Warcrafter4
Warcrafter4
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/2981128#Comment_2981128
Wasn't there a section for ,,refusing to engage in normal gameplay"? And I'm not talking about endgame I'm talking about when the killer is across the map and you're 5 meters from the survivor.
You're still allowed to as ignoring a survivor on a hook to for example: Finish a generator or to break Devour Hope/Ruin can be the correct play to get everyone(else) out.
Remember if your a jerk your teammates they are allowed to leave you hanging(Pun intended).
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/2980933#Comment_2980933
Well,trying to 4% is nothing against the rules,but I'm sure there's something against throwing the game and refusing to unhook like people are saying.The tantrum is so unnecessary.
There is no rule against leaving a survivor to die or else every survivor who leaves early to avoid things like Blood Warden or NOED would be banned.
Holding the survivor hostage by body blocking or working with the killer WILL get you banned as a survivor(Also as killer for the body blocking) though.
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I personally just leave them on the hook if they try.
Why? Simple they are trying to deny me my unhook to spite me so I spite them back.
You can't complain about being spited back at when you tried to spite your teammates first.
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@legacycolt said:
You can use the new perk that’s coming next week if circle of healing is bothering you that much
Circle of Healing is literally the boon effected the least by the existence of Shattered Hope as its the only boon which doesn't require the survivors to lead the killer to it to give the main effect.
So no Shattered Hope is almost completely irrelevant to Circle of Healing.
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@TheSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/2979104#Comment_2979104
And each Killer has "Sacrifice 2 Survivors!
So lets sum up:
Each Killer: Mori, Chase, Sacrifice 2, Power
Surv: Chased, Escape, Open Door, Unhook
Generic Surv: Coop, Repair, Heal, Sabo
So in theory, there are much more possivle rituals for survivors, but in the past week i only get killer dailies.
This is under the assumption that generics are copied then giving to each survivor/killer.
When its entirely possible that all generics are just in the ritual pool once as copies are unneeded.
IE all unhook X survivors as Y survivor only count once for the possible selection as they are all the same ritual doing the same thing.
Meanwhile all killer powers are special as they all require different actions/mechanics and thus would logically be different rituals that can't be copied form one killer to the other.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2978899#Comment_2978899
Okay, how come? As it stands there are no ways to counter any of those perks. So what reason would you be against this?
Scourge Hooks are already RNG because of spawns making them unreliable to begin with. Just seeing videos of how bad Scourge Hooks spawns can be in videos should be telling that they are already too unreliable to need an external counter.
Plus Scourge Hooks are permanently destroyed when a survivor is sacrificed on one of them making them already permanently destroyable. For boons without Shattered Hope they can not be permanently destroyed.
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@Grandpa_Crack_Pipe said:
When Clown's exhaustion addons were introduced, you could still recover exhaustion while running.
You can't anymore, which is why it was changed.
They are giving the dredge an exhaustion add-on so they are clearly not against it and the exhaustion changes clearly had no impact on making them.
Which is why its so confusing that out of every killer CLOWN lost his exhaustion add-on.
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@c0gnu5 said:
I've heard that you can get banned for working with opponent if you give someone hatch
You can't get banned for giving hatch.
What is bannable is selling out your own teammate to the killer to get hatch but that's the survivor getting banned not the killer.
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@IlliterateGenocide said:
im more annoyed about getting grabbed when im halfway done from falling from a window
From what I know(So take it with a grain of salt) that's actually just a programming flaw with the vault hitboxes rather then latency/validation.
As for whatever reason until your feet hit the ground your hitbox is stuck to the vault.
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@TruEternity said:
https://forum.deadbydaylight.com/en/discussion/325715/blights-addons-are-fine
By this logic Dead hard is fine, you can play around it. Just bait it out and it’s not that good. It’s easy to play around if you know the survivor has it.
You can't bait out Dead Hard for distance so this logic falls apart very quickly.
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@[Deleted User] said:
The mysteries of Nurse hitboxes. Sometimes she connects from Narnia, and sometimes she gives a haircut and shave for free.
Also don't forget when the camera gets a mind of its own and decides to force you to hit the rock in the opposite direction of the person you're swinging at.
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This build has 4 perks with anti synergy with each other:
Deadlock prevents all regression making the other 3 useless on generators its effecting.
SurgeJolt causes regression preventing Pop from going off on those generators until a survivor repairs them again.Gift of Pain just doesn't do a lot in the build as there's nothing to support it. As the survivors need to heal for the slow down to activate and thus without Thanatophobia they are not pressured into healing.
Pop goes the Weasel just gets blocked by 2 out of the 3 other perks including having the most progressed generator being blocked which is usually the main pop target because of Deadlock activating.
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This is(In an overly complex and round about way) what players both playing as and facing Pig have been asking for for literal years: The removal of the RNG high roll and low roll on Reverse Bear Traps.
So its rather weird that it was hidden despite it being one of the community's most requested changes to the Pig's traps since her release.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2969423#Comment_2969423
No. she got all bars of condemn mid chase par 1.
So...You looped her for so long the weakest insta kill actually worked?
How did your teammates not finish generators as that would require multiple of her 100 second long TV cooldowns to finish to even do.
This isn't a Sadako issue its a teammate issue as that should never happen.
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@LastShoe said:
It removes instance of when survivor is impossible to hook and he knows it and just runs to this spot to waste killer's time.
We already have the Mori/Spare choice with the Cypress Mori offering I don't get why the choice should be removed when its made baseline.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2969319#Comment_2969319
Thats the one thing i hate about grim pantry. compared to the ship map there is not much to work with
For sake of reference I completely agree with the map sucking spawn wise but.
There can be a lot to work with but it almost always spawns in clumps.
If those clumps happen to appear in the middle of the map which makes them chainable with the main building/Fishing tower?(Whatever the 2 story secondary main building is called). It can make the map insanely frustrating for the killer as well.
I'd want the map be reworked to be more consistent then it is now so there's no massive dead zones for survivors nor chained loops that require an anti loop power to even play for killers.
TLDR: Its just sucks for everyone to play on and I am surprised it wasn't changed a while ago.
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I kinda feel like its out of place in DbD lore for Otto to get off without being consumed.
The entity and other beings like it have always been shown as Chaotic Evil and all consuming so its rather out of place for Otto to be let go.
I mean look at what happened with the plague. Near identical set up but still consumed with a "Good" outcome for her but consumed all the same.
Plus if its something else that isn't chaotic it doesn't explain why the Dredge would work for the inherently chaotic Entity(Order vs Chaos).
It goes even further with the Entity also consuming emotions and using trails to force emotions(Primarily Hope a positive one) out which is the opposite of how the Dredge is implied to work by devouring suppressed emotions/Murderous thoughts.
I am just really confused my the Dredge.
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I feel like the devs are too scared of condemn to ever buff her teleport as making her teleport better makes her condemn better.
She is fundamentally flawed as they tied condemn too much into her base mechanics to ever safely buff her without just outright reworking her.
I am still confused that condemn insta mori even exists in the game at all given that they have been moving away from 0 hook kills for years now.
If they'd want to fix her then her condemn should just be an aura reveal/expose that lets you mori people who are on death hook. As there is no balancing a base kit 0 hook mori(Add-ons doing it with large downsides like the full tombstone is ok though).
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@Crowman said:
I've been killer a lot less since even if you are winning all game as killer, there's just too much that just leaves you frustrated.
Safe tiles that you can't play around, getting dead harded after calling right at a tile, snuffing boons not really doing anything to stop survivors from putting boons back up, some killers in particular are designed in a way that they feel bad to play even if their power is good.
I do want to add on the dead hard, I normally don't have an issue with dead hard. It's more the constant facing it on every survivor and a few survivors who are standing completely still and manage to dead hard without even moving. That shouldn't even be possible and there should be a momentum require to dead hard similar to a killer lunge.
Also a few times I'll get caught on an invisible hitbox and lose just enough distance for the survivor to make a pallet/vault. That's really annoying.
I could easily handle a few of those issues if they were sparse and only those issues. It's just the collection of all the stuff you have to deal with on a near constant basis that turns me off from wanting to play killer more.
"Death by a Thousand Paper Cuts" is a pretty good way of describing both the issues you're having and issues the game itself is having as a whole.
There's no one thing extremely wrong that can be fixed. Its just has thousands of big through small issues that come together to ruin the experience.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2959146#Comment_2959146
I see, you're mad because you never played survivor POV against a nurse.
https://forum.deadbydaylight.com/en/discussion/comment/2959228#Comment_2959228
?
https://forum.deadbydaylight.com/en/discussion/comment/2958966#Comment_2958966
Why would I P3 Nurse if I didn't play her?
As far as I know the nurse NEVER had a longer lunge. In fact if my memory serves me she actually had the worst lunge in the game when her moment speed was set to its current value due to it being based off of base movement speed.
Secondly just because you prestige a character doesn't mean you play them a lot. I prestige Michael because when I play him I actually like his prestige cosmetics but that doesn't mean I play him a lot.
Finally her lunges have always looked wonky simply because of the latency and weird auto desist the game has still...For some reason despite everyone hating it.
The latency issue also effects Freddy teleport/Spirit reappearance due to the hit going off before the game properly moves the character model into the correct position.
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@InvadeGames said:
i bought opression from the shrine and i threw it on spirit after i bought her but i get no feedback that its active when i kick a gen. No flash animation like with jolt or ruin and the perk doesnt show the cooldown timer.
Am i using the perk wrong, is it not working or does it not give you feedback?
This sounds like a bug as you're supposed to see the explosion sound auras of the other generators effected.
Also it should show you the cooldown like how
SurgeJOLT does.So it sounds like it was bugged and wasn't going off at all.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2956458#Comment_2956458
But.... I thought CoH was in EVERY match? This perk should absolutely see usage every match if we're to go with what the forum people say.
CoH is actually the single most resistant boon perk in the entire game to Shattered Hope simply because it gets placed so far away from the killer that breaking it will always lose the killer the game.
Aka CoH's mechanics makes Shattered Hope nearly useless against it!
This means Shattered Hope's existence only nerfs weak boons and not CoH.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2956864#Comment_2956864
Uhm.
Infinite boons are not really a big problem though. CoH is kinda problematic still because it provides selfcare for the whole team for only one perk total and boons affecting multiple levels could be problematic.
And Pig needs some buffs for sure but their fix actually works for the main issue that needed a fix (admittedly sooner than we got it). And AFK pig was just caused by toxic players, don’t try to excuse that behavior.
Notice how my fixing RNG also fixed AFK pig because afk pig only kills if survivors need the 4th box.
Plus making pig's bear traps more consistent would make her stats they receive more reliable as how good/bad her slowdown and bear trap kills are wouldn't fluctuate because of RNG.
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@Mooks said:
The devs have confirmed there will be base game adjustments and they will consider why those perks are Meta! I can especially see Corrupt being made Base in a weaker form while not really nerfing the perk
I have little hope that it will.
As the devs are rather well known for not knowing their own game and making completely illogical decisions.
Such as the new perk "Shattered Hope". Its a perk whose mere existence is the dev's acknowledging that infinite boons are a problem but they aren't going to give a proper fix and instead give out the usual bandaid fix.
Or Pig's new changes were they simply gave an extra box + makes the 4th search always work(But can still come off before) instead of just fixing the problematic RNG(Such as making hats always need 3 boxes) that was causing AFK pig.
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I just wish they got rid of the RNG mechanic entirely and just made it search 3 boxes(increases/decreases based off of add-ons used).
It would have removed the frustrating RNG from the pig for both sides but instead like normal they didn't address the real issue just the symptom.
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I like the idea of the glyph offering both mechanically and thematically as they would be the "Temptation" offerings(more BP but distracts from the main objective).
I think that making it spawn bonus Glyphs for the survivor's is a good idea for an offering but it will be unused unless the killer gets something in return.
I think that having those offerings should give the killer BP in a related way but also double all interaction glyph BP:
Red Glyph offering is unconditional Glyphs so the killer gets 33% BP in all catagories(This would become the new hollow shell). The killer can't interact with them.
Yellow Glyph offering would give 50% Hunting and 50% Brutality.
Green Glyph offering would give 50% Sacrifice and Deviousness. Green Glyphs spawn as per usual but ones spawned by this offering can't be interacted with by the killer.
White Glyph offerings would give a 2.5k event category BP)25k per match Cap) if you're 24 or more meters away from a hook when a survivor is unhooked and/or that far away when they complete a mirror. This is solely to deter camping.
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Remember the longer a single survivor is in chase with the killer the longer the other survivors just hold M1 on a generator.
While this is good for winning the game its also boring for the other survivors who if you don't go down don't get to play against the killer.
Remember a large part of the survivor's gameplay comes from interacting with the killer and if one survivor being chased forever denies the rest of the team a majority of their gameplay.
Aka its more fun for everyone if the killer can down someone as everyone gets their turn to play.
Edit: Ps true infinite loops still exist in the game which is the sole reason why Bloodlust exists. It was added to help fix broken map design and is still needed as proven with the no Bloodlust tests.
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2nd shadow nerf in a row for wraith then...
Remember they shadow nerfed "Shadow dance" not that long ago to make it stop working with lockers despite the add-on saying it does...
And the devs wonder why Players(Especially killer players) don't trust them...
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Being able to do 2 actions in this case work on a generator while healing would be absurd.
Remember if its successful you spent 14 seconds to do a 32 second action(Self healing without a medkit) while working on a generator. This nets you a total of 18 seconds time efficency which is higher then even release Circle of Healing.
Plus because it can heal you mid chase unless the killer breaks the chase to break the boon you will generally speaking get a heal off from it mid chase!(assuming its near a generator you're working on)
Also just imagine how often this mid chase healing will go off on multi floor maps were you can have several loops all within the range of the boon. With "The Game" being the worst offender of it.
Circle of Healing is just a mistake as healing on a boon doesn't make sense with their design.
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@C3Tooth said:
DeathSlinger & Spirit are examples that Killers too strong in chase make it doesnt fun for survivors, nerf them down and nobody use because they have no build in slow for the only thing they relied on is fast down before the hooked survivor goes back to game.
Thats why I think Pig & Pinhead design are the best, make them weak in chase all you want, you can always buff their slowdown mechanic
I object as pin head and pig aren't exactly the most fun killers to play because they feel so weak in chase.
What's the point in having slowdown when you feel powerless against your opponent.
Let alone unless your using a specific add-on Pig's slowdown needs her to down people so a bad chase = a bad slowdown.(Ignoring RNG elephant in the room.)
Finally Pin Head's slowdown is notorious for stomping Solo Que but is useless against SWF which design wise should be avoided to make Solo Que less horrible.
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I believe it flashes red when the survivor loses a health state.
So if it continues to flash then its just the icon glitching.
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Effectively every possible permutation of #2 has been tested in PTBs and every single last one was abused so badly by survivors that the developers had to scrap each and every single last version of it.
Survivors dictate where the killer is in both chases and map space(Aka patrol paths/finding them) so anything that punishes the killer for being in a specific area will ALWAYS be too abuseable by the survivors.
Also 3 just rewards the survivors for hook bombing and pretty much forces all saves to be safe...Or if its balancing doesn't do that then its nothing more then a mild inconvenience as base kit BT or a similar effects can't be balanced.
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Its simple:
Its a 4 v 1 and the killer seeing that types of items the survivors are bringing are one of the advantages the 1 killer gets over the 4 survivors.
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The best way to view it is to look at its best case vs other healing perks:
Leader: Grants up to a collective 75% action speed to most non generator actions including healing. it also lingers for 15 seconds after moving away from the survivor with Leader. This does so much that while technically a healing perk is in a category of its own.
Botany Knowledge on a maxed out medkit can give you not only 33% faster healing but an entire extra heal or two from the medkit and stack very well with built to last which can give it up to an additional 3+ extra self heals.
Inner Healing can let you hide in a locker while healing at twice the normal speed and bypasses all negative healing modifiers.
Autodidact can let you fully heal someone in under 5 seconds once fully stacked.
Then you have Boon:Circle of Healing which even in its current form can give up to a 200% collective healing speed increase if all 4 survivors are healing themselves. This also allows everyone to heal themselves without a medkit to boot and still buffs medkit healing.
Boon:Circle of Healing also lets you know where the killer is as its a boon and when snuffed pings the killer's location. Plus it stacks with other boons making blessing more effective by having more blessing on one boon totem.
Now compare all that to Desperate Measures' max 56% healing and unhooking speed. Its by far the weakest healing perk even in ideal situations.
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@colley94 said:
It doesn't make it fun at higher levels either, even with a good team it's not fun having your location visible practically 24/7?
Its tied to their Terror Radius.
This means if you spread out(Which is good to do in general) Legion can neither get multiple frenzy hits nor will they be able to detect anyone.
Also pre running the moment you see a deep wounds being applied while in their Terror Radius is a valid strategy as legion even with the speed boosts can't catch you if you pre run from the first hit.
This only works however is if you're not directly on top of your teammate when they get hit.
Finally you can tell if its Legion at the start of the game or not if you DON'T hear deathslinger's gun but still see deep wounds being applied.
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People will play a new killer/A reworked killer for about 2-4 weeks or less before the game returns to normal.
This always happens with every release and when it doesn't is usually means the worse for the killer's viability.
Also Legion is a notorious noob stomper and always has been.
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Its why I like the VHS's dev's acknowledging that both VHS and DbD can co exist.
They just want to make their own game and not be the next "____ Killer" which dooms so many projects.
As the MMO world has shown with the endless failed "WoW Killers".
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/2936056#Comment_2936056
I have no problem with looping, My problem is If I'm using Built to last how am i suppose to finish a full heal when i have to do 12 second locker break every time I can't finish a full heal, it a waste of a Extremely Necessary MEDKIT that I PAID for with BPs.
It invalidates a whole Strategy regardless of Survivor playstyle, There's no avoiding it.
This has nothing to do with hemorrhage nor the killer play style.
You were just healing in a bad place or got caught by nurse's calling which is meant to help killers interrupt heals.
Knowing when you can safely heal and when to try risky heals is part of the survivor's skill expression.
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I feel like it should just have two cosmetic unlocked(One for survivor and another for killer) every X devotion levels.
Imagine every 5 tiers giving you an "entity born" cosmetic which implements the entity's spider/plant like nature into them.
Survivors could get cosmetics with entity's blooming plants growing within the clothing with different colors/patterns based off of the survivor BP offerings.
Killers could get spider cosmetics with the entity's spider like tendrils and wreath colors/patterns on them based off of the killer's BP offerings.
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This always happens after the nerf as it happened with both DS and BT after their changes as well.
Circle of Healing's play rate will most likely return to normal within a week or two once people realize the nerf did nothing, and its still the strongest healing perk in the game.
Just like it did for both DS and BT before it.
Its actually a psychological quirk of nerfs is it makes people feel weaker then normal while using something even if its not changed.
Using league as an example champion nerfs in the patch notes negatively effect win rates...Even if those nerfs never happened for one reason or another.
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Its a perk that if fundamentally broken and can not and should not be made viable.
As its either useless or if viable breaks the game as the original buff shows.
Saving yourself/being saved from the killer carrying you is simply one of the single strongest effects in the game, and shouldn't be reliable unless its extremely conditional like how DS now is.
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Welcome to playing killer where winning is against the rules the survivors made up!
Don't you know you're supposed to be the survivor's plaything and not a threat?!
But in all seriousness some people will complain about anything, even more so when you beat them with it.
Just look at all the "BBQ is OP" threads that show up from time to time. As a lot of people can't tell the difference between correlation and causation; which makes them think a lot of harmless things are OP simply because you won with it....
I have seen even No Mither being called op before.
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@_AdamFrancis_ said:
Nobody is crying. It is just stupid to get punished for your teammates mistakes.
That is an issue of DbD as a whole not just legion.
Think about how many times you were farmed to death by teammates or teammates luring the killer to you.
The biggest enemy of survivors is usually other survivors due to the game's design.
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@not_Queef said:
Yeah, if I was taking part in a $350k tournament for a game with which I am not familiar, I wouldn't practice, do any research into the game or even read the rules of the tournament before playing.
The game might not be very welcoming to new players, but there is only so much that BHVR can do to mitigate such galactic levels of stupidity.
There were also 4 other games(5 in total) to practice with a 7 day notice.
So that's 1.4 days to practice barely 1 day for each game when you consider their jobs and needing to sleep.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2929526#Comment_2929526
Yeah, but a fan-organized tournament with a few clowns who never played DBD before and would have never played it without this tournament is not really a good argument at all.
Tournament-DBD has nothing to do with the DBD you experience in public games. And DBD is not really a game for tournaments, you can have tournaments in so many games, but not DBD. Let alone that they apparently even added rules which are not even in regular DBD-torunaments (like banning camping).
So this is really a big stretch.
From what I know the Devs had some part in the tournament as the streamers were given killer codes for free... Even Demogorgon codes who is no longer for sale.
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@Adjatha said:
I like that they recognized Ghostface as one of the absolute worst killers in the game. And then, in the patch that was supposed to buff him, they increased the range he can revealed at, increased the horizontal view range he can be revealed at, and gave reveal progress a buffer so it doesn't go away if he ducks down or goes around a tree.
Did they actually think he needed three additional nerfs to compensate for the extra 15 seconds of exposed he gets if he manages to stalk you?
The devs have a long history of giving killers "Non Buffs" every time they buff them.
I mean just look at clown and how much his rework/buff did nothing for him and arguably made him worse by nerfing most of his add-ons(Such as the complete removal of his exhaustion add-on) despite being at the time the worst killer in the game.
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@Captain_Dope said:
I sometimes wonder if there will be a survivor perk that lets you destroy the walls instead of the killer.
That would cause issues with the "Noob Trap" walls the devs love to add in that solely screw over the killer.
While this might sound like an endorsement of your idea you'd first have to realize that most "Noob Trap" breakable walls recreate true infinite loops.
In fact when the "Noob Trap" wall didn't spawn due to a glitch on Dead Dawg Saloon turned the main building into a true infinite loop. It was so bad the devs had to disable the map until they could fix the wall not spawning.
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@dollidahlia said:
The addons are great an all but this killer can’t shine because he has no anti-loop and is HEAVILY countered by spine chill and SWF.
but I guess I have to give it 10000000 years before I can say something because “He just got reworked.”
This is sadly the normal state of affairs for killer "buffs".
The devs just loving giving meaningless non buffs like they did with the clown rather then addressing the actual issues of the character.
As all of the Ghostface/Clown/Legion's buffs really don't address any of the character's flaws.
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People seem to forget that CoH is still at a known overpowered perk threshold:
It currently gives pre-nerf Selfcare(Which had to been nerf 3 times itself) to the entire team while also giving the strongest overall healing speed buff in the entire game.
The changes do not address the problem of it killing hit and run.
The Nerfs changed nothing as the perk is fundamentally problematic. As nothing short of a redesign, a complete gutting, or, boon mechanic change will ever make it not problematic.
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@Peanits said:
Unfortunately, the shrine changed when the update released earlier today. We aren't able to revert to yesterday's shrine since some of the perks are required for the upcoming Tome release, but we have manually put BBQ & Chilli back in the shrine since we know how sought after it is. If you check now, you should see it in place of Lightborn.
Why not have 2 shrines?:
One being the archive shrine and the other the normal shrine.
So you could have the archive perks being available for the rift without effecting the normal shrine rotation?