TheeSpongeman
TheeSpongeman
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- TheeSpongeman
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@GentlemanFridge said:
They do. They just don't when the action is already taking place. This is why placing a puddle at a window typically doesn't work when jumping from the puddle side to the clean side.
So since the puddles are so small and have almost no effect, they're virtually useless then. So then what about the Clown?
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Playing a killer alot, I can say a full survive with friends groups feels like an impossible uphill battle. There needs to be some solo play, otherwise they would either have to buff the killers or weaken the survivors.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3066530#Comment_3066530
It was absolutely suggested to BHVR to extend his bump hitbox to his entire body. They refused.
Well if they did that he'd bounce off of everything.
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@Coffeecrashing said:
Blight's bump hitbox only goes from his shoulders to his waist, so if an object sticks out any higher or lower than that, Blight will slide off of it. McLean spent months trying to fix it, but never could actually get it fixed.
BHVR knows about the issue, but I think they stopped caring after McLean left.
I mean... wouldn't you just expand the variables of the hitbox to make it bigger? Why would that take months to fix? Make the blights bump hitbox go to his shins or ankles.
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@[Deleted User] said:
I don't feel like the gameplay shown is a good example of how to use Freddy's power, if I'm being honest.
You typically want to place snares at the midway point of a loop, then force survivors to either eat it and be downed or path inefficiently and get the drop (or leave the loop). You kinda just spammed snares willy-nilly without much thought as to their (or your own) positioning. Guaranteed a lot of the pallets on Midwich aren't exactly fit for this as many of them are too short or easy to camp, but especially in something like the science room you could've placed a snare in the middle of the long side of the pallet and probably got the down with a bit of herding. Assuming no DH and assuming the placement wasn't denied, anyway.
I do think he was nerfed too hard though. There was no reason to reduce his number of snares/pallets while also making him slower while also making alarm clocks as punishing as they are. They should've picked one (either the alarm clocks or the speed) and left the rest alone. The "forever Freddy" nerf was fine but the rest was way too much.
Wasn't really trying to play him smart. More like showcase how his powers are useless unless you don't mess up a single placement, know the map, and don't get denied your trap. Plus the environment has to be suited to his power to work. If there are too many openings for survivors, they'll just wait till they can leave somewhere else. With only 5 traps, you can't set up anything beforehand really. Even if you had a room ready with traps, somebody could just activate them before you lure them there. Which is often the case.
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@ad19970 said:
I am not going argue that Freddy is perfectly viable. After all his nerfs, he could maybe use a few small buffs.
But I am going to say, whoever is playing freddy in that video is not playing him right, at all. All this Freddy really is doing is spamming his traps like a mad man, and keeps going around the loops the same way, without even trying to properly lead survivors into the traps, hindering the survivors on reaching the pallet before he can get a hit against them.
Not to mention the Freddy here even missed at least one opportunity to down the survivor because he was too busy spamming his traps everywhere.
I did say I could of played alot smarter. It's more of a showcase how his powers have to be so precise to have any efficiency. But you can't really deviate from trap placements since you now only have 5. Survivors just bolt somewhere else or out the door/other openings. Am I expected go place a trap at every entrance of the room? Placing a trap on the edge of a loop, where they could just say "######### it" and run somewhere else? And leading them into the trap? The traps are so small, unless it's placed in a choke point and you're right behind them, it doesn't slow them enough. If I were to go around the room trying to strategically place traps, they just abandon the room entirely. The only time the traps have any use is if the loop can't be abandoned in any way.
As for missing the opportunity, at that point I was trying to show how sometimes his trap doesn't even work. I wouldn't have normally chased a survivor that long in the first place honestly. They seemed to be the only competent player that match.
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@[Deleted User] said:
I don't feel like the gameplay shown is a good example of how to use Freddy's power, if I'm being honest.
You typically want to place snares at the midway point of a loop, then force survivors to either eat it and be downed or path inefficiently and get the drop (or leave the loop). You kinda just spammed snares willy-nilly without much thought as to their (or your own) positioning. Guaranteed a lot of the pallets on Midwich aren't exactly fit for this as many of them are too short or easy to camp, but especially in something like the science room you could've placed a snare in the middle of the long side of the pallet and probably got the down with a bit of herding. Assuming no DH and assuming the placement wasn't denied, anyway.
I do think he was nerfed too hard though. There was no reason to reduce his number of snares/pallets while also making him slower while also making alarm clocks as punishing as they are. They should've picked one (either the alarm clocks or the speed) and left the rest alone. The "forever Freddy" nerf was fine but the rest was way too much.
I'll admit, I was rushing it. Freddy is listed as a moderate skill use killer. If I got ot carefully plan placements of traps and lure them into a small spot. I got to make sure I got the exact angle I want without the game denying me the ability to lay it down in the first place. The area has to be suited for the trap. Too many factors.
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@Thanotos_Omega said:
https://forum.deadbydaylight.com/en/discussion/comment/1824982#Comment_1824982
This is indeed very true, though one could argue that protesting these problems via boycot would motivate the management to apply some pressure to the programmers to get things done or to prioritize issues over self indulgence, a common issue with companies,
This
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@EvanSnowWolf said:
sighs
I hate these posts. I see them in every game.
One. More. Time.
THE PEOPLE THAT DO MODEL RENDERING DO NOT FIX BUGS.
Somebody on upper management is obviously making priorities. That never changes. Also if you read the entire post I mention how they should probably stop making new killers so the programmers can work on the game itself. But you only read the headline didn't you?
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@rafajsp said:
Boycotts is bs.
I think the idea is totally inverse. If you want thwe game to be better you should support it :)
We support it by playing the game. Your basically saying in a sub par casino "Hey, if we want the quality of this casino to go up, we should keep playing casino games!" Management obviously don't care.
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I don't see why they would need to change all the killers perspectives just to fix the camera on Plague. It shouldn't be that hard. You have each camera value assigned to different characters. The perspective shouldn't change the model in any way. Why would you bind the perspective of the camera to the avatars actual head? Just bind it to the model and adjust it accordingly. Even if it is bound to the head, why would changing the camera perspective effect all the other killers? The hag has a shorter camera doesn't she? You mean they bound the code to ALL the cameras of every killer instead of a camera to each individual killer? Victors perspective is alot shorter too, is his camera bound to all the other killers as well? If the animations are bound to the camera,
And the animations? Bind those to the camera too, that way all you would have to do slide the camera up and it would go with it. It's not like they bound the perspective animations to the model too..... did they?
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I should of elaborated. You can hit a survivor with your weapon, and they can heal themselves to full health using a fountain. I don't think taking a bath heals getting smacked with a blunt object but that's just me.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1740559#Comment_1740559
Experienced players would prefer to run the perks I said, especially in a swf.
I think Spine Chill is maybe a bit too strong but I think any nerf could knock out out of the top 10 best survivor perks in the game.
That's kind of the point. The meta needs to be changed.
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@Milo said:
Spine Chill isn't a "training wheel". It's just a generally good perk because of it's effects.
A perk all by itself when used by an experienced player gives them an overwhelming advantage. And no counter. That's textbook training wheels. An entire game built upon not being found and a perk letting you know when you've been found is something you would give to players who are struggling. I don't play survivor often, but when I do, and I have Spine Chill, difficulty decreases by like.... 60 to 80 percent. I can keep working on a gen because I know the killer isn't coming. I know I need to hide because the killer is coming my way. Not only this, but they also recieve a 6% speed increase on everything they do. No drawbacks. (You could argue the 10 skill check and 10 percent reduction ratio is one, but to experienced players again this only makes things faster for them. They'll hit more Good skill checks.)
If ANYTHING could be done. it would be welcome by this point. Increase the skill check zone penalty to 80/75/70 percent. That by itself would make the player weigh cons vs pros. Or perhaps reduce the detection range from 36 to 18. You might not be able to run away as quick initially, but it will still help during a chase.
I just got done with a match where I could only find 1 survivor the entire game. And guess what perk the other three survivors had that the 1 didn't? Spine Chill.
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@CashelP14 said:
Do remember though if you nerf spine chill then there's a strong chance people will stop running it.
Meaning more chance of facing the BT, Adrenaline, DS, Unbreakable, Soul Guard, Sprint Burst and Dead Hard perks.
Being able to find a survivor alone I think is the most important aspect. While all those other perks are annoying, (and training wheel perks) spine chill gives experienced players the ability to never be found. At this rate, killers will need to learn to walk backwards to find people.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1735429#Comment_1735429
Gee!!! Is almost as if devs were saying: "If you want a less "conspicuous" skin for your Gosthface, what about buying one from our store"... almost!!!
Yeah that's scumbag marketing. I don't plan on supporting that #########.
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Playing survivor, I've seen it clip through things plenty of times. Hell that's how I can sometimes tell where they are hiding. I don't mind the original costume, cause the parts are weighted. They float down to the floor. Like clothes. Course I can't buy that skin without using money. Last I checked, they don't even take shards for it either.
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I honestly like this idea. But only if it were kept as a perk. For it to be a basekit, killers would constantly slug. I know I would. As the perk by itself, this is great.
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@[Deleted User] said:
That's exactly the function of the tassels: To expose the crouched killer with no terror radious whose body, aside for the face is entire behind a prop, to the players who are smart enough not to fix their camera on the generators! I'ts for the sake of balance!
But everybody has the Spine tingle perk practically. Also clothing that goes through walls is stupid. It's not for balance. It's bad design. Sometimes those things flop in front of my camera when I'm looking around too. It's like an annoying gnat you can't get rid of.
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Found out the lunge buff doesn't matter. If a survivor knows it's there and just keeps running without stopping, they're already out of range.
@Axe said:
Just bind secondary power to scrollwheel or E like everyone else:
yeah and I got it cued to my middle mouse button click.
Again people, this is against top tier players. I'm talking level 1's and 3's. Perhaps she would be too powerful against lower ranks. I won't argue that.
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sometimes i wonder if these guys play their own game ever..... Its fun, but there are some blatant flaws that easily could be avoided if someone just spoke up and said. "Um... that's kinda dumb isn't it?"
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The only thing it provide for me was a comedic episode where as the Trapper I would go to put down and trap and instead run face first into a wall. Other than that, there was no point for the killers to have those syringes.
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@Kind_Lemon said:
I play Hag.
What you are describing is the result of dedicated servers. Survivors now just get an extra 2-4 meters on you after a teleport.
Hag has just become a lot harder to play as a new learner because if you don't instantly teleport, you lose a hit, the time you spent setting the trap, and the distance you spent walking from the trap to wherever you were before you teleported. It sucks.
Things to note:
You already always face toward the survivor who triggered the trap even if there's a wall in the way. You don't face the survivor if the survivor happens to run through you as you teleport (because the trap stops tracking the survivor as soon as you begin the teleport animation).
She recently got a buff in the form of allowing her to get full momentum instantly when lunging out of a teleport. That was neat and made her a lot scarier to play against as survivor imo.
I wasn't aware she had the full lunge buff. Because when you start to chase after them, there's this weird slowdown for a couple split seconds.
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@[Deleted User] said:
You want to buff one of the strongest killers in the game? I'd say what she needs is a nerf.
All you need to do to avoid her traps is either a flashlight or crouch. The only time her traps (In high tier) are activated are when people are running away, (and of course they will always have sprint burst or dead hard to keep the distance) or they do it on purpose to distract you from other things. Which means all that time you used to make traps was wasted. Trapper traps are even more reliable. (Though sometimes survivors can literally run over them without a problem. Not sure if that's some sort of exploit or a bad hitbox detection.) The whole game changes against a SWF group.
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@Chechia said:
Do you use the add on that increases your trap range? That might be the reason for your instant teleports not working.
Hag is by far one of the most stronges killers right now if played well.
BUT...alot of things are bugged right now, so I wouldn't be surprised if hags power isn't working properly. I haven't played her in awhile so I don't know. But she should face the survivors when a trap is being activated. If that doesn't work properly that's pretty uncool. I need to test it soon.
I personally find killers reliant on their addons to be considered low tier. You have to have something makes it fast to put down traps, and you have to have something to trigger her traps earlier.
Good example of other killers who are addon reliant are Clown and Wraith. Clown has to have exhaustion in his bottle for it to do any real good, and wraith you need to have a good combo of addons. (I prefer things that make it faster to vault/kick with faster disappearance/or reappearance rate.)
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That's maybe the case sometimes. 80 percent of the time, survivors are not where I'm looking. Plenty of instances they've been behind me. And I've tested this time and time again, the instant I teleport, they are nowhere within reach. Maybe if I got lucky and they were so surprised when that they stopped. But higher ranks, this isn't enough to surprise them. They have enough time to turn back and hop a pallet again. Even if you put it right on the other side.