AetherBytes
AetherBytes
About
- Username
- AetherBytes
- Joined
- Visits
- 3,851
- Last Active
Comments
-
@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/399338/bug-tech
A good bit of techs i see on the end arent really insane bugs though that you can't play around? Stuff like them vaulting into you after stunning you. You can just turn around and smack them. Fov teching sure it might get you the first few times but you can act on it afterwords. The legit gross techs have been fixed imo like survivors being able to phase through killers at windows to vault through them after they vault over. And the fall stutter canceling since it gave survivord immedate distance and bypassed the point of fall stuttering. Sometimes "techs" are just strategies like throwing a pallet to heal a person on the other side. Some techs like Cj teching by abusing the lack of different inputs between picking up/kicking a pallet are the techs i think are pretty dumb. You can also tech survivors with people like pinhead since vault/breaking chains are the same button. I don't like the ones that abuse the button presses of the other side really or mechanics that Sabotage the other side (wiggle lunge canceling the killer) something like hug teching for blight i don't really mind either because again the survivor can play against it. I think it depends hardly on the nature, how effective it is, and was there any way to avoid it for me.
FOV teching is the sole reason I back up when the survivor tries to spin to make sure I dont whiff or get autoaimed.
-
This is potentially the worst example you could have used for your argument; its a double edged sword. Sure, cant be just trapped up now, but also cant be bodyblocked without 2 survivors now.
-
@Firellius said:
I like that it can be reinstated after being cleansed though. More perks should get that.
This. Cleansing it only temporarily removes it and does not remove it from play. Once it's activation conditions are met again, it ignites a new totem. Two can play at the whole relighting totem thing now.
-
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580547#Comment_3580547
We're gonna have a pretty big catalogue of movies to choose from i believe, since it's Universal that BHVR went to for the Chucky license, as they own the copyright for the majority of Chucky movie, which are the following ones.
- Child's Play 2
- Child's Play 3
- Bride of Chucky
- Curse of Chucky
- Cult of Chucky
The copyright text on the DBD Chucky trailer also mentions Seed of Chucky as well despite Rogue and Relativity Media having distribution rights on that one, but i guess that doesn't matter and that it's valid for use as well.
I'm not sure who owns the TV series, could be universal as well since they were part of the show's production, but that's just me guessing.
Only Child's Play 1 and the Child's Play Reboot are not available for certain as they're copyright owned by MGM.
We dont need childs play 1 (default appearance anyway) And screw the attempted reboot.
-
Killer stuff, such as wall hugging with blight and wesker, and sinning 360 with oni, require skill, timing, and in Oni's case accuracy. Wesker and Blight require knowledge on collision, how sliding works, and even then is not always successful. Oni's flick is pretty damn hard to do, and harder to land.
Meanwhile quickvaulting from drops requires nothing more than "Press space as you fall" to execute; no skill, no knowledge other than the option exists, and almost always successful even if the killer is right behind you because they launch a little bit instead of dropping like survivors do.
If it required some sort of skill or knowledge, and didnt turn some areas into guaranteed chase extensions, i dont think people would really care about it staying in the game.
-
I'd say it is, but it can't really be punished. 2 Survivors at 4 gens have no chance of doing them, so the only right play is to hide and wait for the other survivor to die, which then causes a deadlock. (especially if they're good and the killer can't find either of them). The previous iteration of the hatch (where it spawned early and multiple escapes through it were possible) didnt have this issue, but as well all know that had it's own glaring issues.
The survivors need something to incentivize coming back out into the open.
-
Because it's not the point of AFC. The point is to give the camped survivor a second chance if the killer refuses to allow a save. It's to punish the killer for camping, not to let the survivors have extra time. The survivors will still have to go check. The only info other survivors will need is info on if they are blocking progress or not.
-
Calm Spirit user here, you will become exposed, but you would not scream and reveal yourself.
-
OP is right imo. They do need to not be god looperse, but they do need to be a bit better in other areas as well.
-
@Caiman said:
I've suggested in the past that the gate progress decays to the last corresponding light on the door. So while it wouldn't regress to 0%, it would regress to 75%. I think that's fair. If you don't want the progress to go down, just open the gate. EGC gives plenty of time to do stuff.
99ing the gate has been a source of griefing, too, so I'd like to see that gone as well.
I do like this. It's a tradeoff then. Sure you have progress, but you cant just pop it whenever you please. You have to risk maybe not having enough time to open it (especially if they have remember me) or pop it and start EGC.
-
@Crowman said:
You can press shift (on pc which is the run key) when they are about to finish healing you off the ground to cancel and finish the recovery yourself.
It would be nice if there was something to let survivors know you are down due to the effect of Plot Twist.
It would. The amount of times I've absentmindidly revived someone trying to use plot twist because I thought they had legitimately gone down at some point and slugged is sad.
-
All it needs in my opinion is just a warning to the killer that they triggered MFT on a survivor, at least for now.
-
Singularity is very different to other killers, and requires a specific mindset and style to play effectively. He's not low pick because he's bad, it's because he plays very differently.
-
@Crowman said:
Shapeshifting as a disguise doesn't really work as a power itself. You are better off having the undetectable status effect and most killers who can go undetectable have other abilities to their powers besides just undetectable.
Not to mention, survivors got updates to their hud, so it's a lot easier to keep track of your teammates that a killer disguised as someone else is going to be hard to fool survivors on.
wouldnt be too hard to hijack the hud, thats never a good argument against this.
-
No. He's probably thinking about when Bubba perk renames were leaked. From what I understand, it was a trap to catch the leaker, and he wasn't actually leaving.
-
@Feneroe said:
I'm sure getting chased for ten seconds before getting downed again and dragged back to hook may qualify as a game still to be played to you, but it's really not. The game's over. You lost. Let the killer move on to the next game instead of pointlessly wasting time.
Not only that, but it'd be a lot worse for killers, where its straight up possible you getting that kobe just gave you a free win via hatch, completely invalidating everything they did to catch you.
-
@[Deleted User] said:
How did it convince
Nemesis
Or the demogorgon
Or Michael myers
It's just how the game is
Nemisis sees the Entity as it's boss now, and besides, the entity has been shown being able to manipulate killer power.
Demogorgon was a straight up trade, and does as the Entity commands.
Michael Myers showed up and just does his thing. It's not even unfeasable, in the movies he is shown now and then to hang people up on objects, so this is literally just the norm for him, and it works for the entity so it doesn't do too much about it.
-
Can someone explain what it is? I only play customs in PTB cause it can literally take up to 4 hours just for a game as killer in the PTB here, and am curious and want to report it myself.
-
@Nos37 said:
"we need more interaction in environment like this"
Yes! Let the killer spend time interacting with setting up a trap for later to hinder survivors.
Like just imagine something the killer can interact with that opens and closes doors at random, and maybe even changes window vaults. Or even if it's set to every time a gen pops. It would be incredible interaction.
-
It's because some animations override the stun animation; best example being the animation of Trapper leaning over to set a trap, from what I've seen.
-
Ya'll seem to forget most M2 hits are unwieldy in some way. Demo's shred effectively stuns you, Pigs dash is easy to force a time out on, Billy's chainsaw greatly restricts turning. Nemisis' tentacle requires 3 hits. The only killer without an "unwieldy" m2 is Nurse, and she doesn't use M1 anyway so it doesnt matter on her.
It's up to the obsession to dodge M2's, which should be easier than M1's most of the time unless the obsession gets themselves into a position where they can't dodge.
-
@DavidHypnos said:
You don’t have to let them crawl/bleed out.
Gates open, can't pick them up because of a guarenteed wiggle, can't leave them on the ground because they'll just crawl out. What do you propose he do?
-
I mean, the blood is meant to be from the survivors you've killed, but honestly now I'mma be pissed if it's not green.
-
You fail to realize that if something stops you from catching a survivor its a win win usually. They're either chewing through pallets or getting hit. Sure, windows exist, but its trivial to mindgame a survivor to run pass one while in overclock and just yeet yourself through it and give them no time to react.
-
Survivors make different noice volumes. Hell I'm pretty sure male and female survivors have different footstep noises on grass.
In normal play, sure it's basically just a skin; but in much more intense games like tournaments, new breathing sounds can throw killers off.
-
@Orthane said:
No. The Injured Broken is the entire challenge of it. Also it would prevent things like Hatchets from insta downing. The only change it needs to to completely nullify grunts of pain instead of just 75%
I'd argue against this; the reason iron will was changed was because nullifying grunts of pain by 100% literally makes you silent; not even any breathing noises (which are a thing killers listen for). Something else should be done to make it a bit better
-
@Hex_iButt said:
Iirc, the issue that's been said with a killer like this would be if you were to face a SWF, basically rendering your power useless. The Survivor HUD I think would betray you too, if you were to disguise yourself as David and work on a gen while the HUD says David is healing.
Killer's actions could just override the hud; part of the power would be misinformation then
-
@ASurvkillivorer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497060#Comment_3497060
I'd love to see you play him. These passive aggressive comments from people who probably don't even play killer are hilarious to me.
So his power is to "imagine where you would be looking". As if that isn't BLATANTLY obvious. As if people are just shooting Biopods into random spots and expecting results. Where else would someone put the pods at? The problem is you don't just plant them in completely random places or else they wouldn't come in handy much. You need to play them in regards to the objectives or else they can simply be IGNORED. Wait a minute, they can still be ignored with the beyond OP Emp that allow survivors to pretty much keep them offline at will. ALL to prevent a teleport with a 5 second run to hit. Amazing killer. Imagine survivors struggling against a Nurse who could only get a 5 second run from the survivors location.
I do play him, and average ~3.6k per game (not factoring in hatch escapes)
-
Skill issue, no joke, one you may not be able to fix. Singularity requires the ability to abstract yourself from the killer and visualize what a biopod would see, and where The Singulairty and the Biopod are relative to eachother and the survivor..
Basically, he requires being able to mentally imagine yourself in multiple different locations, something you probably can't do well.
-
@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496707#Comment_3496707
Um…. Yea they do. It’s the very definition of having a perk.
Not entirely. Battlefield 1 had perks called Afflictions, which only had the purpose of making the game harder. Perks are just ways to customise how you play
-
@Seraphor said:
You don't get a choice as to which perk you use to recover. If you have Plot Twist and you recover, you are recovering while using Plot Twist.
Actually this is bugged, i tested it on the PTB. Plot twist is only meant to activate on self-downs, not on going down to the killer
-
The devs can't tell if your internet actually dies/power went out, or if you pulled the plug, like no joke, it's just not possible to tell. As for rejoin, games don't last long enough for a rejoin to work; by the time you rejoin you're either dead or already ######### over your team/ If they let people reconnect people will just complain that they DCed with no hook states lost and reconnected with them both lost by the bot.
Deleted some of the post as I refreshed the page and assume Mod deleted context, lemme just do their job for them here.
-
@C3Tooth said:
1 title is 8x8m. A shack for example, is 8x8.
I've always just had it down to game sense, knowing how far these perks are working, and also the dimensions of the average shack, is actually pretty nice to know
-
@LordGlint said:
That would be a massive buff to the perk in general. Your version here allows basically gen progress anytime you do other actions. I could wander the map doing everything other than gens, and still be able to benefit my team's gen progress. Considering that's not only hugely beneficial to get double value on various actions, but also can be done in places the killer normally wouldn't bother checking... it's not a good approach.
The current version I feel COULD be useful in denying gen kick value and an anti-3 gen perk, but the fact it loses all saved tokens after being merely injured kinda screws that. I feel like keeping its current iteration, but changing the loss of tokens would be the way to go. Have it so you lose tokens only when going into the dying state rather than being injured.
I was trying to figure out a way so that progress couldnt be stored very easily. Originally had the idea for a 30s until they were lost, but I couldnt find any good way and kinda hoped someone else had an idea
-
@ReverseVelocity said:
Yeah, I think something along those lines would be cool. A perk that lets you open the hatch with your bare hands and/or rummage for a key would be neat, considering keys are so hit or miss now.
I think it could do with a secondary effect that benefits the user during the trial, though, even if it is small. If it only had the key effect then that might give it a reputation akin to Left Behind.
Show the aura of the most progressed generator. They are the "key" to the gates after all.
-
Singularity doesn't play like any other killer, I'll say that much.
-
My only ask is some method of countering it or limiting how many players can effectively use it. 1 Adrenaline isn't an issue, it's when 3 or 4 players are using it at the same time. Unless the killer runs NOED (Which everyone just hates) or Terminus (Which doesn't change much usually) then 3-4 adrenalines is basically a guarenteed escape.
-
@sizzlingmario4 said:
I don’t know why it starts at 1 minute now. It’s basically zero deterrent since by the time you get back to the lobby your time is nearly up.
The first one should go back to 5 minutes the way it used to be and quickly ramp up from there.
Because once or twice can be attributed to simply bad internet or having an irl emergency, and gives you a reason to check your connection while you wait. More than that tho you know you have a bad connection and are still trying to play, or are deliberately doing itso the blame falls on you and times increase
-
@CountOfTheFog said:
What about HEX: Plaything? Will Survivors affected by that hear my lullaby?
Nothing affect lullabies.
-
@SantaKlawz1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487849#Comment_3487849
We have to do both. If we only do what you circled in blue they do nothing. Bit as an added bonus if you do both they also do nothing. I've had players help killer down me to start a match and bhvr said it wasn't against their rules, lol. I don't think they ban/suspend anyone except blatant hackers.
Pretty sure that's changed and you just need to do the ingame one.
-
For me it's more the toxicity Demo players seem to have for some reason. I only remember 1 demo since he was removed that actually was pretty nice. The others were just toxic #########
-
I've said it before, I'll say it again. Bots aren't there so you can DC just cause you mindgamed yourself and the killer played you like a fiddle. They're there to pick up the slack you refuse to because you refuse to play anything less than a perfect game.
Aggressive, but you get the point
-
Hux is a weird case; he's very different to every other killer, and while nurse for example is easy to pick up (Hold blink let go, teleport) Hux requires very keen spacial awareness and location to be effective, something killer players don't usually have in the way Hux wants (Every good killer can keep track of survivors and locations on a macro level, but Hux wants actual awareness to know where you are, where you're looking, and where the survivor is meant to be relative to those two points)
-
@[Deleted User] said:
It's not a free escape. Hatch is still a loss for them. They just get 5000BP as a compensation of inconvenience for the effort to find it.
It's considered a tie iirc.
-
@mizark3 said:
Sloppy, A Nurse's Calling, STBFL or Bamboozle, Deathbound or Hex: Face the Darkness, all on Sadako while NOT going for condemns (AKA no Iri Tape/Ring Drawing). Intentionally hit a bunch of people early, and it basically tests whether they have heal perks or not. If they don't, they lose, if they do, they stand a fighting chance. If you bring Face the Darkness, you wanna leave the first person after you injure them, and find someone else to chase afterwards.
Edit: This was my adaptation from a soloq Sadako GOD I faced. Her map awareness was unmatched, and Nurse's allowed her to soft check areas before committing.
This is why I run Calm Spirit on my main build lmao. It's lowkey capable of getting you out of positions that other survivors would fall to (such as H:FtD or any source of screaming). I've routinely been the last survivor simply because the killer is blind to my position most of the time
-
The bot isn't there so you can DC, they're there so they can pick up the slack you refused to deal with.
-
I still wish for a blighted demogorgon. Please, I beg.
-
If they add this I give it 2 days till someone either complains they can't find the person they matched with to get revenge, or that someone can't find a game because they blocked everybody/get too hard/easy game because they blocked everyone at their level
-
"Real" sounds (ones that are actually made by killers, survivors, etc) are directional. Musical elements, such as terror radius or lullabies, are nondirectional.
-
I'll usually bring items in, though theres not really a plan and they're there as a "Just in case this proves to be useful" kinda thing. Not beyond looking for better items in a trial though