd be lucky if you found a game without a boon. If it brings back the hex I'd say it should lose all tokens the said hex had, so you can't just bring back a 5 token Devour Hope because the survivors decided to make a boon
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Based on what the wiki says, 2 survivors can finish a generator in roughly 46 seconds without any sort of modifiers like toolboxes or perks, and a single survivor takes 80 seconds. David, running No Mither, could also have had Resilience and a beefy toolbox charge and repair speed addons perhaps.
Regardless, losing the first couple generators is inevitable against any group of survivors worth their salt. SWF or not, unless you just hard slug everyone and force out Unbreakables and such. Personally I'd only begin to worry about gens popping once you get to 3-2 remaining, especially if the spread on them is very far. In these situations, if you're not doing so hot on hooks, try to identify a 3 gen and defend it to the best of your abilities. Letting survivors do all of the center generators without applying pressure to them will almost always be your downfall in games.
Getting someone sacrificed somewhat early on will also help you lots in the later parts of the game, which is why lots of people decide to tunnel, so they can get someone out of the game as quickly as possible, because a 3v1 is much much easier to play against than a 4v1, because with 4 survivors, there's no reason for there NOT to always be someone working on generators. 1 person on gens, 1 on hook when you eventually catch them, 1 person getting chased, and 1 person going for the save. In a 3v1, suddenly the person that was on gens has to go for the save as soon as you start chasing the third survivor.