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AetherBytes

AetherBytes

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AetherBytes
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  • That upper window could generate with no weaknesses. It was an infinite if ran correctly with balanced. and I'm happy very few people realized

  • because they don't like the offering or the survivors last second switching loadout.

    This is fair, and saying anything otherwise is just being a no brain survivor main. Don't want killers cancelling the match? Remove quickswitching loadouts.

    That said, the other point is fair. DCing on offerings is not fair.

  • @raft_2c7c said:

    This issue repeated.

    Here's another video recording:

    https://streamable.com/6tufoi

    Sent player logs via support ticket.

    I feel like this has been a persistent issue for a long time. It's just that I didn't usually record my gameplay when it happened.

    That one had a skillcheck, just bad luck on the timing. first one is weird tho

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818549#Comment_3818549

    So just cleanse a totem and wait around doing nothing? A tactic that does nothing to help me find Pentimentos created by other survivors cleansing other totems? Instead of doing gens I should just sit in a corner and wait? The rest can be hunted down, while the killer is exerting insane pressure chasing my SoloQ teammates who all can't do generators because of a single Pentimento?

    This is horrible advice, and if this is your only advice then it just validates my original post that this perk is severely unhealthy.

    Don't wait around doing nothing, thats not what I said at all. Pentimento's first effect is gens, second is healing. If you're not doing something that tips you off to penti, what the hell are you doing?

  • Just do a totem yourself, even a dull.

    Penti starts up? Run for that totem. If it's not penti, wait for the killer to light it and jump on it. As long as you can deny 1 of them the rest can be hunted down.

  • @Royval said:

    I have zero problems with WGLF literally none.

    I'm a WGLF user. One of two things happen:

    1. You've abandoned the slug. In simpler terms, you're overextending. I've then picked them up because you've now committed to another chase, not getting a quick swipe in.
    2. The situation has been engineered, or the stars aligned, so that the downed survivor has ended up on the other side of a pallet or window, and someone with 4 healing perks manages to heal them enough that it's a coin flip whether they get picked up or you get another down. Even then, it's basically a walmart for the people, as you get injured for it more often than not.
  • @Gardhome said:

    https://us.v-cdn.net/6030815/uploads/ZUEFFIAKUDH9/image.png

    Just look at this Trapper skin. It just lame reskin of already existed costume that also someone threw up at him

     

    I'm taking this to garden of joy with insidious and pretending to be a bush

  • You can't increase unrelenting's effectiveness btw. The value it has now is the max before it's faster to just swing everywhere

  • Windows, windows, windows.

    Huz can eat pallets for lunch, literally. Even when he vaults a window however that gives you a little distance. The point is to outlast his overclock before dropping the pallet.

  • @Toystory3Monkey said:

    I agree about lockers. It's so annoying they can still pull that off. I recall devs allegedly fixing locker blinds, but apparently not.

    Locker blinds were fixed because they basically gave you walmart lightborn while locker grabbing; you can't be blinded until the animation finishes.

    The issue with flashbangs is theres no "start" to the blind required, it instantly blinds the moment it goes off, which is timed after the grab completes.

  • I tend to have a pretty high chance to find it, but either I'm lucky or nutty with recognizing patterns in RNG (People hate me in Secret Lab because I always manage to guess the layout just from 2 rooms). That said, its still possible for me to be very wrong, in which case I usually have no idea.

  • In my opinion it'd be better for a hex totem to appear dull until a survivor has been cursed by it. For example, if Dwight has touched a gen, which revealed Ruin to him, and Meg has not, Dwight would see the corresponding totem lit while Meg does not. This would make Totems have more longevity, as hunting them would be reactive, not proactive. As for haunted, perhaps it simply appears after another totem curses a survivor, without revealing itself.

  • Bad luck. While a degree of your MMR is per killer, most of it is still a "baseline" MMR. It's also possible you're cycling. Winning a lot on Sadako, raising your base MMR, then swapping to Oni and losing a lot, lowering it again before swapping to Sadako.

  • The issue with the "tunnelling is seen so often" thing is that the killer is pressured to remove someone from the game ASAP. With 4 survivors, thats 1 on hook, 1 going for save, 1 in chase and 1 on gens in the best case scenario (unless survivors ######### up massively somewhere). In most cases, it's closer to 3 on gens, 1 in chase, with small periods of above.

    Removing a survivor turns it into 1 on hook, 1 saving, 1 in chase, 0 on gens at best, and 2 on gens 1 in chase at worst. Infinitely more manageable, as you're much more likely to disturb 2 on gens than 3 on gens. It's also why, on the other side of the coin, gen slowdown is meta; because effectively neutralizing 1 survivor's worth of gen progress has about the same effect.

  • @lindechene said:

    Three players are dead on hook. The hatch is closed.

    And still some Killers finds it necessary to let the last survivor bleed out on the floor.

    Arguments for slugging:

    • The last Survivor could still somehow manage to get free, and find the hatch.
    • The last Survivor could still somehow manage to get out of sight, escape the chase and open an exit gate.

    If the last Survivor manages to do that is that not somewhat a "skill issue" of the Killer?

    The facts:

    An injured player on the floor waiting to bleed out has one of the most unfun experiences in Dead by Daylight.

    After three Survivors are dead, the hatch is closed and the last survivor is injured and laying on the floor the game should be over. All the Killer has to do is to pick up the last Survivor and carry him to a hook.

    But no, Killers are able to extend the game and the suffering of the last Survivor. This is not a healthy game mechanic but purely sadistic real-life conduct of human beings - completely unnecessary.

    If players are not able to conduct themselves in a fair way it is the responsibility of the game developers to intervene.

    In this case the intervention can happen in form of the entity.

    1. Endgame mechanic - Saved by the Entity

    "During the End Game Collapse a Survivor who is in the dying state lying on the floor and fully recovered is Saved by the Entity and escapes."

    Reasoning

    If the Killer fails to hook inured Survivors during the Endgame Collapse before they fully recover themselves they have missed their chance. The Survivor escapes automatically after fully recovering.

    2. Anti Slugging mechanic - Healed by the Entity

    Killers can still let the last survivor bleed out as long as the hatch is not closed. In that situation the Endgame Collapse is also not triggered. This situation is equally unfun for Survivors and calls for the Entity to intervene.

    "The last remaining Survivor who is in the dying state lying on the floor and fully recovered is automatically Healed by the Entity to an injured state after 120 seconds."

    Reasoning

    Killers have 120 seconds to find the last remaining Survivor. If the Killer fails to do that because of his own neglect to actually hook a downed Survivor it is a fair gameplay mechanic that the entity intervenes to give the Survivor a reasonable chance to escape.

    Test Options for the Public Test Realm

    Saved by the Entity should work as intended if it can be implemented.

    Healed by the Entity may need some testing to find a reasonable timeframe until the Entity intervenes.

    Maybe the entity could intervene already after 60 seconds…

    ...because lying on the floor crawling around is no fun at all.

    I want to note sometimes the killer cannot pick the survivor up because no hooks are nearby, and/or the survivor has a wiggle build

  • @KTH said:

    I only BM of someone else started it. Treat others how you'd like to be treated and clearly for some people they like being treated like a dick

    I usually only BM as a survivor as bait to keep the killer on me if either they look like they're getting sick of chasing me and I want them to keep wasting time on me, or if a nearby objective is almost done and it's critical I keep them occupied for at least a few more seconds.

  • Trapper does very well when he's paired with other killers, as he's no longer playing a lose lose game of "If I trap, gens fly. If I don't trap, I have no power"

  • @Backmon said:

    Its horrible. Secure second stage is already very hard and they did it even harder. And of course only survivors perks being buffed (i wonder why :) )

    What annoys me here is how people like you arent realizing they're all buffs for meme perks you've probably seen once in your life, save for flashbang and blast mine.

  • @MikeyMyers666 said:

    While I'm sure it's primarily a Nintendo issue, BHVR could offer a discount on Auric Cells or do something similar for Switch players. Many of us have bought a lot of characters on Switch and we shouldn't be the only ones to have to pay full price again.

    I'm also curious as to whether cross progression could happen to the Switch 2 when it comes out next year.

    Nintendo would have to say so.

  • It's something along these lines

    The Unknown's power comes from it's lack of definition; thus why it kills those who attempt to define it. A survivor staring down the Unknown defines it, understands it, and ultimately weakens it.

  • A single run shouldn't be able to. Two separate chainsaw runs still can though

  • I dont like playing ghostface unless its the Disturbed Ward map. Then I love sniping stalks

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748690#Comment_3748690

    Not that I necessarily disagree with these changes, but you are kind of implying that the only way to counter her is to hack her drones, which kind of ignores all the in-chase counterplay her drones have.

    This is kind of a problem with the broader discourse about Skull Merchant and why saying "something must be done" isn't quite as simple as it sounds. I'm not saying you, specifically, don't know how to counter her drones in chase, but a lot of people don't and they also act like she doesn't HAVE any counters outside of hacking drones. That makes their feedback particularly difficult to act on, as you can imagine.

    Although for the record, I think just increasing the time before a drone turns on would do it. You want her to recall the drone, because it means the drone has to be replaced and can't affect anyone in the meantime, so having it be useless for longer would push killers into doing that a little harder.

    The reason I suggest those is because I have no problems with skull merchant in a direct chase, it's when she plops down her entire collection of drones in a 3 gen and just patrols that and never leaves it. You just cannot play the game, at all. They won't chase, they'll boot you off gens at every opportunity. The most effective thing is walk around the opposite side of the map until your teammates die and take hatch.

    I suggest not being able to retrieve hacked drones to counter the fact that they'd get hacked, and in 8 or less seconds skull merchant is there, most likely has hit you out of stealth, and already recalled and replaced the drone. Your point on "You want her to recall the drone" means nothing, because they'll only recall it when replacing it.

  • @jesterkind said:

    To be fair, how would you propose fixing it?

    As someone who'd like to play SM, I totally agree, but I don't know how you fix it when all the reasons people give for doing it aren't accurate. If the complaint isn't based in the killer's mechanics or balance, you can't fix it by changing the mechanics or balance.

    I'd love to see this change, I just don't see how beyond maybe waiting for the fire to die down or something.

    I think it's a balance issue.

    Whenever I play against her, I try, I really do. But it feels like trying to counter her (disabling drones, for instance) always end up in you getting hit. With her stealth and speed, and how she can just saturate an area with drones, see when one's disabled, whack you for even daring and instantly replacing it, her counter isn't a counter, it's a death trap.

    I propose:

    1. Skull merchant cannot see from a distance if a drone is hacked, she has to see, in person, if it's in a hacked state
    2. Skull merchant cannot recall hacked drones. Alternatively, destroy the drone and refund it to skull merchant after 45 seconds

    This should at least ease the fact that hacking a drone is high risk, and less than 0 reward. Hacking a drone ensures either 45 seconds of that area being open or reduction of Skull Merchant's drones for a time, letting a survivor hack a drone and, even if they take chase from it, gives other survivors breathing room instead of the often instantly replaced drone causing favor for the skull merchant.

  • @Tzimiscelord said:

    The guards allow you to pressure 2-3 survivors at the same time, and now you can manually select the guard instead of being locked in a rotation.

    Its different, but i wouldnt necessarily say worse. At least until i play it.

    Honestly, I'm calling this a big fat nerf UNLESS they also updated the AI. The AI's a ######### joke and was only useful in pincer attacks because the survivor couldn't just run back into the guard without taking a hit. The fact they lose hunt three times faster if I'm nearby is stupid unless the AI is capable of actually ######### doing something in a chase. I don't even care if they simply make it so every failed hunt increases the guard's hunt running speed by .5%, but something is needed or the guards become more of a joke than old freddy.

  • Me who has gone through ~25 bloodwebs without seeing a single anniversary item/offering:

  • @RamboBilly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727541#Comment_3727541

    Specific killer like Pyramid Head, Xeno, Artist?
    Or Wraith, Clown, Piggy?

    With deathslinger. Just well timed backpedalling and shooting through the window.

  • @Strodie said:

    It does not need a nerf.

    Possibly the most L take I think I've ever seen in DBD's history.

  • @The_Krapper said:

    I would have shot and reeled her just out of the gate and held onto it to waste the deep wounds, most survivors expect you to swing immediately in that scenario as soon as theyre close to you and they'll let you reel them right in with no resistance so that you hurry up to eat that deep wounds before it's gone , but if you ever see a for the people assume they both have deep wounds is a good rule of thumb because nobody is just gonna pick up in your face to both go down unless they're trolling.

    I just shot. By the time I reloaded they were already at the exit

  • @RamboBilly said:

    You played killer, there is not counter play against survivor… have you not heard about god pallets?

    I cant in good faith agree with this since I managed to down someone twice earlier at a killer shack with the pallet dropped

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415360/so-whats-the-right-play-here

    What you do is stop taking bad perks like batteries, rapid, haunted, and retribution, and bring 4 slowdown perks so you never get to that point to begin with.

    The fact you only got half the perks right makes me unsure whether or not you even play enough to have an opinion on this matter.

  • Because anyone who'd bother doing that has calm spirit equipped

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704301#Comment_3704301

    I remember flashlights being able to crash games way back, but switching cosmetics I dont think is a thing? Besides its in the middle of a game, cant switch cosmetics there.

    Thus why it needed a cheat. I remember it was primarily used to make spectators crash

  • @Shroompy said:

    cheaters normally crash the server, not your game

    99% sure this is just a coincidinky

    isnt there that method where you rapidly swap cosmetics and it causes others to crash?

  • @Halloulle said:

    I have no clue about Legion - but I'm somewhat curious: When you say "run the numbers" what exactly do you mean? Or more generally; how do you even do that? Is it numbers from the wiki or straight from the game files? (…I guess I'm asking for the methodology 😅)

    [This is kinda off topic but might still be interesting for anyone being here because they're curious about Legion]

    I also want to leave something here, since you seem to be a bit of Legion enthusiast: I highly recommend watching the Legion section of the US/EU-Japan showdown from yesterday (Host Hens, co-host Otz), if you haven't - my biggest takeaway from that one is that for the Japanese Legion the power was more of a strategic tool than a state of being. They got the most use out of the Oblivious add-on and regularly cancelled power right after M2; often used it just to know where to get a surprise hit on someone.

    The wiki uses stats and logic datamined from the game itself, so I used those mainly.

    Distance made is simple. meters per second times the length of the frenzy

    Catching up to a survivor is the same, just subtracting the distance a survivor would make

    Lunging is killer speed * 1.5 and goes for 0.6 seconds normally. For a fleeing survivor it's the same deal, Distance you make in the lunge minus distance the survivor makes.

  • This is just deadset bad lick.

    When the bloodweb generates a spot, first it picks a rarity, then it picks an item from that rarity; its why things like bloody party streamers are so rare, because they compete with every other green item (and theres a lot of them!)

    Here, it just simply never chose a wire spool; whenever it chose a yellow item it picked everything else. The spool, and other items for that matter, do not have anything that increases or decreases chance beyond rarity, then getting picked (Except maybe event items)

  • Unhooking someone is considered a conspicuous action, which clears you of endurance and unhook status effects. Their point is that if the killer comes straight after you you can take them on a longer run, buying time for your team. If they're not after you though you obviously dont need the protection, and why would you be unhooking someone if they're after you?

  • I will admit, deadhard being once per hook state lost was a bit much, but Dead Hard for Distance was absolutely ######### broken, and even considering otherwise is grounds for being sent to a mental hospital.

  • @sizzlingmario4 said:

    They can’t remove that without completely destroying the identify of the perk so I can’t imagine that would happen.

    What I think they should do is make the speedboost only apply if you are healthy. You either get a bonus health state OR you get a bunch of distance, but not both. This way it’s less punishing for the killer if the survivor they’re chasing has Adrenaline and it’s not as rewarding for SWFs who try to take a hit with it knowing the last gen is about to be done and there won’t be any consequence.

    I do not think they should remove being able to hold it for when you get unhooked, it is a one time use perk and something about that being hard countered just because you were on hook at the time doesn’t seem right to me.

    edit: also the Freddy wake-up thing should be removed.

    it is a one time use perk and something about that being hard countered just because you were on hook at the time doesn’t seem right to me.

    The problem is it has the same issue as DS and Lucky Break did; that extra healthstate off hook can easily let you skip out the gate and the killer can't do ######### about it.

    I'm all for it still working if you're on the killer's shoulders and get dropped via wiggle or stun, but hook should cancel it out.

  • The actual answer is warm. Thats about as far as it goes; it's capable of burning offerings, sure, but it's described as "being unable to burn survivors" and only being warm to them.

    @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638464#Comment_3638464

    Never seen anyone give the Entity a gender before not that I'm complaining most people I guess refer to the Entity as it since you never full see it other then just spider claws.

    @Xyvielia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638470#Comment_3638470

    Just imo, maybz The Entity’s neutral or a dude, idk

    Anyway, the campfire would probz have to be around 1700°-2200°F to melt any of the offerings (especially RPD badge and such) in the 45sec to 1min loading screen timeframe.

    At those temps tho there’s not much chance of Survivors being able to stand that close w/o starting to cook😄

    In technicality, the Entity is an "it" but is referred to as a she since in french (aka the language of the devs who made DbD) theres not really an "it" and is usually replaced with "she"

  • @humanbeing1704 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638701#Comment_3638701

    Also more skillchecks = more chances at greats which means more objective score technically

    Exactly. I'm probably the sole person who gets excited when I run up against a skillcheck doctor. And I'm not half bad.

    https://www.youtube.com/watch?v=tquubZUt6Qg


  • @humanbeing1704 said:

    I did

    I’m enjoying using deadline and autodidact in certain circumstances it’s very strong

    downloading update now, but Deadline is going to be my favorite perk. I don't even care that it's technically a debuff, I just like having some variety to my skillchecks.

  • @Quizzy said:

    That's even worse. Because only 1 gen will be benefitting from quick gambit when the original could benefit multiple people. Also, you are relying on your teammate to be close to that specific generator when you get off it and be in a chase. Not only that, the killer can decide to initiate chase, leave you alone-which will deactivate the perk because they ended that chase, kick the gen then chase you.

    • Because only 1 gen will be benefitting from quick gambit when the original could benefit multiple people.

    The issue before is that you had to chese the killer near the gen, meaning if they heard repairs, odds are they'd go kick them off instead.

    • Also, you are relying on your teammate to be close to that specific generator when you get off it and be in a chase.

    Fair point, though later in the game this usually is the case.

    • the killer can decide to initiate chase, leave you alone-which will deactivate the perk because they ended that chase, kick the gen then chase you.

    I'm assuming that an ended chase would use the same logic as other "chase ended" scenarios where the chase is considered actually ended until the music dies down (aka a few seconds after it says the chase ended). Also, the chase takes much longer to end if you stay nearby, rather than continuing to run away, meaning you can keep it enabled by only running when actually being chased off, causing the killer either having to finally actually chase you or ignore you getting back on the gen. Also, when deactivated, it can be reactivated by doing the initial repair again, like many other perks that require repairing for a little bit before becoming active.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638666#Comment_3638666

    Maybe a Dev or Mod will jump in and explain. If this is the anti-3 gen, I should not have been able to kick it again, I don't think 🤔

    This starts showing up from the third event onwards. I'm not sure if theres a different effect once it's maxed out.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638559#Comment_3638559

    Maybe because Enduring has a 5.51% pick rate (according to Nightlight) and what you described was a very specific situation that is unlikely to happen in any match, Enduring or not.

    In other words: Congratulations, you had hit the reverse jackpot.

    This. It's extremely hard to execute deliberately by either side (I still consider it black magic) and requires you to try vault back, them to have enduring, and them identifying and reacting fast enough to catch you out.

    It's a good thing to note that pallet/save (they're the same just with different means of activating it) stuns override every single cooldown in the game. Nurse's fatigue, Demo's recovery, Legion's headache etc. The only thing that they can't override is a seperate pallet/save stun.

  • @RFSa09 said:

    what´s the right perk? wake up? the top on is probably windows and the left one is solo survivor i guess

    yeah, it's wake up

  • @Everllark said:

    Actually that's a pretty reasonable change. But are we talking just perks and addons or are we talking powers too here? Like wraith coming out of cloak or merchant dropping a drone.

    Duration based, just like Lethal. Wraith wouldnt get extra time because their cloak is on demand, not timed )except for the Ghost addon iirc). Not sure how Dull Merchant works

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