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Artick

Artick

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Artick
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  • "Ony is a weaker Billy"

    "Billy is a weaker Oni"

    Can you guys make up your mind?

  • @[Deleted User] said:

    I stopped reading after “requires throwing the game”

    protection hits, thus MoM stacks, are easier than ever to acquire, with the exception of how easy original MoM was (which was broken).

    It doesn’t always need to be running between your teammate and the killer mid chase.

    You can:

    • take a hit while someone is being carried to a hook in an attempt to buy them wiggle time.
    • Take a hit while sabotaging a hook.
    • Take a hit while unhooking.
    • Take a hit while healing another teammate, which is a sensible thing to do if they’re already nearly healed and the killer is likely to tunnel them.
    • Simply being the one that takes a hit while other injured survivors are nearby, such as if the killer gets the drop on a group working on a gen together.

    Survivors shouldn’t be treating MoM as perk they intentionally go out of their way to acquire stacks for. For example. Running across the map for a teammate in trouble on the opposite side of a map is probably just a waste of your time if it’s likely other survivors are nearby to help. MoM should be treated as an INSURANCE perk where if opportunities present themselves where you are already nearby to protect a teammate, you’ll be compensated later when you’re in trouble.

    I stopped reading after "I stopped reading". If you will not make any effort to read the post and understand that the change I'm proposing is minimal then I'm not making any effort to read your post either.

  • Her addons should not be strong. She is strong enough on her own in the hands of a skilled player. Add busted addons(like the addons before the nerf - omegablink nurse for example) on top of that and survivors stand no chance.

  • @GreenPufferFish said:

    make it 2 protective hits

    If you read my post, this was the base idea I used. However, to be sure it doesn't end up too strong, I suggested 2 protection hits + one unhook. Better than 3 protection hits, worse than 2.

  • @MegaWaffle said:

    The proper way to fix MOM is to say you love her once in awhile, you ungrateful bag of (DUE TO THE NATURE OF THIS LANGUAGE BHVR HAS REMOVED THE REMAINING TEXT TO ENSURE YOU UNDERSTAND YOUR MOTHER KNOWS YOU LOVE HER, EVEN IF YOU DON'T ALWAYS SAY IT......BUT WE WOULD SUGGEST SAYING IT)

    I made this topic in an attempt to fix a perk in a video game but I left with a life lesson. Thank you!

  • Boil Over

  • So you played 3 games in which you learned everything there is to learn about his power and are able to properly judge the killer? Seems legit

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1437149#Comment_1437149

    Dunno how long until people realise this:

    If the killer wins in the first 5 minutes, the survivors played trash.

    If the survivors win in the first 5 minutes (or more), either A) The killer was trash, or B) The survivors genrushed to high hell

    There is absolutely nothing in this game that makes you win as killer in under 5 min against a good squad, nothing. As much as you might want to deny it, the survivors were trash.

    And a killer that allows the survivors to win in 3 minutes is trash too. Your point is?

  • The Unbreakable - Soul Guard interaction is confirmed to be a bug.

  • @mydogmax19 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431523#Comment_1431523

    Survivors are way less vocal on the forums? That's the comment you decided to put? Your a dumbass, I only ever see complaining survivors on these forums. What the actual hell are you talking about "survivors are way less vocal". Sounds like bullshit to me. And it is. The game is survivor sided, your just too clueless to realize it. That or you dont want to admit it.

    You need to calm down and refrain from calling people names. If you are too childish to have a rational discussions, I'm sorry to say, your place is not on a public forum.

    I never commented about the game being survivor sided or not being survivor sided, I made an observation about the amount of posts regarind "survivors are op" vs "killers are op". You probably are just too biased and dead set on hating on everything that looks like it doesn't fit your agenda to realize my comment was not pro survivors(or pro killers for that matter).

    Again, it was purely my observation. If yours happen to be different then that's fine and not a reason to act like a spoiled kid. In fact, if you think for a little bit you may realize they can both be correct at the same time, depending on which time you check the forums and what happens to be on the first few pages of the discussions.

  • @BloodMoneyMerc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427725#Comment_1427725

    My idea wouldn't slow down healing speed. It would slow down recovery speed. "Instaheal" syringe would still only take 16 secs. Plus I think the syringe is technically immune to the effects of anything that slows down healing, like Coulrophobia.

    Do some research please. If you just read the description you would find out that: "The time required can be modified by Perks and Add-ons that affect Healing speeds."

  • @Unfun_Tunnel said:

    I honestly don't understand behaviour's buffs and nerfs. I think that pyramid was ok, but they nerfed him, even if it's an irrilevant nerf. Now they want to nerf billy, which is, in my opinion, one of the most balanced killers in the game, and don't nerf spirit and freddy, that are way too easy to use and too powerful. They could also buff demogorgon, which is the worst killer in the game right now. Last but not least, they never nerf survivors. I think that a full genrushing swf with all decisive strikes, unbreakable and borrowed it's almost impossibile to counter, except if you're lucky and get the right map with the right killer or just tunnel and camp. Some items are op as well, like keys, that are basically a "click to win item even if I didn't do anything during the whole game". Let me know what you think about this.

    Dude I'm so sick of "they never nerf survivors". Killer mains have such a selective memory, they only remember what they want to remember. Take all the patchnotes and see for yourself how many nerfs survivors got along the years. Just stop with this BS argument already.

  • To be fair the community tested the Spirit in the ptb and kept yelling at the devs about how weak and useless she is. Now look at Spirit, it's the strongest killer in the game.

    When you already made your mind, before testing, that test is pretty irrelevant.

  • @IMhereRUN said:

    No Mither is already balanced. You have an unlimited amount of times you can pick yourself up from the dying state, AND it removes your trails of blood.

    AND screams at the killer that you have it so you will never be slugged. Balanced.

    No mither needs to be buffed. The killer should not see the broken status icon and the survivor should start healthy. After being hit they can't heal back to full health.

  • Love how it always was "mori and bnp" and since bnp got trashed but mori is still op, now killers use keys to justify moris. So why don't we go with the initial pair of bnp and mori, trash moris because bnp got trashed so we are even?

  • Killers say it's survivor sided and since they flood the forums every single day, that's what you see the most.

    Survivors say the game is killer sided, but they are way less vocal on the forums.

  • No offense, you don't speak for anyone. The forums are not representative of the whole community. I know it, you know it, the devs know it.

  • @IMilkNobody_108 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431157#Comment_1431157

    try playing new billy like old billy but guess what you cant cause the overheat meter charges to fast so if you dont want to build up overheat you can only do safe chainsaw revs. also i forgot to mention curving is gone and billy still keeps all of his old bugs

    That's the whole point, duh. You can't play a killer after a change like the old killer, that what change means. You have to adapt, give it time and change your playstyle, scary, I know.

  • Nurse says hi.

  • @Almo said:

    It's not when you're picked up, but when you are healed from dying to injured state. Just want to make sure we're talking about the right event. :)

    Any chance you could undo the ptb nerf? I mean the perk is situational enough, applying Deep Wound doesn't seem like a big deal and honestly it doesn't make the perk much worse, but somehow feels iffy when I finally manage to make use of the perk just to get Deep Wound.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428555#Comment_1428555

    That is how it works, the issue is that the thing that determines what the best server is for you isn't working properly on the PTB. Thus, people are being sent all over.

    https://forum.deadbydaylight.com/en/discussion/comment/1428565#Comment_1428565

    I can ensure you that there's no developer out there who's keen to spend weeks (if not longer) working on something like this only to scrap it before even testing it. If we weren't planning on testing it, it would have never been announced. There's just no sense in testing it while issues are going to completely invalidate the test, and most people opt out of the PTB by the time we'd be able to fix the issue.

    What do you mean? All you have to do is:

    if(working incorrectly)

    dont()

    Jk. I was just asking because it happend before with the movement extrapolation system you tried in a ptb and then it never made it to live.

    in Just why? Comment by Artick
  • @Peanits said:

    It is not what is causing the issue, if that's what you're wondering. The system is completely disabled through the backend on the PTB at the moment. There's a separate issues causing the wrong server to be selected, meaning that a lot of people are getting sent to a far away server with a high latency. It wouldn't make much sense to test something that limits people with weak connections when everyone is being sent to the wrong server and getting a weak connection.

    So why not fix the server and then test the system? It feels like you guys are trying to scrap the idea or make it "lost" along the way.

    in Just why? Comment by Artick
  • @D3_destr0y3r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427661#Comment_1427661

    They wouldn't be monitoring it outside of when you are playing swf.

    How is this relevant? They have no right to monitor my communication that happens OUTSIDE the game. And in fact, they can't even do it.

    I may be talking on discord with someone about things unrelated to the game, which may be sensitive information. This is a clear privacy violation.

  • @Spirez said:

    Billy was perfectly balanced. All killers should be on par with billy so they can balance the game. If it’s too hard for survivors than give survivors a buff once all killers are par with billy. But instead they keep nerfing killers with cool downs and even gave billy one. This game is so easy as survivor now it’s going to be a walk in the park.

    Oh you poor thing. You weren't here when survivors had actual infinites, double pallets with really long loops, 2 windows and 2 pallets AT THE SAME JUNGLEGYM, actual instaheals, instablind flashlights that could not be avoided by looking up/down and could even blind from behind or while the killer was moving, 4 man old BPN which could instantly repair a generator, no entity blockers, much slower killer vaults(3.0 seconds), much slower killer pallet break(3.0 seconds), windows that didn't have a door right near them, pallet vaccum and faster pallet drop animation that allowed to get sucked to the other side of the pallet, pallets that stunned at the begging of the animation instead at the end, no stun when dropping down from heights, sprintburst on 20 seconds cooldown that didn't pause or slow down, selfcare as fast as a regular heal, pallets with a minimum distance of 8 meters instead of 20+ metters, 30 pallets per map, structures without holes in them, longer killer pickup animation, really strong map variations like shack, 3/4 jungle gyms near the shack and 2 pallet loops with 2 pallets each.

    These things were a walk in the park. It's extremely annoying when new players keep saying how easier the game got now for survivors because they keep imagining survivor buffs, when they were not here in the old days to see how strong survivors actually were. Tell me again how easy the game got for survivors, please.

  • I don't think you can cout "insta-heal" syringes as insta heal anymore, it takes 16 seconds and the time is affected by perks, so the 20% slowdown would make it extremely long.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427683#Comment_1427683

    I can understand in a game like League where you may be stuck in a match for 20, 30 or even 40 minutes, however in DBD, matches can be as short as 5 minutes and DBD was designed with the "party game" experience in mind in the first place. It's not really that competitive.

    Basically, they are two completely different games, of two completely different genres that don't even have the same balance of players in a match (5v5 versus a 4v1). Premade in League is completely different to a SWF in DBD. League was balanced with communication in mind, and even five randoms can type and communicate in chat (they also have in-game voice chat now as well). DBD was balanced without SWF and communication in mind. SWF didn't even exist initially. DBD isn't even a team game. In League, you rise or fall with your team (that's the idea anyway. Last time I played League, one person could completely snowball and carry the team). In DBD, two of my team may die, and two may escape. I may not rise with my team, and I may not fall with them. It's perfectly possible they all escape and I'm the only one who "loses".

    This is not entirely true. SWF was planned, they just didn't have time to implement both KYF and SWF for the release and implemented only KYF. Devs mentioned this before.

  • Billy's addons were busted, certain combos made him way too strong. Put your bias aside for a second, all the "insta" stuff from the game must be nerfed or changed.

    And the overheat is not that bad, you just can't spam your chainsaw because you get punished for missing. It sounds like they just increased the skill floor, which isn't bad.

  • For survivor I feel like this is a no brainer: no mither, self care, inner strenght, solidarity, medkit with styptic agent and the syringe.

  • DBD has no right to access my microphone outside the game and pick up what I say in Discord or whatever software. If they implemented this then it would be no better than actual malware and likely illegal.

    Plus, if they somehow did it, then someone could just use Discord on their phone. What are you going to do then?

  • @ggezbaby said:

    What buffs would you like? I think most survivor perks are fine. Maybe add a totem counter to small game. But other than that, not sure what could change lol

    Maybe I would like if they started with the ones they promised some streams ago? Most survivor perks are totally not fine, unless you play killer. Then yes, they are totally fine since they do nothing, therefore can't affect you lol.

    Want to know what's wrong with them? Extremely weak or extremely situational or extremely unfun and boring(basically most of the aura reading perks with few exceptions like Alert/Bond) or they need 3 other perks just to have any effect(or all of these issues at the same time).

    Want actual examples? Deja Vu, Boil Over, Any Means Necessarily,, Blood Pact, Buckle Up, Camaraderie, Dark Sense, Distorsion, Lighweight, No Mither, No One Left Behind, Pharmacy, Poised and I could go on an on.

  • Like you said, even when they buff a perk it's still not enough to make said perk useful, with two exceptions: Urban Evasion and Alert. Not saying these perks are top tier, but if like their effect or your playstyle fits the niche of these perks then they can actually be used.

  • It's kinda mindblowing they keep adding more and more perks that no one uses. Like, what's the point?

    At least make them good from the start if you know you aren't going to balance them for 5 years after release.

  • Are you talking about 360s? LMAO. That's been in the game since day one. Stop mindlessly lunging and actually aim. It's that easy to counter and it only works against bad killers in the first place.

    Imagine saying moving your character in a circle is an exploit.

  • I mean all I see is you failed to find some survivors hiding in a small map for more than one hour. Plus, it's not like they were standing still or hiding in lockers the whole time, because if they did then they would have crows.

    Also, how do you know they were trying to be toxic? Maybe they were not confident they could win a chase, didn't want to get moried and used stealth, which is a very valid playstyle and in fact, ironically enough, what killers always suggested instead of looping.

    "survivors should be stealthy but not very stealthy so I can still find them".

  • It's an asymmetric game. Why do killers mains always bring this argument is beyond understanding.

    But if you insist, please remove the falling down stun because killers do not get it, please add a cooldown on lunge that doesn't go down unless the killer stops moving, please give survivors weapons because killer has a weapon, please allow the survivors to hook killers since killers can hook survivors.

    This is stupid.

  • @ASurvkillivorer said:

    This is ABSOUTELY going to do this.

    I have a good connection and yet its very common when I down a survivor they move several feet. When I am the survivor I notice my ping is almost ALWAYS the best ping in the match. So the connection thing doesn't add up to me.

    So yes this is going to screw with killers big time. I don't get what its even supposed to do in the frist place.

    Detect if a hit was actually possible. Well how do you do that if two different people have a connection and see two different things? The hit was clearly possible on the killers side? I really only see this doing EXACTLY what OP said it would do.

    If you don't have any knowledge about networking and the inner workings of multiplayer games you better not make assumptions and write nonsense.

    Both survivors and killers are clients in a client-server architecture(like we have with dedicated server). In ANY serious multiplayer game the server is the authoritative entity. The server is responsible to make sure all clients are synchronized and the data they send to the server is actually valid.

    Imagine a first person shooter where the server just trusts the client, like the DBD servers trust the killer now. The client can simply tell the server "I just head shot every single person on the other team". If the server doesn't do any sanity checks, then boom, everyone else dies and the cheater instantly wins, even if all the other players were behind walls, 100 meters away from the cheater.

    The server must validate everything that happens, it must make sure the timeline of events is consistent across all clients. So, for example, the survivor says "I used dead hard" and the server receives this message. Then, the server will tell the killer that this survivor used dead hard. However, before the message reaches the killer client, the killer sends a message saying he hit the survivor. Right now, the server will go like "oh cool, you hit him" and we end up with the bullshit hits and exhausted on ground. But what it should do is reject the hit message because it reached the server AFTER the dead hard message from the survivor.

    It doesn't matter what the killer or the survivor sees, since switching from p2p architecture the Killer no longer has the correct sequence of events. The correct even sequence is the one happening on the server. This isn't an advantage for survivors or for killers, this is simply making a multiplayer game with client-server architecture work as it is supposed to be.

  • Suggesting the #1423145235243523452354352353235325423 windows nerf.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417986#Comment_1417986

    I'm sorry. I do NOT enjoy being hit by Huntress hatchets when I'm already safely behind a wall.

    I do NOT enjoy being hit 2 seconds after dropping a pallet.

    This is exactly what I was saying, maybe read my comment again. The game must be fixed. We can't just leave it like that just because it affects survivors only and benefits killers.

  • Yeah. Apparently it is perfectly fine if bad networking code ruins the game for survivors, but God forbid it affects killers in any way.

  • @Peanits said:

    Yes, they're both on the to-do list.

    Also that is a blessed puppy. Would pet.

    Isn't it funny how it was "BNP and Moris" then BNP got completely trashed and now the argument is "Keys and Moris"? After you trash Keys, what will it be? "Medkits and Moris"? It is funny you guys use the same thing on killers side to justify nerfing multiple things on the survivor side.

    Balanced, as all things should be.

  • So you admit Spirit can easily 4k, which by definition is terrible game design. But at the same time you say survivors are the ones carried by terrible game design.

    ???

  • So you can not camp and suddenly the killer is worthless? If a killer is defined by his ability to camp then Bubba is S tier, right?

  • Someone did not get the joke.

  • You should be glad, now Survivors can not bait a hit and cause you to hit the hooked survivor.

  • Did you killers really run out of things to complain about and now you want to nerf Spine chill?

    Yeah, go ahead. What's next on the agenda? Boil Over? Deja Vu?

  • @Peanits said:

    Windows aren't meant to make you immune to any damage. They are a hole in the wall, after all, not a magic portal that blocks attacks. If you are within range of an attack, it is totally normal to get hit through it.

    That said though, if you're getting hit significantly after vaulting, that is usually down to latency. Server side hit validation is on the way, and it should help with that. Basically the servers checks where everyone was when the killer says, "I hit that guy". If it turns out the killer was actually too far away to hit them, it cancels that hit. In short, if someone has a bad connection, the game stops trusting what they see.

    You know he is not talking about hits while in the animation. Every time people complain about vault hits is when you get hit after moving away from the vault, AFTER the animation. He specifically mentioned he was away from the window.

    I don't know why you guys keep treating it like "omg he hit me in the animation".

  • Survivors had it one million times better during beta and early days. To claim otherwise is ridiculous.

  • Why killer mains always use the word "abusing" to reffer to "survivors using their perks"?

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