Avatar

SimpleSage

SimpleSage

About

Username
SimpleSage
Joined
Visits
363
Last Active

Comments

  • I will say, the MMR cap you can't go back under is the new player realm. That's where everyone who's playing the game for the first time is to (try to) keep them exclusively with other extremely new players for their first couple of matches. The reason you can't go back under there is to keep people from deranking to specifically go against these new players. However you can still get matched with them because the match making prioritizes speed and not the MMR, so unless 4 survivors and a killer are all snatched immediately into a lobby and no one dodges, most likely, you are regularly getting matched with at least 1 person in a different MMR bracket.

  • I love Gas Haven solely because ringing the bell at main makes my Goldfish brain happy.

  • He did get buffs this patch so I’m not surprised people are dusting him off to play. I’ve ONLY gotten Dracula outside my first match on launch day being a Pyramid Head.

  • I’d love to keep instadown hatchets but change it up to make it more fun to play with/against than “throw hatchet at point blank”, very reminiscent of slingers Iri Coin. I’d remove the hatchet limitation but Hatchets only become instadown when they hit a survivor who is at least 45m away. That’s outside her lullaby, so essentially she has to cross map you. It wouldn’t effect normal chase against her and it would be really hard to proxy camp with the insta down as I don’t think any map has a clear 45m LOS on hooks. Most edge map hooks are protected by some sort of cover and most maps are no longer large enough to clear the 45m requirement on exposed central hooks. The only hook I can think of off the top of my head would be the one in front of main on Gas Haven if you stand of the shack side of the map, but I think the sandwich sign covers it pretty well so a survivor would have to run through the open center of the map or Huntress has to snipe your toes through the small opening in the sign.


    As for Soldier Putee, it would make Huntresses Lullaby universal. Huntress can’t really do stealth because her lullaby is always present and dynamic with her distance from the survivor so it’s still very obvious when she’s coming your way. But also why would I deprive my little survivors of her beautiful song because I’m too far away. It’s like karaoke night.

    Keeping with the stealth add-ons, I’d also change Wooden Fox because she literally ambushes people in the woods. She should have some good stealth add-ons. Keep it as is, but it also silences her lullaby. That’s it, 30s of real stealth after reloading at a locker.

  • Depends for me honestly, I definitely had my fair share of moments while achievement hunting that had me like "Really?"

    With the Evil Within achievement, survivors not just handing you the achievement when there are still multiple survivors alive and they have a chance to win? Yeah I understand that, you're not obligated to throw the match for the achievement. But also If you're the last survivor alive, and multiple gens need done, and you're more interested in camping the locker than trying to escape, Really? Yeah you're within your right, but your still being a jerk for no reason other than to be a jerk. This happened in the match that gave me the achievement, 4 gens remaining and every time I pulled the last survivor out of the locker and let them wiggle they'd run right past hatch to go jump in a locker cause they knew I was going for the achievement. A 45min struggle later they got bored and would randomly fast vault out of the locker then back in, this was enough time for me to get the prompt and get my achievement. That survivor easily could have just escaped but decided sitting in the locker to make sure I knew they were denying my achievement is a pretty jerk move.

    Same thing with survivor adepts, You don't have to ignore them completely. If they're the last one alive or reach endgame I'll give it to them. But also if you see a survivor named " Doing Adepts" or something and you tunnel them out first thing, you're being a jerk. I can't tell you how many times killers thought they were being funny or original tunneling me out because my name was "Hex : Adepts." But also I got so many killers who pretended only 3 survivors loaded into the trial.

    I will say it is a bit harder to give killers their achievements as we cant see their names if they changed them to let us know. Most of the killer achievements are just using their power any way and Adepts can be hard to spot if you aren't familiar with their perks.

    But definitely, If your asking someone to completely throw their match to give you your achievement, 0-2 max. If you go into the match with the sole intent to deny an achievement 15/10, no reason to be a jerk about it. Just don't hand it to them and play the game normally. However, If you throw to give someone an achievement you're a 7000/10 on the attractiveness scale for sure though.

  • Ive signed up every single time they announce a new newsletter and I've never gotten one.

  • There is, on PC when you load into a match press escape and a screen pops up that tells you what your perks are.

  • I've seen it from time to time but recently its gotten soo bad. And it's not me rubber banding back or hit validation. 99% of the time I have ping sitting around 30, and when it isn't it's usually the server crashing out for everyone in the match. I see it when I get kind of close to survivors, I'll go to lunge and I just quick swing instead and miss a hit I would have gotten If I lunged. I've just resorted to standing on top of survivors before attacking so if I don't lunge it doesn't cost me the hit.

  • Oddly enough pretty much every killer is viable at low MMR. Killers who have high skill floors are going to look weak in low MMR because those are people who are new to the killer, you kind of have to hope the survivors are worse than you are.

    However , Stealth Killers and Killers with mechanically demanding or un-intuitive counter-play are your best bets.

  • When you don't know how she works, playing against her can easily turn into a 1 sided stomp, however she's a very simple killer so it's really easy to learn. Most Huntresses are easier to deal with on indoor maps, however outdoor maps are where most Huntresses shine. However they all can be dealt with in the same way and your main points to focus should be as follows:

    • Always know where she's at and what she's doing.
    • Always be aware of her Line of Sight vs. Your Line of Sight.
    • Try to identify her perks and play-style as soon as possible.
    • Be mindful of gaps and holes.
    • Be unpredictable with your movements.
    • Know your hit-boxes.

    Always know where she's at and what she's doing.

    Huntress is one of 2 killers in the game that can injure and down survivors regardless of how far away they are from her (the other being Artist) all other killers have to be much closer than those 2 to injure and down. However Huntress, and Huntress alone is the only killer in the game where survivors should look up. She has the ability to throw hatchets straight up, and when aimed well, can land on survivors heads (this is called an orbital, its still rare to see but it is increasing in popularity). This means you HAVE to keep tabs on her movements as much as you can. Not paying attention to her opens you up to a lot of sneaky shots and even double taps. So always try to know what side of the map she's on, what direction she's headed to and what she's doing. Doing this removes the first and most important hurdle to playing well against her, and acts as a foundation for all the other tips.

    Always be aware of her Line of Sight vs. Your Line of Sight.

    When you can keep tabs on her this tip becomes really easy to utilize. When working on gens, healing, getting unhooks, and moving around the map, it it extremely important you keep aware of her LOS (line of sight), her being able to see you is how she's going to throw hatchets at you. So throughout the match you should constantly observing your surroundings and checking any direction she could approach you from as well as any directions a hatchet could come from, always position yourself to deny as much LOS as possible. Work on the side of the gen that faces away from the center of the map or puts the most cover at your back. Don't heal under hook or in the open, move behind cover. Try not to unhook when she can still see hook and use the hook and or hooked survivor to block hatchets so she can't stop you or get a free injury (after the unhook you'd flip sides and put yourself between them and her). And don't stand or walk around in the open as much as possible and always try to keep something in between you and her.

    Try to identify her perks and play-style as soon as possible.

    This is important as its going to identify things you need to be mindful of as the match progresses as well as how you may want to adjust when playing against her. Play style is going to be the easiest, your main focus should be to identify if they are a "Snipetress" this means they are going to focus on going for long range and cool shots, with these huntresses LOS is even more important as she's most likely to utilize the opportunity to injure you if you're out of place. As for identifying perks, you want to specifically look for Aura perks although there is a few non-aura as well, specifically Iron Maiden, running distortion makes it easy as you'd lose a stack when she reads your aura, however you should know how to identify them without it as you can still play around them.

    Be mindful of gaps and holes.

    Huntress isn't only able to throw hatchets long distances, she can also throw them through various openings and gaps in loops, walls and obstacles, this takes many survivors by surprise (have you heard about people complaining about getting hit by a hatchet through a wall? This is one of the culprits for that.). Take the time to observe loops, walls, and obstacles outside chase and when you find a hole or gap ask yourself if a hatchet could fit though a gap that size irl, if you answer yes there's a really good chance she can throw through it. Now playing around this is extremely tough as these are everywhere. The good news is, these shots are really hard most of the time, there's so many nobody knows every single one, and its really easy to forget its an option mid chase. If the Huntress is going to use one of these shots its pretty easy to notice as she'll pull up her hatchet at a really weird time and she'll hover the gap, you can bait the throw and make her miss or just stop out of sight and make her drop her hatchet.

    Be unpredictable with your movements.

    Winding up a hatchet, throwing it, and going through the cool down takes time. Unless you are point blank it will not instantly hit you, and that's something Huntress has to think about. As long as you aren't running in a straight line away from her, she cannot throw the hatchet directly at you, she has to throw it where she thinks you're going to go, or predict where you're going and when you'll get there. When in chase most survivors are going to run with a purpose, get to that jungle gym, that pallet, window, behind this wall, etc. When you run with a purpose its really easy to telegraph where you are going and she can use this to her advantage. This is something you should be mindful of when you're in chase. One of the easiest things you can do is fake running in a direction to bait the hatchet before actually going there during cool-down. A better way to explain it, you're running to a jungle gym and shes right behind you with a hatchet up, she throws the hatchet at the entrance at the same time you turn to run in and you get hit. Instead of this, when you approach the entrance pretend you're going to run through and then last second swerve out and away, there's a really good chance she'll miss if she threw at the entrance. Another thing you can do in chase is run to places that don't make sense. You still want to keep LOS blockers between you and her but if shes loosely following you and you can keep breaking LOS you can actually run in a direction away from where you were leading her to throw her off. So if she sees you running to a jungle gym, you break LOS and she moves to run into the loop, you can actually just turn around and run away if she wont see you immediately and she will spend time looking around the loop. This takes time to learn when you should and shouldn't do it and how to actually get away with it, but its actually useful against all killers, not just Huntress.

    Know your hit-boxes.

    Hit-boxes are very important when going against Huntress as just because you think you're safe behind the cover you've chosen doesn't mean you are. First thing to note is the hatchet hit-box is a sphere, its not much taller than the hatchet but its a bit wider. When facing huntress, pretend you're playing dodgeball, dodge the ball not the hatchet. The other thing to note is survivor hit-boxes. While healthy and standing still your hit-box is a little bigger than you but stands exactly where you are. However as soon as you start moving your model is NOT where your hit-box is. Your hit box follows your feet and doesn't change even when your injured, this means it lags a little behind you. Stack ping difference between you and the Huntress and its going to result in hits that look like they shouldn't hit, so its something you need to keep in mind. When you clear corners or stand behind cover you need to make sure there's enough space to account for the slightly off hit-box.

    A few other tips:

    Long walls BAD! Short walls GOOD! When I say this I mean long vs short in length not height. The opposite is true for height, anything short in height is death against huntress. She doesn't need to be sniffing your shampoo products to injure you so running in straight lines for too long is really bad.

    Vaulting or throwing a pallet in a huntress face is a guaranteed hit. Try to avoid anything that locks you in an animation while she has a hatchet ready. Either pre-throw the pallet before she can get in position to throw a hatchet, or stun her.

    When holding a hatchet Huntress moves at 77% movement speed, survivors run at 100%. If she is running around with a hatchet up, she is losing a lot of distance and will never catch up with you unless you let her. This also means she can't zone (push you away from a safe spot) by infinitely holding a hatchet up unless you let her. Run for the safe spot anyway, She knows you're running there, you know she going to throw a hatchet at you, play the game of chicken with her, and then bait the hatchet. Most of the time when I see a huntress that zones heavy, it's because they are un-confident in their aim and are scared to miss. She's trying to zone survivors for the easy m1, keep her out of her comfort zone, it's a lot easier to make her miss when she's panicking or impatient.

    Huntresses entire torso bends and swivels when she's aiming a hatchet. When you become more accustomed to facing her, you can actually use this to see where shes aiming and use it against her.

    This is a lot to throw at someone, but I hope it helps.

  • I actually thought about running Iron Maiden the other day however I rarely ever see survivors jump in lockers to dodge blast, most of the time they just tank it. And considering I don't really have any reason to look in lockers unless I know for a fact a survivor is in one, the reduced search speed doesn't do much for me either.

  • I was playing Huntress on Gideon, I don't remember many details of the match. I just remember I went to open a breakable door and my computer shut off.

  • It's for the new tanuki Easter egg found in the map, find the tanuki statue and hit it to get the achievement.

  • This is gonna be pretty long winded as I quite enjoy game development, and who doesn't like to chat about things they enjoy? However for a quick answer, yes and no. Yes as in departments do focus on a specific area but no because no one department creates something from concept to finished product. Its multiple departments working together in smaller teams.

    I don't work for Behavior and every company is different, however I do have a general knowledge on how this works and you have the right idea.

    The "development" aspect of game design is kind of like a cube, it has multiple sides, each responsible for a different core element of the game. Generally these sides are Design, Writing, Art, Audio, Sound, and Programming. These are just the larger sections of the development process and are broken up further into specific areas of focus similar to what you suggested.

    This is where things might change for Behavior specifically. Mostly this is broken up by new content and reworking existing content. Its also common that once a specific task has been completed that team may be assigned a new task that may not be in the same field. For example, If a team was tasked with creating a new chapter for DBD, after that chapters release, They may be tasked with any immediately fixes over the next couple of weeks. They could hand over the maintenance to another team and start working on the next new chapter. Or they could even jump to a rework of a previous chapter. How that specifically works changes from company to company.

    For Example, While Alan wake was in development, One team worked on that, another was in charge of "All Things Wicked", a third working on this most recent midchapter that releases tomorrow, and probably even more teams working on 2 maybe 3 more chapters that are yet to come. The Devs have mentioned a few times that chapters releasing now have been in development for months, maybe even a year or more and this is pretty standard. As for how each team is broken down, in regards to the Alan Wake Chapter, this means some were working on Alan Wake and his perks, some were working on the Anti 3-gen system, another focused on Blights new add-ons, another on Onryo, and another on Billy, so on and so forth. These teams featured people form all the different areas who would work together to build each piece of the chapter.

    As for the scope of each aspect of development :

    Design

    This is 2 rather large aspects, on one had you have the designers who "design" features and content for implementation, they create the blueprints for the other departments to follow when completing their tasks. But you also have designers who build physical objects in the game.

    For the "ideas" designers: If we look at DBD specifically this department is probably broken up into teams that each focus on their own chapter or midchapter which is then further divided into the specific area of the chapter/midchapter they are responsible.

    This means there was someone/multiple people who fleshed out Alan's perks and how they would work, as this is a license physical design wouldn't have been as big of a feature. Someone/a group designed the 3-gen system, designed the solution, how it comes into play, what it looks like in effect, and dictated how various perks would interact with the system. This would have been very similar for the Blight, Onryo and Billy in regards to their reworks as well.

    As for the "physical" designers, level design, or map design in this case, is a really good example of what they do. They created the actual maps we walk on, chose the layout, designed the tiles that can spawn in it, placed the trees and rocks and other visual elements. Of course this isn't all they do, but its really good example to give you an idea.

    Writing

    These are the Narrators of DBD. They are in charge of writing killer and survivor backstories, dialogue, tome stories, perk and cosmetic descriptions and flavor text, etc.

    This probably works similar to the design team and how that's split up as well as potentially having another team whose job it is to correct spelling errors throughout DBD and not just in content actively being worked on.

    Audio

    Chase themes, voice overs, the various killer and survivor vocals, map ambiance, SFX, and promotional commercials and videos are all handled by them. Generally these guys are working on new content unless there's an audio overhaul in the works for a map/killer rework (new chase music anyone?) These guys might also be broken down into slightly different areas, You have a team who works specifically on killer/survivor voicelines, Another that focuses on chase music/ lobby music, another that does SFX, things like that.

    Art

    These are the visual designers, rendering the killers, survivors, and maps, designing cosmetics and charms and even promotional art like collection and tome banners.

    You'll have people who specifically design concept art for characters, maps and cosmetics. People who specifically design the 3D renders for in game use, You'll have your promotional team that does things like tome banners or other artworks for social media. You'll have people who specifically work on the 3D map visuals. And of course its not uncommon to have people that do all the work from the concept design to the in-game render.

    Programming

    This is where things get complicated. Programming is an extremely large umbrella with many many different things that fall under it.

    You have your programmers who work specifically with the base game, these are the people in charge of things like maintaining source code and the games security as well as base game play mechanics, things not specific to a killer, survivor, item, and so on.

    Animators (I'm just going to include this under programmers) these guys… animate. They are the reason your character moves their body when preforming actions or just moving. They also deal with things like physics, think about hair or clothes moving when you run or plants swaying when you brush against them.

    You'll have people who specifically work with AI, Think Knight's guards or Nemesis zombies, they design the "brain"
    for these characters. How they navigate, how they process information, and how they react.

    The other aspect of level design, these guys are the ones who create the map generation, the reason environmental objects have hit boxes, Why you run on the ground and don't fall through the map.

    And then you have the programmers who do what most people think when they think of a programmer. They write the code for killer powers, add-ons, items, offerings, perks etc.

  • I had this happen during my Freddy Adept 2 days ago. I didn't realize I had 2 survivors not participating in the match because I still managed to 8 hook before sacrificing anyone, but as soon as the 2 survivors that were trying to progress the game were gone, the entire map went silent. The match ended up being 45 - 50 min because all they would do is wake themselves up and then go hide in a corner again. The survivors absolutely could have won that match had all 4 actually been doing objectives because I spent the first 15min figuring out how to teleport and use his power because I just dove in head first without ever playing him before. I eventually found the last 2 survivors because they messed up and were hiding together and I caught some barely rendered crows flying away in the distance (Huntress Main Eyeballs OP Nerf Pig).

    I would absolutely be down for something to assist in these situations. Something like a 10min timer in which survivors have to spend like 30-45s doing a mix of being in chase or doing conspicuous actions like repairing a gen or healing a teammate or the Killer gets killer instinct for 3s on that survivor. Most survivors/ matches would never run into this but those deliberately going out of the way to not contribute would get caught eventually.

  • @Sandt1985 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702189#Comment_3702189

    That brings them up to 75% movement speed of a running survivor, and the 75% zombies are actually really useful. I suggest giving it a try. You might be surprised with the results

    Its true, I had a Nemi match where I was just on my a game, 3-gen chase. Somehow didn't see any zombies for the first 2 gens, the 3rd one popped and I got pincer attacked by both zombies + Nemi and essentially insta -downed after the zombies appeared out of thin air. Funniest thing I've seen in a long time, I screamed so loud I'm surprised my neighbors didn't call the cops out of concern. That Nemi needed to give those zombies a raise.

  • Aura Huntress and just going for snipes is my go too. Lethal, BBQ, Gear Head, Bitter Murmur, Darkness Revealed, Alien Instinct, etc. are all good choices. There's a thousand ways to build an Aura Huntress.

    Backpack builds are always funny, bonus points if you're Nemesis because he looks really goofy speed punching, or Bubba because you fling the survivor everywhere.

    Jump scare builds, Everyone knows Scratch Mirror Myers, but you can go so much farther with it. Pretend to be an illusion with Doctor or Unknown. Insidious Chucky on Toba and hide in bushes to ambush passing survivors.

  • They are, they haven't told us what yet though. It drops on the 23rd according to the Roadmap, we will probably find out either tomorrow or Monday what the plans are.

  • I had a hacking Felix while I was doing my Artist Adept yesterday on Toba's Landing. Pretty convinced he was Speed Hacking, One of my chases with him, I was maybe 10m away when he noticed me and he ran from the top right corner of the map, held w through the middle towards main, went underneath main and I finally got close enough to hit him around the gen that spawns right behind the stairs on the back of main. No Sprint Burst, didn't vault for Lithe, too early in the match for Hope. He wasn't even looping things, just holding w and I was pretty good at following his path closely while I was still questioning so It wasn't like my pathing was the reason I couldn't catch up.

    At one point in the match we were literally running in a straight line and I was watching him MAKE distance on me.

  • Wasn't the old finisher mori system scrapped because it actually caused slugging to become meta? People realized it was way easier to win if you just slugged everyone (because of the instant sacrifice) vs playing normally and hooking everyone.

    As for an anti-slug mechanic, I would absolutely be down for the ability to speed up the bleed out process. Scott Jund had a decent idea to give survivors tenacity crawl speeds at the cost of doubling the bleed out rate. Heck even if its like the 4% unhook but we can attempt to pick ourselves up.

    As someone who had 3 matches this week where it was a 4 man bleed out because that's how the killers came into the match wanting to play, I will take anything that just lets me go next.

  • @Nexcrowe said:

    I cant play the game anymore since the latest bugfix update yesterday. I tried every fix out there and still nothing.

    Fatal error: [File:Unknown] [Line: 258] Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed at C:/J2/lPCs/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:116 with error E_INVALIDARG

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 114498690 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 114411262 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 114411926 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 128465022 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 128462511 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 128234318 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 128210616 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 128174378 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 128238717 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 128262612 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 115641113 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 119219887 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 119182999 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 108167691 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 128504626 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 128505907 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 109587463 bytes

    DeadByDaylight_Win64_Shipping {0x0000000000000000} + 109561057 bytes

    kernel32 {0x0000000000000000} + 95044 bytes

    ntdll {0x0000000000000000} + 337585 bytes

    @OltsOlen said:

    Yeah same here! It's started after the update for me aswell. If this doesn't get resolved then we'll miss out on the blood moon cosmetics.

    Try updating your GPU drivers.

  • Don't mind me, just commenting so I can find this when I get home.

  • Like everyone else said, different team, as in owned by different companies. Core DBD can't port anything from mobile without obtaining a license.

  • All I'm gonna say is if I get styled on by some bump logic monster, I WILL simp.

  • I am willing to guarantee 99% of survivors aren't bringing Escape Cakes to slight anyone. I'm personally working on getting Yun Jin to prestige 25, I don't have any BPS or even Green Envelopes because I use them as soon as I get them. I'm not bringing an Escape Cake cause "I'm not giving anyone else extra bp," I'm bringing it because that's all I have on her.

  • Maybe they added extra so people don't have to do every challenge like in previous rifts. Kinda nice if there's one or 2 that you're struggling with.

  • Your best bet is to pray you get a Xeno and camp turrets, it counts when they destroy them.

  • It's definitely an improvement, I get about 100k bp every match even if no one brings BPS or Terrormisus. That being said, we also haven't unlocked the full bp bonus yet and when we do we really will be getting a TON of bp every match.

    The event bonus maxes out at 400% and this effects the bp you earn inside the match, baseline the most bp you can get in a match is 40k, however with the 400% bonus you actually get 160k bp. THEN your offerings and incentives multiply off that. If all 5 players bring Terrormisus (535%) and you have 100% match making incentive for a 635% total bonus, your 160K is going to look a lot more like 1mil bp. So I definitely think this is shaped up to be the "Biggest blood-point earning event of the year."

  • Honestly I don't mind stealth at all if you're productive about it. I don't think anyone likes the teammate who hides in the corner all game and frankly that doesn't appear to be what the original topic of discussion was.

    I 100% prefer a teammate who knows they can't loop so they stealth and use that time to do gens, get unhooks and heal, over a teammate who wants to get chased and goes down instantly and can't contribute to the workload because they spent the entire match on a hook. While fully immersed stealth can be a hindrance on the team, so can being overly aggressive.

    Taking chases doesn't win the match, completing objectives does. You can loop the killer for 3 mins and it means absolutely nothing if gens aren't getting completed.

    That being said, I usually play with a decent bit of stealth but it really depends on some factors.

    What killer is it? Is it one I can loop decently/somewhat or one that stomps on me no diff? If I can't loop the killer at all I'm not going out of my way to take every chase that comes my way, I will absolutely avoid what chases I can (within reason ofc) and opt to do gens, get unhooks, eat that pesky Devour Hope and heal. I am way more useful to my team when I'm jumping from completed gen to completed gen than I am jumping through my hook states. It is worth more to my teammates if the killer spends 50s looking for me after I got tagged on BBQ while I run across the map to get unhook, heal and double a gen that was half way done while my other teammates sit on theirs, than it would be for me to gladly take the chase and force another teammate to get off their gen for unhook, only to be sitting on a hook myself 20s later. That also being said if its a killer I can loop or I'm the last one w/o hooks I will take a chase.

    How good are my teammates? I have no intention of taking chase from the Renato who has been looping a Doctor for 3 gens without taking a hit (and because I didn't he looped for 5 gens and escaped while taking a hit running to the open exit gate.) And the 3 man SWF that mugged a P100 Wesker and left him with 2 hooks probably preferred that I was willing to pop 4 gens solo. On the other hand if it's Billy or Oni I will happily go run them down and/ or steal chase if my team needs me to if I haven't already attached myself to their back like a parasite.

    If you're getting tunneled out at the start of the game you can 100% expect to see me when you hit death hook to force a down and hopefully take a hook state to give you distance and a chance to reset. I get that in some cases stealth can hurt more than help, but I see more people outright hate it in any form and I don't see the logic behind it. If the goal is to survive, why do I have to play every moment like I'm rushing to be sacrificed?

    As for needing perks to be stealthy, I think you might be surprised. It's much harder to do against killers who have the mobility to immediately respond to info, but the rest of them? It depends a bit more on if the killer is using their brain or not, for a while now its been common occurrence to come across killers who cannot find survivors at all without info perks and the survivor panicking. 9/10 times if I'm stealthing a killer I'm perfectly visible, in their face, just chilling. And I can't tell you how many times I was able to calmly walk away without the killer finding me after I got hit with Ultimate and they came for me. Understanding the killers thought process, what's in their LOS and how you can deny tracking perks without using perks of your own can't be understated.

    To all of my useful stealthers and Gen Jockeys out there: Keep up the good work.

  • I talked about this in another post about how to help Solo Que, and you'd be surprised how many simple changes could be made in this regard.

    Better Together: This can show up in the corner of the screen because when a gen turns yellow you get to play "Is it Blast Mine, Wire Tap, Better Together, or Trail of Torment?

    When the perks Camaraderie, Deliverance, and Wicked are active and the survivor is on hook: they could show up on the survivor HUD next to their icon.

    Survivors using Inner Strength, Plot Twist, and Second Wind can have healing icons next to the survivors name on the HUD.

    The perk icon for Unbreakable and Soul Guard should show up on the HUD or the downed survivors aura could be a different color while the perks are active. Power Struggle could also be included in this.

    Any and all active healing perks or perks in that ball park (think Solidarity) could be shown to injured survivors when they approach you.

    You can even go into some of the more important status effects as well, we can already see some however Endurance and Exposed could also be added to that.

  • @Clee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680084#Comment_3680084

    I like the build, good for playing injured and pumping gens. I'm always happy to see pallets restored.

    Currently my build is Windows, DH, Deja, Vu , Distortion

    7/10, -4 pts for Distortion cause I'm an aura reading Huntress main and cant use Lethal to take pot shots at you, +1 for Deja Vu more people need to be like you and run this.

    My go to soloq build is: Autodidact, We'll Make It, Botany Knowledge, Desperate Measures

    Escape rate is honestly probably under 10%.

  • It needs fixed, in the average solo que match where 1 person has the combo equipped, it can be annoying at most but that's about it. Usually the random running it ends up throwing trying to pull it off. However when you get a 4man and they are all running it, its a bit more rage inducing if they are even half competent, even if you're playing the best way you can to counter it.

    1 survivor trying to FTP+BU is easy to stop if you're aware of your surroundings, 2 not so much.

    I got to experience this combo in full effect, the survivors managed to pull it off 8 times during the match.The only time I managed to get hooks was when I was able to keep everyone injured long enough to down someone.

    They were running 4 FTP+ BU, 3 Distortions, 2 Unbreakables, 1 COH + Shadow Step, 1 BG Player w/ 3 flashlights.

    The match ended with 3 hooks/0 kills, 8 FTP+BU saves and 2 FL saves. 13 downs total and I was an all aura Huntress. Lethal, BBQ, Darkness, Nowhere, Glowing Concoction, and Shiny Pin. Yeah the match ended in total defeat, but it was one hell of a fight. (That's the only nice thing I have to say about the match though LMAO)

  • My only gripes are it's a bit too red and HOLY CLUTTER! I cant tell you how many time I thought I was running to a loop but it was just boxes and disappointment.

  • The window in the back of main is pretty much a pseudo-infinite. The front of main is the average american front yard, EMPTY. And the shack side of the map is one giant jungle gym with bushes.

  • The map is a little big and the gen spread heavily centers around the front of main and by shack.

  • Honestly, I'm a fan of the Huntress buffs. She feels smoother to play and she doesn't feel any different to play against. Her counter-play is still the same, you just have to be a bit more mindful that she can punish you a little easier for bad plays. I know everyone is up in arms over double wind-up add-ons but that's a non-issue. When looking at the total time for wind-up and cool-down for her throws double wind-up is 2.95s - 4.29s, that's not the fastest she can throw. Babushka + Oak Haft is still her strongest combo, this makes her throws 2.61s - 4.03s. However, when comparing it to the old speed with that combo, it's faster for sure, but its not "bad" per say.

    The old speeds were 2.7s - 4.24s vs. the now 2.61s - 4.03s, the noticeable difference is in her fully charged hatchet , but 4s in between fully charged hatchets MINIMUM is by no means "Machine Gun."

    7 Hatchets, up to 10 with add-ons is honestly fine, The only Huntress who never EVER misses a hatchet, is a cheating Huntress or lying. Waiting for Huntress to reload can be helpful if you're in a bad spot but it's by no means her strongest counter-play. With Iron Maiden still being a popular perk on Huntress, you literally make more distance when she misses the hatchet vs her reloading. At the same time 10 hatchets is overkill and I don't think anyone who plays Huntress would care if they got reworked.

    Kinda sad the movement speed was straight axed and not adjusted so it wasn't off the wall crazy. Easiest fix would have been to just make Shiny Pin base-kit (3.28 m/s : 82% vs the 3.54 m/s : 88.5%). Only the most eagled of eyes can tell when Shiny Pin is equipped currently so this change would have be leagues easier on the communities pallet. With this change you could still leave Shiny Pin at 5% and it still wouldn't be as fast as the PTB base speed, personally thought, I'd reduce it to 3%.


    Although I would like to ask if we could get a minor add-on pass for Huntress in the future. Her last one was almost 3 years ago during the 4.7 mid-chapter and I think many people would agree Huntress has several add-ons that aren't worth the time it takes to read what they do.

  • Plague Puke is now white or red and originates from her sensor or chest and mute the puke sounds.

    Survivors now have a white cloud around them when sick and only cough.

    Anything puked on by plague emits white smoke.

    Black out the Mori.

    I'm not understanding why this is a hot topic for debate. The vomiting serves no purpose to the game play other than to provide a visual element. A survivor not puking every 30 seconds while sick doesn't give them an unfair advantage, they are still affected by the power just the same.

    "Get over it", "This is a horror game", "Exposure is good for you." How about have some compassion? First of all lets leave the decision on how to deal with peoples phobias between them and their medical professionals, yeah? Secondly, accessibility settings aren't going to hurt anyone, there is nothing to be gained by denying accessibility. You not needing an accessibility accommodation does not mean nobody does, and it certainly doesn't mean it can't or shouldn't be done.

    In the case of this post, they're asking for a visual filter, not to be completely immune to Plagues' power entirely. That would have exactly 0 negative effects on anyone, why campaign against it?

    I would love to see BHVR make their game more accessible, as someone with spatial audio awareness problems ( I struggle to hear directional audio unless its really really loud.) I would love to see the ability to adjust chase music, map ambiance, and Killer/Survivor volume independently so I can turn down background noise so I can focus on the game. The best part about accessibility settings is, they're accessible, to everyone. Anyone can use them, so even if you don't have any hearing issues, you can still adjust volume settings if you want to.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672764#Comment_3672764

    It’s honestly exhausting seeing that “nobody asked for these buffs” comment. Or when people say “x content creator said she doesn’t need it” like they are the end all be all when it comes to all things DBD. I played her on the PTB and she was by no means unbeatable. A lot of the people I talked to who made posts calling for her to be nerfed never even played the PTB since they were console players and obviously don’t have access to it. They just said it needed to be reversed without playing against it at all.

    This this this! Before the reload change (which was 5 months ago), and ignoring the 5.5 mid chapter which only buffed her Wooden Fox add-on, Her last actual rework was the 4.7 mid-chapter almost 3 YEARS AGO. Do people actually think the game hasn't changed so much in 3 years that killers don't need any QOL changes to keep up with the changing pace of the game?

    Yeah her state on the PTB was problematic, but the only problem was it was overdone. She 100% would have been fine with all the buffs just toned back a notch or 2. People flipped out so hard over the movement speed that not only did it get outright axed and not just adjusted to an acceptable level and see Shiny Pin adjusted to compensate (as it should have been in the first place.), but the Devs neglected all the other adjustments that should have been made to polish the changes and prevent future issues.

    • Flower Babushka could be toned back a little more to off set the 10% wind up decrease and keep her buffed speed at the same pre-ptb speed. But all in all this one isn't necessary, it's more of a "give a little take a little" to keep everyone happy and maintain the current balance.
    • Both cool down add-ons went untouched and now her strongest add-on combo (Babushka + Haft) is much stronger. From 2.7s - 4.24s per throw to 2.4s - 3.83s (Half Charge - Full Charge). (I'm no psychic but this is probably going to end up as an issue.)
    • Both capacity add-ons went untouched. I don't care that they didn't, 10 hatchet Huntress is the least of my worries, but I also wouldn't care if they were adjusted/reworked entirely because that's what people want. (Win some lose some)

    And lets not kid ourselves, Hunty could also benefit from a minor add-on pass. I think every Huntress main on the planet would agree both her Iri add-ons are jokes that could put the Clown outta business, and she has a few more that aren't worth the time it takes to read what they do.

    As for "Nobody asked for these changes", yeah people did. I see them pop up from time to time, we just aren't in an uproar over it because Hunty is still playable, she's just really unforgiving to most degrees of inexperience. Despite consistently having a pick rate in the top 3, a really good Huntress is few and far between. It's why getting your first hack-usation is a right of passage for some. "You either die a baby Huntress or live long enough to see yourself become a "cheater." Huntress is easy to understand, she's not easy to master.

    I would honestly love to see statistics for the killers with the most false exploit reports, because I would bet Huntress is right up there, sitting pretty at the top.

    All in all I'm just sad Shiny Pin is still going to be a permanent part of my load out. She absolutely would have been a-OK if they just made it base-kit or a little above and adjusted pin to compensate. 88.5% was way too much for base speed, even with shiny pin it shouldn't be THAT high.

  • I'm hesitant to add any perks to base kit but there are lots of other things that can be added that won't be too advantageous for survivors and wouldn't add anything that a SWF wouldn't already know. For example:

    • Inner Healing and Plot Twist displaying a healing icon on the HUD when a survivor is using it.
    • Perks like Built to Last, Flash Bang, Head On, Lucky Star have icons on the HUD to indicate what the survivor is doing.
    • Anti-camp meter being visible to other survivors.
    • Hooked survivors with Deliverance active have an icon visible on the HUD.
    • Icon or effect on the HUD for survivors under the effect of Reassurance on Camaraderie.
    • Fix aura display priority (especially with gens). For example if I have Deja Vu on and a Killer with TOT kicks it, the gen stays displayed as Red not Yellow, Same with Blast Mine, Wire Tap, ect. Loud Noise Notifications should not block Auras, this completely negates the Aura reading aspect of a lot of perks for both survivor and killer.
    • Add more Aura colors for perks so there is less guesswork behind figuring out why a gen has an aura.
    • More perk icons are displayed to other survivors, for example, if I have Power Struggle and am downed on a pallet, a survivor approaching me will have the perk icon show up on their screen.
    • Downed survivors with Unbreakable and Soul Guard available show up on the HUD.
    • Endurance and Exposed showing on the HUD along with their timers.
    • Seeing Healing, Cleansing and Chest Opening Progress on the HUD.

    And I know base kit Kindred is pretty popular, honestly I'd be down for something similar. Like all survivors see each others auras for 5s after another survivor is hooked. This way Kindred still has a place in peoples load outs for the Killer aura and the unlimited survivor auras, but the effect is still super helpful.

  • I've had plenty of matches where I don't hide at all, do 3+ gens, get saves, heal, help in end game and escape only to get a paltry 18k blood points because the killer never wandered in my direction or found another survivor first. I might not have been in chase but I still did my part in the teams success.

  • I will say, the Update this time of year has had killer tweaks en mass for the last few years now so it's pretty safe to say this will probably continue. (But also emphasis on TWEAKS, its very unlikely you'll see a major killer rework like Billy and Onryo just got. Those are spread out a bit more randomly throughout the year, and are pretty dependent on new and reoccurring content that also releases during those times.)

  • Tunneling has never been a rare occurrence, I've seen others get tunneled, I've been tunneled, but I usually get some sort of respite in between those matches and its easy to shake off the bad experience and move on. The good and neutral matches outweigh the bad.... usually.

    A few days ago, I had probably THE funnest day in solo-q I will ever have, and I didn't escape a single match. I was farming "Scenic Moris". I sported a couple different Mori themed names and let killers Mori me. Out of like 16 matches only 2 killers didn't bring me a Mori, the 14 who did made it really fun. None of them tunneled me out for the mori, they all played normally, and when they went to mori me they walked around the map to look for a cool location, checked out all the angles and the lighting and I got some really cool screenshots from it.

    The next day, after I had my fun and changed my name back, was the WORST solo-q experience I've ever had. Over the course of the day I played about 27+ matches. I was hard tunneled, from the start of the match mind you, for 23 matches in a row. I died every game as the only survivor with hooks. After the second match where I was farmed off hook by a Nea, I decided to put on an Anti-Tunnel build, and it became NECESSARY for me to stay in the game long enough to see any gens get completed. OTR, DS, Boil Over, Flip Flop, was my go to.

    In those 23 matches I saw every single reaction you could possible see from my teammates.

    • I had teammates farm me off hook while they were mid chase with the killer
    • I had teams ignore me completely and just do gens
    • I had teams drop everything to hinder the killer at every chance possible
    • I had teams just stand there and watch me get tunneled, 0 gen progress, just watched like it was their favorite prime time tv show.

    At one point on Lery's I even had a Yui 3-man SWF go "Seal Team 6" on a Death Slinger to help me. And I mean it when I say they were FLAWLESS with it. As soon as they realized what was going on, they methodically cycled out to take hits for me in places where I would have gone down or gave me the opportunity to make great distance. Got 2 flashlight saves, and between Boil Over and body blocking I even wiggled free. Even with them constantly having my back they still managed to get 4 gens done before I was finally sacrificed. Unfortunately I never got to thank them as by that point I was so drained I just went next and didn't even think to stick around until I had already left.

    I frankly don't care if it's "The Meta", it is the most soul sucking experience ever and I wouldn't wish that experience on anyone. I have never wanted to hold left click in front of a gen more than that moment. My idea of fun in dbd isn't winning, its simply having a match where I actually get to play and leave feeling like I contributed to something. That is the minimum I want, and I don't think that's unreasonable. That being said, someones fun being entirely dependent on the opposing role allowing them to play the game is not a good principal to build the game on. I won't even pretent to know how to fix this, because I have no clue. But having other players and even devs chop up the entire conversation to "Get good" or "Theres no problem here" is insulting.

  • Honestly, merging killer and survivor offerings wouldn't even be that bad. Both sides already have role specific offerings but they do have a few in common, and it really wouldn't be that big of a deal. Having a bigger inventory doesn't change the fact you can still only play 1 offering and you're not gaining more offerings, you already had them, you can just play the character you wanted to to use them.

    As for people "abusing" map offerings, first of all everyone has maps they hate and don't want to go to, and not everyone brings a map offering because they plan to bully, there are map specific achievements that people want to do. And if someone wants to go to a specific map they're going to bring an offering whether or not universal offerings are a thing or they have to switch to a different character to use it. And if map offerings offend you that much, you now have all the Sac Wards across your characters to use.

    As for the role specific offerings, you dont need to be versed in rocket science to know you just don't change them, they would just be available only for that specific role, simple.

    I don't know about anyone else but having 1k of an offering I had no interest in using before isn't going to magically make me run it now. If anything merging inventories means we see way more BP offerings as those are the most common already.

  • This is exactly why I only plan on going to P100 on my Killer Mains. I won't take my survivors past P25 because I play for kicks and giggles 99% of the time and don't really care. I have no desire to play with randoms who create unrealistic expectations for me and harass me if I can't meet them or make a mistake and I don't need killers targeting me because big pink number scary.

  • Feng Min:

    Flip Flop, Power Struggle, Tenacity, Bond

    No Items or Offerings

    Huntress:

    Lethal Pursuer, Barbecue and Chili, Darkness Revealed, Grim Embrace.

    Glowing Concoction, Rose Root

    No Offerings

  • Parental Guidance + Smash Hit + Light Footed. Goes crazy on most maps but carries on indoor maps, a true now you see me now you don't build.

  • BHVR sold DBD Mobile to NetTease, they are NOT partners, they are competitors. BHVR has 0 rights to anything that mobile has or does.

  • Based off skins returning for other events, they should.

  • Parental Guidance, Smash Hit, Vigil, "Random 4th perk". Smash Hit is my favorite exhaustion perk and its really funny when I get to say Spirit Fury Who? to a killer. Parental Guidance stacks sooo well with it too, and it's so great for losing the killer or creating tons of distance. Vigil is awesome no just to shorten the exhaustion cool down, but pretty much all status effects. I rarely see a match where I get zero value from vigil.

‹ 1 2