ABannedCat
ABannedCat
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- ABannedCat
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Deathslinger's chase is about as annoying as survivor using BT, and DS to protect the unhooker instead of the unhooked. They are both tedious mechanics, that most likely will not see any changes anytime soon.
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I have played 27 killer games in the last 3 days, and 24 of them had atleast DS.
(Yes, I keep track of that, don't judge me)
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He is proving that one build works with the killer. If you don't have this specific build, it will not work. That's not the killer, thats the build doing the work. Actual strong killers are not perk dependent. They are strong with their power, and addons.
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1385066#Comment_1385066
Oh, I wonder.
This would have been something neat for the celebration. An option to join a lobby with the old skool rules and original perk designs. I wonder what % of people would have preferred the original? Also, weren't maps a lot darker? And Claudette could have her darker clothes back, lol. I would have tried the old skool lobby if it had been a thing. 😊
Maps were darker, yes, but the sound system was also much more reliable than it is nowadays. If you walked past a P3 Claudette in a bush, you WILL have heard her breathing with any half decent headset and soundcard.
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I got all crowns for killers already, and it took me almost always only 1 game to get it. Only for Hag and Clown I needed 2 matches, because I suck at those killers. I played every matche just as normal, trying to kill all survivors. I collected the crown as I walked past it, even in a chase.
I still got genrushed to obvlion. 5 keys that can open hatch, and 2 seperate OoO squads with map offfering. Everything was just about as always.
Maybe I am just lucky, though.
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Make it happen, Behaviour!
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BBQ only rewards additional points for the first hook. So it discourages tunnelling and camping. Is that not what survivors want?
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"but it actually rewards bad gameplay for the killer for no effort at al"
Decisive Strike, Borrowed Time, Dead Hard, Unbreakable do basically the same. Reward you for your mistakes.
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Playing as (mostly) bugfree old Nurse was probably one of the best experiences I have ever had in this game. She just was so enganging to play back then.
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I played killer quite alot the last few days, I found the quite opposite. Pallets have become extremely safe now.
For example before the patch, I found a neat little "trick", when a survivor was pretending to throw down the pallet, making me respect it, or camping the pallet trying to react to my swing, I basically did a quick swing (tapping M1 instead of holding it down), and I had something like ~50% success rate with that. I would often hit the survivor during the pallet throw animation.
However as soon as the patch hit, I could not do that trick anymore. It feels like the stun of pallet dropping is applied much earlier now, which minimises the chances of getting hit through it now. I noticed that especially on the quick palletdrop (when the survivor is not running, but walking or standing still).
I haven't had too much experience as survivor this patch to confirm that though.
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If the Spirit can not hear anything during phasing, the survivor should not hear her either. Right now with killer footsteps being ridiculiosly loud, she basically has a directional phasing sound.
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I love it how survivor-mains are flipping their ######### over Pyramid Head countering DS, and BT ...
Like, how do we dare indirectly nerf perks that have been the single best survivor-perks since over 3 and a half years now.
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The argument that one killer has something while the other killer has not is kinda pointless considering how prevalent it is across the killer roster.
- Freddy with snares being basically a Clown with map pressure.
- Doctor being basically a Clown on steroids.
- Billy having no cooldown on cancelling chainsaw, while Bubba has a giant cooldown.
- Legion's 4 seconds stun upon cancelling power.
- Spirit being the only killer that has no telltale whatsoever when using her power.
- etc etc
Its just a fact that some killers are simply a better version of other killers, either by being easier to use, having a higher skillceiling, or having fewer drawbacks.
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Devotion 9, level 5.
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Eh, it used to be worse to be honest.
But with the sound issues being in one of the worst (if not the worst) right now, she got indirectly buffed alot, that's true.
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I generally watch videos from like 1 or 2 years ago, and I am like "Hey, time to do this!". Then I realise most of the fun stuff in this game has been patched out, and I just do some random ######### for a few trials, and then exit the game again.
I somehow still end up on rank 1 every season, so I guess its working out.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1373820#Comment_1373820
https://forum.deadbydaylight.com/en/discussion/160775/ds-should-be-added-to-the-base-kit
The stun is already 4 seconds, the drop animation takes one of them. And a 5 second stun is nothing. I get stunned and down them 10 seconds later. I stun the killer and get downed 10 seconds later.
Good survivor will not get downed within 20 seconds after DSing the killer.
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Everyone ineviteably develops a love-hate relationship with Dead by Daylight. Its just the nature of the game. Even McCote once said something along the lines of: "At the end of thr match, someone's not gonna be happy.".
Personally I do not regret any buys. I bought all DLCs on sales, and not any cosmetics, so I spent a maximum of maybe 40 bucks on the game. The last time was Demogorgon I think, and I am not planning on giving Behaviour any more money in the foreseeable future, besides playing the game with what I have.
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@D3_destr0y3r said:
https://forum.deadbydaylight.com/en/discussion/comment/1349784#Comment_1349784
Yeah noed would probably get nerfed too.
Honesty most killers run NOED anyways, so..fair trade.
I very rarely see NOED nowadays in red ranks.
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Konami is pleased.
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@Dead_by_Gadfly said:
Theres a handful of killers that hard counter OoO, that hasnt stopped people from running it. So id say no.
The bigger shift in the meta is survivirs are splitting up to do gens more often, which is an extremely difficult strat to counter.
I don't see that many survivor split up on generators yet. They still go for the coop bloodpoints. Gens still go fast though.
The day when survivor will discover the true power of gen splitting ala Depip-squad is the day when this game will die, because no one will be playing killer anymore.-
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@Demsael said:
https://forum.deadbydaylight.com/en/discussion/comment/1373058#Comment_1373058
My average match time is 12-17 minutes I guess. I don't understand how doing 5 gens in 15 minutes is genrush...
Maybe the devs should create more primary objectives, like when a gen is repaired, it still has to be connected to the electric door system ?
5 minutes is genrush. I get that quite alot, especially when rank reset was recent and I played alot during those early days.
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@Demsael said:
Precision : I play stealthy. I'm usually not spotted by the killer until the late game, and even then I'm not hooked easily. 9/10 the first time I'm hooked is when I'm alone in the match (and so I die), which doesn't bother me much. I play alone most of the time too. (And I'm most of the time the one rescuing others)
My concern is just that I don't have fun if the Killer camp or tunnel my teammates. It's boring and killing the game.
https://forum.deadbydaylight.com/en/discussion/comment/1372116#Comment_1372116
Upgrading the chance self-unhooking by a few % and being affected by a debuff in repairing and movement speed overall is a very very nice idea. It's not particulary rewarding, but it could be a counter camping. But they'll have to manage that you automatically get Borrowed Time if you unhook yourself while within the Terror Radius. But very nice idea !
https://forum.deadbydaylight.com/en/discussion/comment/1372167#Comment_1372167
Most of the time, genrushing occurs when the killer chase for 4 minutes straight the same survivor. If you don't put them down after 45 seconds of chase, forget it, and go put pressure on the gens. Killers are to often way too obsessional when it comes to put a survivor down. If they're healthy and you walk next to a soon-to-be-finished gen, go for it and the people repairing it. Everyday I have killers walking right next to me and my gen and not coming to pop it because they're in a chase with a very good survivor. You need to evaluate when someone is wasting your time.
https://forum.deadbydaylight.com/en/discussion/comment/1371367#Comment_1371367
It's not smart, it's dumb. Dead by Daylight is a game for 5 players. Yes, it's a 1 vs 4, but overall we all try to have fun together. The best games I played as the killer (and not farming, like really playing the game) is when I manage to kill everybody, but the survivors thank me at the end because they had fun.
- Yes, I saw that Claudette crouching behind that tree, but she just got rescued and the rescuer is right in front of me, so why not chasing they instead ?
- Also I only play with stealthy killers, so I don't get bother with loops. If the chase is too long, I cut it, go to stealth mode instead, and track my prey in a more efficent way
- So, examples : When someone get unhooked, go for the rescuer. It's simple, nice, and fun. Or if you put down a survivor that you already hooked right before, leave them there, getting a chance to get healed, you'll chase them later.
Overall, if you play this game to evaluate how big your balls are, I assume it's not the right game for you because, again : Dead by Daylight is a game for 5 players trying to have fun.
(And when I say YOU, I don't say YOU, but trolling camping tunneling selfish killers)
I see killers switch targets accordingly alot. I see them drop chase to go for an easier survivor alot.
They still get genrushed.
And there is no penalty for survivor to do, besides Hex:NOED, which however only gives the killer one kill maximum versus any half competent team.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1369467#Comment_1369467
I remember when the devs announced they would go indepedent from their publisher, Starbreeze, to self-published, and how that would allow them to spend more time improving the quality of the game because there is no pressure to rush releases.
Turns out that was a lie I guess.
Heh ...
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The developers simply have no idea what is strong and what is weak. Other recently reworked killers like Freddy and Nurse suffer from the same phenomen.
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If we penalise campign and tunnelling, we should penalise genrushing.
Its unfun, and requires no skill.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1371886#Comment_1371886
The issue with this is that survivor lagswitching also puts them at a massive disadvantage, most notably rubberbanding and being hit from 50 lightyears away. Plus, they may make these server-sided too if it gets too outrageous, like they're making hits server-sided because of how many killers (particuarly huntresses and their collection of fridges) use VPNs to gain an unfair advantage.
Also @sycoforbidden something I forgot to mention is they're looking into recoding grabs and dead hard. Basically what used to happen on P2P is that there would be 2 seperate checks for both to ensure killers and survivors had equal reaction times each. This when translated onto servers is very survivor sided and hopefully will be fixed soon :)
How is a lagswitching survivor at an disadvantage? Just pull the plug everytime the killer is about to hook you, and put it back in 5 seconds later. By that time the killer will have strafed 5 metres to the side, because the server (for whatever dumb reasons) automatically assumes the survivor is still wiggling even if they stopped sending packages. Killer readjusts to hook again, you just pull the plug again. Its basically an infinite decisive strike.
Alone last week I got 5-6 individual survivors pulling that ######### on me, and it was absolutely frustrating. Granted I played alot last week, but this still shouldn't be allowed, because its basically cheating.
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@GoodBoyKaru said:
I'd like to disagree. They're making hits Server sided for a reason, making grabs killer sided would basically mean if you have bad ping you're getting a massive advantage, whilst if you have good ping you're handicapping yourself this should never be the case.
They are making hits serverside, but things like flashlight saves, picking up, and hooking still require survior-client confirmation (meaning they can lagswitch it to lock the killer in animation). Which is unfair in my opinion.
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That has been a thing in a the past quite a few times. Got patched out, but always eventually reintroduced. I don't play a chainsaw killer or Oni, but I wouldnt be surprised if that "bug" was back-
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1371643#Comment_1371643
I'm Almo. I don't have other accounts on the forum. :)
The joke flew right over head. You must be a real Dbd developer.
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This happened to me today as killer. I lunged towards an unhooker, I saw autoaim moving towards the one on the hook (usual bullshit), but I ended up hitting none of them. Actually ended up helping me, because shorter cooldown, but still kind of sucks if that happens in a chase.
Edit: Heres the clip:
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Why fix bugs when you can just pump out rushed chapters, and overpriced cosmetics instead? The latter generates way more money than the former. Which is all the developers care about.
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Most likely a programming oversight. The developers were too lazy to create 2 seperate lockermodels for Huntress and for everyone else.
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@SloppyKnockout said:
Basically "play to win and burn the killer rulebook that survivors wrote for you".
Killers that play to win are toxic obviously!
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@RockoRango said:
Also, thanks for moving this to Feedback/Suggestions without actually giving us any word on these issues. Now less people will see this (Because people who don't dig into the forums for a living don't go into feedback), AND it's less likely to be addressed because I haven't seen any positive responses from devs in feedback since I joined the forums.
Now this is just sad to read at this point ...
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Its not that those effects cause too much strain on the system, its rather that the game *in general* is horribly optimised. This is most obvious on console and/or new maps.
The developers will need to sort that out before they throw out the graphics update, because otherwise they will lose a big portion of their playbase.
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If her power was working as intended, she could be S-tier, but with her bugs right now and with new maps not designed with her in mind (unblinkable areas), shes A-tier at most, possibly B-tier.
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When DS was bugged versus Doctor, they hotfixed it within 5 days. Now its the 4 day of the chapter, so I expect a hotfix tomorrow for bugged Bloodwarden on the new map.
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@Sweet_Feng said:
https://forum.deadbydaylight.com/en/discussion/comment/1365215#Comment_1365215
Yea lmao im getting grabbed after I already put my feet on the ground
Its called latency, get used to it.
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I would give up an entire year (4 chapters) to finally get this game in a state where its mostly bugfree, and runs smoothy (especially for our poor console folk out there).
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Yes, I have been watching my weapon go through the survivor, but without hitting, more in the last couple of days than I have in the last 6 months.
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@Aldofer said:
well to add to the bug, traps with hag sometime don't trigger at all, some survivor i hit don't get speed boost for a second but that might be a lag problem, not tag name and overall graphic bug even in game.
the sound is horrible, iron will and then when you go far you hear them normally, dying on the ground without grunt of pain ect ect..
the new map suck btw, maybe nurse player will have fun with it, the design is awesome tho.
what a mess what happen with the patch.
Why does everyone say Nurse is good on the new map? Because she isnt. Half of the map is a blink deadzone, and the basement is pointing inwards, meaning a tiny little mistake (easy on these ######### servers) puts you in the cellar. Its an absolute nightmare.
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Funny how the bugged Decisive Strike versus Doc got an official anoucement within hours, but sounds bugged to the extend where the killer might as well play without sound at all, gets no recognition after 3-4 days.
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Judging by their bug fixing priority, the developers are heavily survivor biased.
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@Todgeweiht said:
Its latency goddammit, the devs already did a whole stream explaining how it works and how they plan to fix it.
"Fix" at the expense of killers, if I might add.
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Meanwhile when I play killer, the survivor already gains invicibility-frames halfway through the fast vault-animation. So it has to be latency.
But the developers confirmed upcoming serverside hit detection, so survivors can enjoy their invulnerability while vaulting now!
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@SloppyKnockout said:
Calling it now - cooldown and movement speed nerf.
Don't forget dozens of bugs that do not get fixed for a year minimum.
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@ayaya said:
https://forum.deadbydaylight.com/en/discussion/comment/1364903#Comment_1364903
You aren't new here and you know how their promisess always end up
Its a positive promise for survivors. They will make it true, and killers will be crying, because hitting survivors is a gamble now.
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She enjoys it.

