Amber351
Amber351
About
- Username
- Amber351
- Joined
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Comments
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@Zagrid said:
Why?
What was good enough to make you spend the money on it. And if you are willing how much have you spent on cosmetics in total?
I'm curious because it seems that BHVR keeps adding more and more cosmetics but I have only bought 1 and have gotten 1 battle pass in the past.
Probably £20 to £25.
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I completely understand. Sometimes this game is too much. Good luck ❤️
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@Hex_Stalk said:
https://forum.deadbydaylight.com/en/discussion/comment/1708647#Comment_1708647
It's not like I said I do it every match. This was originally gonna be a different type of rant after 2 bad games in a row, the second match just being the last straw for me. I disconnect rarely, meaning it isn't a problem. But I WILL disconnect if everything is just straight up going against me in every single way, to the point where I don't even have a chance.
@Hex_Stalk said:
https://forum.deadbydaylight.com/en/discussion/comment/1708647#Comment_1708647
It's not like I said I do it every match. This was originally gonna be a different type of rant after 2 bad games in a row, the second match just being the last straw for me. I disconnect rarely, meaning it isn't a problem. But I WILL disconnect if everything is just straight up going against me in every single way, to the point where I don't even have a chance.
Well I don't disagree with you but just letting you know. They're very touchy when you say that in any capacity you disconnect from a bad game, since it's unsportsmanlike. Personally I wouldn't censor it and address why players disconnect.
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@Hex_Stalk said:
Seriously, I don't give a damn about the disconnect penalty when a match is straight up UN FAIR.
Devs, see how survivors can be the sweatiest little tryhards in existance, see how camping and tunneling is boring and unfun, see how ONE objective for survivors has gotten boring and tedious. You say you want the game to be enjoyable when time and time again you have done the complete opposite, allowing patches to come out broken to the point where half of your community can't even play the game optimally.
I'm sure I speak for most of the community when I say this, we don't want better graphics, that isn't our top priority, we want a game that WORKS, is FUNCTIONAL, and FUN.
What's the point of the ptb if there is STILL problems upon release of an update?
I can only see this game dying sooner rather then later if something isn't done.
I would remove the first part since you're claiming you do, and that is "an admission of unsportsmanlike behaviour" and that got me warned. Even though it's a genuine problem.
The trade off between hitting that button and waiting 5 minutes versus sitting there being slugged/humiliated is no competition in people's minds at the time honestly and I would appreciate game fixes than graphical updates.
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@Deadeye said:
Complete disagreement. Noticed already way less DCs within these 2 days
Crashes occur way too less and would not lead even to a 15 min block most of the cases and even if it does, it counts for maybe 1% of all players while saving 99% of the players from lame donkey play.
If a single hit by a bug causes you to DC, or for camping and tunneling, then you are exactly the type of person that the DC penalty was made for.
And if you're so smart to throw in rejoin mechanics, maybe think a bit further and provide mechanics to avoid abusing, like DC short before hook and then rejoin.
You could just make it like l4d where a bot takes over.
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@Chrisko said:
Guys. Those same people that DC will just suicide first chance. There is almost no difference. Solo Q is Awful
Yep there isn't. People dc for valid reasons most of the time, because the game is wasting time with broken killers on broken maps because you happened to be unlucky.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1646256#Comment_1646256
Yeah, midwich is a pretty good map for slinger. I really want more loops where the survivor doesn't have 100% visibility of the killer and vice versa. This seems like a map problem, not a slinger problem.
Perhaps, I've considered that as potentially being something that needs changing since it would be nice having more loops like that to not allow him to just cheese it. I've wondered whether it would be more fair to make it so that the chain, upon contact with a wall breaks much quicker. That wouldn't apply to survivors blocking the chain however, that would stay unchanged.
This way, you could keep the map the way it is and I think personally it would make the gun more of a punishment tool where the survivor is out of line and you can catch them, and not just a "ahah, I got you in the animation lock and now I can slide to the other side of the wall and lunge!"
What about a slower ADS or inaccuracy? hm...I'm not a balancing expert clearly but something definitely needs changing imo to make it feel more fair.
More loops with less visibility would still be nice.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1646250#Comment_1646250
If you position yourself right around most loops, he can't reel you around them to hit you, but midwich pallets are pretty unsafe.
That's something I would've done had there been any walls to do it with. I was in a pretty safe spot, had the deathslinger not of had the ability to just cheese their way through like 90% of the pallets.
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@MusicNerd_TC said:
Slinger is my second main after blight, and I would be overjoyed if they changed his ads spam. Only bad slingers rely on this tactic to win chases, because they aren't confident in their shots.
I literally just had this problem. I find it unbelievable that, in maps such as the Silent Hill one, like a good chunk of the pallets are rendered absolutely useless because Deathslinger can either ADS you instantly and you get hit, or you drop the pallet, and he will shoot you and then phase his chain through the wall to get to you. There's no counter play to it, damned if you do and damned if you don't. I feel bad for leaving but I can't stand a match where 90% of it will be me getting hit unfairly and having no fun for the sake of others.
I really enjoy playing with standard basic killers with actually balanced abilities, they're amazingly fun, that's what brings me back to the game over and over. I've played a couple of matches with Freddy in the silent school map and each of them were good.
Deathslinger boils down to shooting the survivor, and then holding them there while Slinger shimmies over towards you, and then on top of that, lunge to gain extra distance to ensure the down. It's not fun for either party except for the few that know it pisses people off since it has no counterplay other than "haha, don't get hit make sure he can't reel you around the wall(s)" the deathslinger is GOING to come into full view of you at some point unless you're lucky, it's unrealistic to say simply not to come into view, because it doesn't work against people that know what they're doing and how to break the killer so you lose any option than to get hit.
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@Onyx_Blue said:
Ruin + Undying + Tinkerer
Slap this on a killer, particularly a high mobility one, and you got yourself the most boosted player you will ever see.
These players do not know what pressure is to save their life. You can feed their build and try to cleanse totems to get rid of their perks, or you can just get a gen high progressed and lead them away, go back to it when they leave you (because they will) and bam, the player is exposed as the bot they are. The fact this is a build to vs almost every game is ridiculous. The calibre of player skill level in dbd is utter garbage XD this builds proves it to be that way.
This game after hundreds of hours in my opinion is very rng based. Like everything from perks to the killers. It makes it very unfun.
Worst thing at the moment is getting a game where they bring tons of exposed perks that are only removable via cleansing, and then bringing a Mori. It really isn't very counter able, just makes me want to dodge the lobby. Who thought it was a good idea to put exposed in the game, never mind make it so it triggers easily so it destroys whatever game you're in.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1314129#Comment_1314129
The one on the left is a pre-rendered image, where the LOD is only limited by how much time you had to render it. It's not the same as the actual gameplay. Here's what she looks in the actual game:
https://us.v-cdn.net/6030815/uploads/T9SNUX78UY0T/image.png
The character model used in Dead by Daylight is the same one used in the cinematic trailer, but the level of detail is reduced so it's able to render in real time. Here's what she looks like in full detail, if you want to do a proper side by side comparison.
https://us.v-cdn.net/6030815/uploads/4SGE7A4HF8S3/deadbydaylight-chapterxvi-survivor.png
For the record, the Dead by Daylight subreddit is completely independent. We do not influence them or the way they moderate in any way. If you have an issue with it, I would suggest bringing it up with someone from their team.
that looks amazing 👌 I'm a big superfan of Silent hill especially 1 through 3, I'm really glad BHVR added SH as a chapter.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1262417#Comment_1262417
The killer also has an advantage on hits being favored by the server. Why is this when survivors are the reactive role?
because mistakes on the killer's side is massive compared to survivors. Survivors get two chances, killers get one chance a hit and that adds numerous seconds every mistake which is spent on the other 3 survivors on generators. there's a much more likely chance of a killer just flat out giving up, so because of that the killer needs to have his hits prioritised and not to feel cheap and wonky. survivors can afford it, imo. they would make latency non existent if they could.
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@DelsKibara said:
Let's get rather devious for a second >:3
I'm not talking about the most meta or the most toxic build you have in your arsenal right now, but the most "Evil". The build that will strike fear into the hearts of Survivors and Killers who face it when played right. A build that will force those who defy it to cower in fear and hope to the Entity that they will survive.
A build, that when played right, will give whoever wields it incredible power in return.
I'll start with a killer I have been getting really comfortable with playing, The Hag.
https://us.v-cdn.net/6030815/uploads/622/LGLZF5CN0FAX.png
Add-ons not necessary.
Let's start with the obvious.
RUIN
Despite it being nerfed, I honestly think Hag has been able to capitalize on it more than Old Ruin. Her map pressure sometimes forces survivors to tip-toe the whole map and make them afraid to go back to regressing generators. I've been using it to basically block certain generators from being worked on or force them to regress faster by making an artificial shield around it with my traps.
Even if they crouchwalk their way to it, I'll be able to patrol back and force them away while possibly getting some hits from the traps I near the generators.
The last game I played, I managed to win with 3 generators remaining and the game lasted around 10 minutes long. It was honestly one of the most fun games I've played in recent weeks.
DEVOUR HOPE
Self-Explanatory, and I think if anyone is going to really do well with DH, it's The Hag. I always wondered why some Hag mains use DH a lot when she is slow and now I know why.
Because she can literally get stacks and get milage and benefits out of it immediately with her traps triggering on Survivor hooks. And I'm really surprised how often survivors unhook others and trigger my traps. Like that happens way too often. So I've been getting some use from Devour Hope, which has led to some hilariously fun endgame moments.
https://us.v-cdn.net/6030815/uploads/983/FMG4SS6FEWA7.png
BARBEQUE & CHILI
Not necessarily evil, but is great for bloodpoints (of course) and to consider trapping certain entrance spots near you if you don't see any auras when a survivor is hooked.
THRILL OF THE HUNT
Now I get what you're saying.
"But Hag's traps can camp totems anyway!"
This is mainly for when people bring flashlights and crouch-walk their way to destroy my Hex totems. Sometimes I see survivors panic when they see TOTH is in effect and trigger the trap I placed near the totem anyways. That's always a laugh when it happens. And it's even more hilarious when Devour Hope has 3 stacks. So it's a jumpscare, and down.
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I think this build is evil because it forces the survivors to be paranoid at all times if you are effective with your trap placements. As well as afraid generators they are working at is regressing quickly at 200% speed than normal which makes them want to go back and go work on that generator again before it fully regresses.
Not to mention, the added stress of finding Devour Hope when there are 3 different Hex Totems around the map that you need to find. You have a 33% chance of finding it on the first try and even then The Hag will still be notified of your location which could cause you to panic and run into her traps.
I wouldn't say this build is meta though, it's good, it's evil, but it's not something I think most Hag players would run if they want to just win. I haven't played her enough to understand what is the absolute best perks on her yet, so maybe I'm wrong.
Can't wait to hear what your most "Evil" builds are.
Myers. Just Myers. ahaha, I bought him recently and I've really been enjoying playing him. secretly spying on survivors without them knowing trapped in Hawkins lab with an ebony/instant kill at tier 3. players can be toxic but I try to ignore them
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@Mandy said:
Without the profile of the person and proof from your ISP that your network was cut as a result of an attack there's nothing we can do.
https://forum.deadbydaylight.com/en/discussion/comment/1060116#Comment_1060116
Because the game is now on Dedicated Servers, this does not work with Steam any longer - because there's no connection to one another, which does raise the question of how someone can get the relevant information to attack someone else's internet.
That's a mystery. Just goes to show though, even on a video game you are never safe. Unless you wanna use a VPN and suffer higher ping.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/1057622#Comment_1057622
Sadly, I play on PC, so I really don't know who I recently played with
Steam has a recent players option, try that.
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@24Life said:
We get it.. "just do gens" is a terrible response. Some people don't have the ability to communicate that as we all don't play the easy way of swf.
That means we need to rely on what we see and hear in game and if you can't tell he's camping until you run across the map to check on the hook (and that goes for every other survivor. Because, AGAIN, we all don't play swf). This means a whole lot of time is wasted not being able to do gens because we rely on each other as a team.
Please stop thinking "just do gens" is a reasonable response to this camping with one hit downs issue..
Well if every survivor used kindred there'd be no problem but that's just not possible
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@Iron_Mike said:
This is probably where I get off then. It's been fun DVD or whatever the hell your name was...
Honestly if the only reason you are playing is for rank and not for fun, you are sucking the fun out of the game and it's you doing the work. then the blame goes to the game.
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@DBD78 said:
We have accepted the unwritten rules of the game to make everyone have as much fun as possible, but now everything has changed. It's time for killers to unite! They only want survivors to have fun and no stress, well enough is enough! From now on:
1: Facecamping, camping, tunneling, slugging..play as you want, do as you want.
2: "Blame Ruin nerf" this is the only message to give complaining and toxic survivors after the game.
3: Giving survivors the hatch or let them escape? Not anymore! We get nothing, they get nothing.
You might face the survivors alone every game, but you are not alone. We stand strong together! This is the only way to make them listen to killers, it's when survivors complains. When the message from both sides is the game was better before Ruin nerf, then they must do something about it.
so...playing the game then the way it's meant to be played instead of following a set of beliefs that was created by the community? seems fine to me, but I doubt you'll be creating a revolution anytime soon anyway. just play. or don't, I'd rather you not than continuing being petty :/ this is ridiculous
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@Thatbrownmonster said:
I remember during a dev stream devs confirmed they were testing a pizza delivery mode where the gens would be ovens or something and you had to deliver some pizzas
Am I going crazy or didn't devs said something like this some years ago?
That sounds hilarious, but perhaps a bit too easy? I wouldn't mind it, but I'm not sure if that'd ruin the dark tones. I've not been here for long so I wouldn't know if this is true or not
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@FlanGodFlame said:
When i first started playing DBD 3 years ago this gake was terrifying i didnt know running left a trail behind i started with 0 items perks or knowlegde to what i was getting into as mainly a survivor. Years have past since then and the fear had depleted. The last time i felt dread was hearing the plague consumption ding go off and that was like what 3 or 4 chapters ago? Now we have this Oni character and I got to say his design is the least terrifying thing I've ever seen in this game and its quite a big disappointment. I cant be the only one thinking this right?
The sad part about video game horror is that once the initial shock factor and mechanics are mastered, you become less scared. There's a lot of honourable mentions that achieve some unpredictably, but once it becomes predictable the fun people find in horror is gone. Except when it's a stealth character, then I always get scared the crap out of!