Avatar

AetherBytes

AetherBytes

About

Username
AetherBytes
Joined
Visits
3,851
Last Active

Comments

  • @EntityNea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451064#Comment_3451064

    Yeah because that's what it looked like on *their* client.

    That's not any different from a survivor seeing in their game client that they completed a vault, ran 10 feet and then suddenly got damaged anyways.

    That's what hit verification is for, to verify on the server's side which player is correct in what they see on their client. But instead they are choosing to handle it on the killer's client-side, which is a terrible way to handle networked gaming.

    And the reason why the killer sees the hit and hears the scream is because that's another thing thats handled client-side for them. Even if they lost connection for 2 seconds their hit would go through.

    I've actually had killers who have abused this client-sided way of handling things. They would use a lag switch to disable network for 1-2 seconds so on their end the survivor's positions don't update. Then you can hit them in your client, and once the forced lag is gone that hit state is sent to the survivor. I had one killer do this during defisive strike, which froze his drop animation on my end, and he was able to swing at me before I even took one step.

    So this is the same problems on both sides due to poor net code, but like i said killers just find it more unacceptable.

    That's what hit verification is for, to verify on the server's side which player is correct in what they see on their client. But instead they are choosing to handle it on the killer's client-side, which is a terrible way to handle networked gaming.

    That's actually not true. I can speak from experience that the killer doesn't handle it, like at all. I've had moments of a lot of lag and hit survivors who didn't take damage because the server said they weren't there, even though on my end they were

  • Without a clip, it's hard to tell. The servers don't allow lag switching really, and if your connection is spotty they could have suddenly teleported away on your end.


    Is it possible they simply played you well? Like walked past you as you turned a corner?

  • If you were already in deep wound, endurance wont work, at all.

    The only perk that will protect your from fifth hit is MoM i believe

  • @Exerlin said:

    It's a good thing a killer doesn't have to hold W behind survivors all the time. You have the option to leave and go to a gen or another survivor, you know. There are MUCH better things to do with your time other than follow a survivor from pallet to pallet.

    Also, I find it really funny when people bring Hope into this equation. Like, y'all seem to want to nerf hope as much as MfT! Hope is really strong by itself, doesn't really need any other speed boosts to be useful, and is only activated in the late game. The killer has basically lost at this point or is about to lose, so who cares if a survivor can have +10% movement speed instead of +7%? Just admit that if Hope activates, you've already been outplayed.

    I swear, if Sprint Burst was released today, the forums would be 90% about THAT perk instead

    Mhmm, mhmm, and what if every survivor is running MfT? I don't want hope nerfed, in fact I'll be pissed if they nerfed hope instead of MfT, just pointing out that them together is an issue, and its MfT's fault, not hope's.

  • Special items override normal items. You can't use your normal item until you use or discard your special item

  • @jesterkind said:

    I don't think so, no.

    With the right investment you have at least one, possibly two decently-timed heals with medkits. Botany + Self-Care is a workable combo. Inner Healing is comparatively even better these days.

    On top of that, you can absolutely heal your teammates, and if you do they're more likely to heal you too. This is the best outcome of the healing nerfs, because that's how healing should work, the expectation should be that you're going to heal your teammates and they'll heal you. Self-healing should be slower and less efficient than someone else healing you.

    Side note, Botany Knowledge is one of the best healing perks, it is very far from a waste of a slot. A flat 50% speed increase on healing your teammates is a very, very useful effect.

    Self care alone is workable if you're confident you can hit greats

  • @Akumakaji said:

    With blood warden the best "trick" is to be "too scared" to pickup and not do it, until the last quarter of the EGC starts. If you hook a survivor then, you will trap everyone inside with literally no way out, but its actually pretty easy to figure out what you are doing. Non the less, someone will always fall for it and I have gotten entire lobbies of survivors sacrificed at the exact same moment, because the timer got them.

    But actually, with the way that 99% the gates is the de-facto counter to Blood Warden without even more then the slightest detriment to the survivirs, even if its not even in that many games, maybe we could buff Blood Warden? Waiting out 3/4 of the EGC is pretty gnarly, maybe we could either double is uptime or reset its timer everytime a survivor is hooked, after it got activated and hasn't run out? How would that be?

    This is why i run distortion. Sure the hidden aura and marks is pretty neat, but I use it so the moment I walk into a gate i know whether to GTFO or stay

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457662#Comment_3457662

    Well if you’re being looped then ya MFT helps but if you’re just running in a straight line to a loop then MFT doesn’t help as much granted can MFT help you get to a loop yes but again that’s not guaranteed like how old dh was

    From a pallet, MfT grants 5 seconds, which translates to literally 20% more time

    https://forums.bhvr.com/dead-by-daylight/discussion/379653/did-the-math-on-mft#latest

  • @Rareware0192 said:

    To that same token, players have complained endlessly about Call of Brine and/or Eruption when it was strong not that long ago. There’d be endless board topics on Eruption alone.

    It’s not that the perk is good. I want there to be good survivor perks too. There’s just a difference between good and overtuned. There’s no reason a survivor perk should be able to give you a decent Haste buff (yes, 3% IS a big difference), on top of an Endurance effect where the only requirement is to be injured (which will happen every single game multiple times) and not exhausted.

    a 20% difference at pallets, as a matter of fact.

    https://forums.bhvr.com/dead-by-daylight/discussion/379653/did-the-math-on-mft#latest

  • fun fact, that skillcheck is deliberate.

  • Gotta love tryna divide by 0 in the 6th example. Almost accidentally nerfed the pig again.

  • @CrusaderNella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457316#Comment_3457316

    A 3% Speedboost in Dead By Daylight translates to a 20% average increase in speed against the average killer

    I got bored and did the math. More like 25%

    https://forums.bhvr.com/dead-by-daylight/discussion/379653/did-the-math-on-mft#latest

  • @Shroompy said:

    Can I ask you something

    Yall who think Made For This is truly broken... what do you think of Resilience?

    Fine; using it is a risk because you're missing a health state, and it doesnt help in chase except for like a 0.1s faster vault time or something, which is miniscule, but enough to just make it. MfT however makes it take longer to get downed, enough that it renders the fact you're missing a health state moot

  • We're not actually sure if it's deliberate. No mention of it at all, not even in the code from what I've heard, yet it's obviously there. I'm wondering if it's some leftover from a different infection killer's code

  • @UnknownKiller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457325#Comment_3457325

    It would make the situation worse with 5% boost and 7% of hope now basically a 115% speed killer gonna sweat blood to get u

    I meant Machine Learning, not Made For This. God no.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457037#Comment_3457037

    You guys are terrible at finding equivalencies.

    If you complete chases, MFT only activates 3 times max. Out of those 3 times, only half of the chase would be active. The potential value may be higher if you smack them and let them leave ad infinitum or if they remain injured throughout the match, and the later one would have major tradeoffs like being constantly injured, moaning, bleeding and having only one health state.

    Kinda funny that the moment we get hit and run back we get a perk that can make hit and run ineffective.

  • @Riski said:

    Machine learning has the issue of being a contradiction. To activate it you need to kick a gen, then you need to kick another gen and then you need the last gen you kicked to be completed. In other words you want to go around kicking gens but without actually defending them and the perks that benefit you going around and kicking gens are gen defense perks, leaving it with awkward perk synergy. I agree that once activated it's very powerful and could be toned down a bit however to justify that you should change the activation condition, if it worked like you said it does where you just have to kick one gen then yes I'd agree it would need to be toned down (5% haste maybe or a buff similar to overclock's action speed bonus instead).

    Made for this is ultimately a win more perk. Against a killer who is beating you in chase such as a nurse, executioner or nemesis it does very little, against an instadown killer it does very little unless you never want to heal which is a large risk even with haste and against a stealth killer who wishes to down you without chasing it does very little. In any situation where you are injured for less than 50 seconds it's worse than a sprintburst/lithe triggering, it also has the endurence however that is a relatively minor effect in the scope of things and the 3% will mostly matter in chase with little impact on map traversal. The perk helps make compliations against killers who aren't as good and does little against the killers you actually need help with, if you wish to predrop every pallet you don't need this perk to do that or make the chase not worth taking for the killer. The biggest issue with the perk as a whole is that it can be stacked with other exhastion perks like dead hard or balanced landing which are harder to trigger but very powerful when they do as then you can get the benefit of made for this and then get the benefit of another powerful exhaustion perk.

    I dont remember who said this on youtube, but a system where your speed is permanetly boosted per gen done (1% per?) like Fire Up with haste might be kinda neat, especially for speed demon builds

  • Machine Learning has the same finnicky game as Coup; one use per Gen, except machine learning requires guessing which Gen will be completed next, and failing to do so causes a use to be permanetly lost. Not just that, but it activates immedietly when the Gen is done, which means it can be totally wasted.


    Made for this rewards you for getting hit (which last I checked no one liked killers getting noed and being rewarded for losing gens), is always active until you're exhausted (which if you don't use exhaustion perks almost all sources of exhaustion in the game have laughable timers, and if you do use them you still get value until your exhaustion perk kicks in and saves you, which takes longer because of haste), and stacks. Think of it this way. if you have MFT and Hope, hag literally cannot catch you, you're 110%. Huntress, deathslinger and trickster also can't catch you without M2. You have ample time against most 115% killers to not even need to greed or bait windows, and with WoO or map knowledge can easily reach the next pallet long before a killer can catch you. This is before talking about its secondary effect


    3% for survivor is worth more than 10% for killer, because survivors can fast vault and drop pallets to make the killer lag behind (and the exception, nurse, gains no benefit from haste in the first place)

  • Mans committed to his clown devious points

  • you click right mouse to start charging. When it's max, right click again to trigger. Right clicking before that point will cancel it

  • Increase max range to 20m

    10s "charge time"

    Every second adds 2m to the EMP range

    EMP can't be canceled, but can be popped at any time for the current range (with a minimum of 4m/2s charge time).

  • @Exerlin said:

    I've had a lot of wacky misses with Legion recently. I wonder if auto aim got turned back on or something? Because the bit where the game makes me stab a wall corner instead of the survivor hasn't happened to me for a long time until yesterday

    I think they made him more slidey? I've been missing hits into walls because I fly past the corner I'm trying to swing around and hit the other side of the doorframe flat.

  • @MikeyBoi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379612/please-give-us-a-bp-shop

    Just use a black ward.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457272#Comment_3457272

    I can’t see just outright buying addons with bp incentivizing at all for game health. But favoriting addons to have them appear in the web more often might not be a terrible idea I guess…

    Ah yes, use a much higher rarity item to protect a lower rarity item that should be more common than it..

  • I wouldnt say its because DbD is good. It's because game companies no longer really give a ######### and just ride whatever the current bandwagon is. They hype to get sales, then dump the game immedietly (except VHS, who, and i can attest to this, has been plagued with hacklers attacking the company and game relentlessly. Not cheaters, actual hackers attempting to damage the game, company, and image.)

    DbD just happens to come from an era where this didn't happen, meaning the base is actually pretty good. As you can see tho, new releases have been following the "Hype, get sales, ignore" trend.

  • I think the base design is made by humans, but HUX remade the parts with the alien metal and used a cloning device to cover it with flesh (Terminator style I suppose) but the exposed metal was caused by gabriel burning(?) the flesh away

  • @MeanieDeeny said:

    I'm interested in hearing everyone's thoughts on both..what you do and don't like, and what you think could be better?

    New Map: I have to say I severely underestimated this map..I thought this Chapter was going to be trash tbh..but I think the new map truly does have a creepy feel...the creepy crawlers..the sounds....everything just looks so visually cool. Even though it's inconvenient and a challenge, I like how you have to go waaaayyyy to the top to completely that one gen. I love how you can go in that little tunnel underneath...idk it's all pretty awesome.

    The Killer: I have no played as. I am not enjoying playing against. I don't like how the pod (?) things he sets up can be used to once again...three gen.

    I don't entirely understand how to play against him..if anyone can clarify a few things..

    When he shoots the thing on your back (sorry for my lack of proper terminology throughout this, describing his powers) or you start with it..what exactly does it do?

    And it seems that with the thing from the printer box, you can get it off of your back..as well as destroy the pods on the walls?

    Should I know anything else to get a better understanding?

    Thanks so much!

    When he shoots the thing on your back (sorry for my lack of proper terminology throughout this, describing his powers) or you start with it..what exactly does it do?

    That is called a slipstream, and having it can cause disaster in a chase. When infected with it, it gives him the ability to teleport right on top of you via getting "slipstreamed" by a pod again, or getting directly hit by his gun (do note he can't inflict slipstream with his gun, only with pods). Doing so puts him in an overclock state, where his interaction speed (breaking, vaulting) gets buffed by 75% and he becomes immune to pallets; dropping one on him will destroy the pallet, no stun will occur, but he is slowed down (like to 20% movement speed) for a few seconds. You're going to get hit if this happens anyway, unless he broke it because he teleported under it, so if he's in this state don't drop, just run and hope he wildly swings expecting a drop and comes up short, and if you predrop it will be destroed as fast as you can drop it. You can tell if he's in overclock because he'll be glowing green. Staying close (6m) to another survivor will spread slipstream to them after 2s.

    And it seems that with the thing from the printer box, you can get it off of your back..as well as destroy the pods on the walls?

    Those are EMPs. They will cure the slipstream of you and anyone in range, as well as temporarily disable any biopods in range's ability to infect you with slipstream. He can still see through them, just not infect you with them! Normally they're in this state for 60 seconds, but an addon can drop that to 51 seconds. Recently removing the slipstream does not give you invulnerability to it at all, you could EMP it and be instantly reinfected again.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453810#Comment_3453810

    Thing is his power ends up a nuisance for him instead of help. Instead of gaining distance you end up losing it and far too often your power ends up denied to you.

    Then I just have to call it a skill issue. I've had no issues even with EMP swarming survivors. I've had them pop 3 EMPs in 8 seconds, each time removing one guys slipstream, and I still caught up and downed him in 30s.

  • @MDRSan said:

    Maybe we were in the same match! I too had an annoying 30 minute match that came down to 3 gens - super annoying right? I mean, if those survivors would just stop EMPing all my pods, things would go much more quickly.

    Oh wait - you meant the killer should abandon their objective or be neutered when it’s down to 3 gens, not the survivors? I’m sorry, you lost me.

    Joking aside, I usually let remaining survivors go if it comes down to a particularly tricky 3 gen setup. I could probably win a battle of attrition but it would take forever and isn’t fun for anyone. The one exception is if a player got cocky, clicky, and t-baggy earlier in the match - then I’ll patrol till hell freezes over or the annoying one is dead.

    This is pretty much it when it comes to the singularity. While skull and knight its a concious choice, Singularity it's just correcting his pods and using the intel (which you kinda gave him) to find and chase people

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453768#Comment_3453768

    Throwing new one means you remove the previous one elsewhere. This killer needs pods spread as much as possible.

    Survivors don't really waste much time if you are using pods as you lose time trying to use one without knowing if it is active or not. That allows them to gain distance and break LoS.

    Thats when you learn to clean up as you go as well so important pods are less likely to be removed

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453785#Comment_3453785

    Wouldn’t have mattered cause she could still use the emp to destroy the slipstream I had just put. I didn’t record the match but every single time I slipped someone it would be removed the instant I go to get them.

    You had more then enough time to use your gun to TP in

  • @illNicola said:

    The anti-facecamping mechanic will alread be abused by swf, let's don't buff it.

    As I said in previous posts, since the mechanic works through floor: Surv A is hooked at ground floor, Surv B chase near the hook OR at floor 1 with reassurance, so Surv A can unhook himself while Surv B keeps the killer and Surv C and D genrush.

    It's already bad the mechanic, and it isn't even out, let's not suggest buff to a mechanic that will be abused by swf

    You seem to forget that the camping meter will slow to a snails pace if another survivor is nearby, and I'm pretty sure halted hook timers will not be generating the camp meter

  • @Chilli_man2400 said:

    https://youtu.be/OBRWJ_iA7Ys

    This is why people are saying singularity is trash

    You know you could have just shot them with your gun through the window and teleport on top of them right? The main issue here, assuming you had actually done so, would have been the adrenaline which no killer can control (without terminus) anyway.

  • The way he hangs at the corner makes me thing his animation is just bugged; that was him going through cooldown.

  • When a survivor 360s, the game attempts to aimdress, ending the lunge to make the hit.

    Issue is, the 360 makes the mspin fast enough that by the time the dressing is done and the hit "lands" they're outside of hit distance.

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/378843/how-do-survivors-feel-about-the-singularity

    my only complain with the killer is the addon that removes his counterplay , idk which one is soo , Im talking about the one that breaks pallets when you teleport to someone in froint of you instantly , that addons is busted IMO.

    that addon just convert the killer into a "hold W , pre- drop stuff to survive"

    That's basekit. He gets massive slowdown though if it happens. If he's glowing green and about to hit you, don't drop the pallet, you're going to get hit anyway. Save the resource for later. If he overextends and swings expecting a drop, who knows, the distance you get from not dropping it could make him miss.

    It's why slipstream is actually dangerous. Asking to remove it is basically asking you to remove his power.

  • @Coordi said:

    If you note the message on top of the forums, due to service degradation at our server provider, the kill switch process is currently unavailable for The Mastermind. We estimate that it will be up and running tomorrow and willl provide an update when it's working properly.

    No such message is showing for me, although neither is the welcome message. Might be an adblock issue on my end

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453657#Comment_3453657

    How you intend to reinfect them when previous pod is disabled and if you try to remove old one and put brand new, survivor will just move away. You literally will lose time and distance trying to infect the same survivor again. Even if by any chance you apply the infection, another survivor can just run nearby and pop it off like nothing. By the time you regain the distance both of them will have restocked EMP charges.

    Skip the "Remove old one" step and throw one down immedietly. Most tiles you can't really leave without exposing yourself to the killer. And those EMPs have a recharge time. If they use them on one chase, not only are they not on gens, but are wasting resources, meaning for the next 90 or so seconds, they have no EMPs. This can easily snowball.

    If they are doing this and winning, that's legitimately your skill being the issue (Or busted survivor generator speed), not his kit.

  • @Mockingjay_S451 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453591#Comment_3453591

    Has it? Because the last communication was that they were unable to kill switch because of something up with the servers, and I can still select him as playable right now.

    He was earlier... hmm

  • On the contrary, can we revert franklins to it's entity eats the item design now that we dont have to deal with killer items getting knocked out of hands?

  • @CrimsonMothKing said:

    What is you issue with the Mori? Is it him telling you to 'Die. Fast. Please.'?

    I see nothing wrong with it. Through out the trial Hux will say how he thinks the survivors are annoying insects and he wants them gone because they are inferior. It fits that he would also just want them gone, so him telling them to die quickly is fitting for a machine that wants to be efficient and perfect.

    This. He wants to kill humanity, but it's not personal. Faster they die, faster he can move on to the next human. It's thematically correct.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453627#Comment_3453627

    You maybe forgot that survivors can use like 2 EMPs in a chase. On top of that any team mate can use EMP and purge whatever you've applied so far. Do I need to remind you how horrible is the entire ''lock on'' process when killer is viewing through Bipod as well?

    OP, if this site had the jester award like the steam forum has, you would be likely swimming in it. 8/8.

    Just reinfect them. Gun has no cooldown, biopods cycle, and infection is almost instant. They can stop you for like 10 seconds

  • Part of the main issue with surveillance right now is that the gens most likely gonna pop either way unless you're playing specific killers. People are gonna get back on it the moment you start chase, and by the time thats done they've probably done 40s worth, which considering you're most likely going to find it at about 30-50 seconds of progress in the first place, it's going to be done before you can save it.

    If regression wasn't utter dogshit like it is right now, maybe it could work, as you'd have time to defend it.

  • @TheRealConsent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453623#Comment_3453623

    Not really, his power is not strong enough to compete with Nurse or Blight. Maybe a contender for Spirit w/o the Mother-Dauther Ring.

    Thinj this way. Its literally Nurse, but you still have to do a whole lot of setup before getting your "blinks".

    You don't really need to set up, just place them as you go. And, unlike nurse, he can blink across the entire map in a pinch.

  • Hot take, I think singularity can raise into S tier with skill. Map wide surveillance, teleports, and almost nurse-like ability to ignore defenses. The key part is managing to stay on top of it all.

  • @TheRealConsent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453581#Comment_3453581

    How do you get 3-4 teleports in 12 games? I get over 12 teleports in one game lmao.

    Dont expect to teleport from cams, its rare. Pod next to loops, infect survivors mid-chase, teleport for Overclock.

    What he says. Cam teleports are basically reserved for corner shots or defending gens. If you're in a chase, try get LOS then teleport.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453345#Comment_3453345

    A long-term fix would be to deal with Skull Merchant and maybe spread the distance between gens a little. That's all they need to do.

    It was explained that there was some issue with spreading gens in regards to setting a minimum distance which I just do not buy. It's not difficult to change some spawn settings and in many cases where survivors lose because of a 3-gen, it's not the killer nor the placement that were issues, moreover the survivors were not taking into consideration gen placement when doing them.

    I do feel the game has moved towards a handheld experience because people do not wish to put the time in to learn and just enjoy it.

    Do remember that generator spawns are unique on a tile. If the minimum range even barely touches it it invalidates the whole tile. Sure, this doesn't sound bad for a single gen, but once you realize that gen then needs to be moved further, that takes up even more space than you'd realize, causing a knock on effect.

    Basically, even being 1m too close cause like 30m offset per gen. Maps just aren't big enough, and this would hurt killers almost across the board way too much if they made maps bigger to support it.

  • They're rare not because it's made rare deliberately, but because how the bloodweb generation works.

    When an item is generated, first it picks a rarity, then it picks an item in that rarity. While "rare" is more common then, say, ultra rare or very rare, theres more items within the "rare" caregory, meaning statistically a single green item can very well be rarer than ultra rares, since for a BPS to spawn you need to roll a green (not too uncommon) but then roll, out of every green, a BPS, wheras with an ultra rare, sure the initial chance is low, but once you roll it each item is only competing with like 2 other items, making them overall more common.


    It's a weird system.

  • @TheTom20 said:

    i did 12 matches of him yesterday an most of the games i felt like my power was non existent every time i pop to a camera disabled i think i maybe got 3 or 4 teleports across 12 games. In the end i just had to rely on not using my power

    Dont forget you can teleport to slipstreamed survivors with your gun by directly hitting them.

1 … 4 5 6 7 8 … 52