Avatar

Artick

Artick

About

Username
Artick
Joined
Visits
2,195
Last Active

Comments

  • Are we really crying about Head On now? What's next? Boil Over?

    Are you aware the perk needs 3 seconds to activate AFTER jumping inside the locker? They can't just jump in while you are behind them. I can't imagine survivors manage to do that while you are 5 meters behind them in a chase. That is, unless you constantly lose them or you don't know how the perk works and assume it instantly activates.

  • Let me get this straight. Survivors get hit when they shouldn't be hit several times per game, be it while running in a straight line, dropping pallets or jumping over windows. Killers lose a hit once in a while in a very specific scenario and it's the end of the world.

    Why don't we reverse it? We take away all the BS hits killers get and in return you can have your hits in that specific scenario. Deal?

  • nerf killer or buff solo

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050496#Comment_2050496

    Yep. They really should have an algorithm that limits being sent to a map you just played. Seems like it wouldn't be hard to do.

    It actually is, because every player has a different sequence of played maps.

    1. They would need to store the last x played maps for every player and update after each game. They would probably add that inside the savefile.
    2. You have to change the matchmaking to only create lobbies with players that have compatible last played maps lists. It gets harder to do the more maps you ban.
    3. If you talk to the other survivors in the pre game chat it become easy predicting the next map. If you ban last 3 played maps for each player that's instantly 3x4 = 12 maps out of rotation for that match. Not counting the killer since he can't use the pre game chat. It gets even worse if you ban realms instead of individual maps which is what OP seems to want. Do we even have more than 15 realms?

    Definitely not impossible, but we all know how good BHVR is at implementing a matchmaking system and honestly I don't want them to mess it even more trying to add this feature which is mostly irrelevant. If playing the same map in a row bothers you that much use a different map offering every time.

  • There is no "map cycle". It is purely random except when offerings are used.

  • How do you read intent thru code? How do you know they INTENTIONALLY disconnected to give hatch to someone else?

  • They have a lead community manager, a huge team of community managers, another team of ACM's then a ton of mods. And they say nothing. Every 1.5 months they make a post about the new update and that's it. Their communication was insanely better(actually anything is better than 0) when they had no community managers and it was just Mathieu and Dave live streaming every week.

  • Repeat after me:

    "exhausted on ground gg ez"

  • It's never enough for killer mains. NEVER.

    "devs pls just do this totally unresonable nerf and everything will be perfect"

    devs nerf it because they get tired of constant bitching.

    "devs pls also nerf this I know I said I won't complain anymore but it's still way tooo op even tho I said it won't be op anymore can you just nerf it please lol thank you".

  • You guys really need to get off your high horses. What makes YOUR OPINION that the update/killer/devs are trash more valid that the opinions of people from twitter saying they can't wait for the update? Why should the devs listen more to you than to them?

  • Survivor: completely useless, uninteresting, boring, recycled perks.

    Killer: one broken perk, one good perk, one meme perk.

  • 10 seconds is too short to have any kind of impact. Especially since all this perk would do is make it appear the gen has less progress, but the killer can still kick it.

  • Starting your topic with "as everyone knows" doesn't make it true. Deathslinger isn't weak, if anything he should be reworked to make his power less annoying and lose-lose for survivors(by reducing the zoning potential).

  • It doesn't matter? Play Demo if you like Demo, don't play if you don't like him.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/227646/revert-keys-and-mori-listen-to-my-idea

    revert keys? they didn't do a damn thing to the keys. they are just as bad... do 4 gens, get hatch spawned where you want it by a 3K blood point offering, and blamo don't need to finish the game you just leave with 3 people. even if the killer had you on a 3 gen lockdown.

    4 gens is a higher requirement than hooking 1 person once then mori.

  • @Dingo88 said:

    Survivour mains need to learn to just play game or go try killer. Been reading things on steam and people complaining about iri head on huntress. Stop complaining and grow a pair hiw easy do survivours want the game to be lol it's funny how it's always killer ######### that gets nerfed

    Killer mains complain 1000000x more than survivors. This is a fact and you can check by just looking at the first page of steam discussions/this forum/everywhere.

  • @Zeus said:

    It was never a thing

    Did you ever play survivor?

  • In fairness, all the other reworked maps had very few, very spaced, and extremely unsafe pallets(2 centimeres to either side). I didn't hear any killer main saying this isn't fair. But when one map doesn't end up being killer sided ... the sky starts falling again.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/224178/feedback-on-the-new-ds-change

    The healing part of your change almost makes sense. Except that if you are healing, you aren't really worried. You should not be able to heal yourself, STILL GO DOWN and DS the Killer.

    The second part of your change makes no sense. You are using DS in an offensive manner and it puts the Killer into a situation that he cannot possibly win.

    If you want DS to be a non-tunneling perk, reduce the stun to 3 seconds and make it so that all Survivors much reach 30% wiggle to use.

    If you want it to be an anti-tunneling perk, keep it as it is.

    You almost understood what I meant, and by that I mean not at all.

    For the first part: it's not my job to hold the killer's hand. If you can't apply pressure and allow the survivor to get 1% of heal now and then, that's on you. The survivor shouldn't be punished because you are playing poorly.

    The second part did not imply you use DS to get away. The second part meant this:

    1.Chase ends up being near a hooked survivor.

    2.You confuse the killer with your movement, get a tiny bit of time while he is figuring out where you are -> unhook survivor.

    3.You both run. You do not get away because you used DS, you get away because you outplayed the killer with smart movement.

    Then 2 things can happen:

    a.With my change: you still have DS.

    b.With the original change: you do not have DS anymore.

    @Nosferatu3145 said:

    https://forum.deadbydaylight.com/en/discussion/224178/feedback-on-the-new-ds-change

    1. Agree
    2. If you really are smart and outplayed the killer to rescue, then you don't need DS. If you need DS tho, you're confusing "outplayed" with "outperked"

    Read above. It is outplayed and not outperked. With dev's proposed change, I get penalised for outplaying the killer by having my DS removed. With the change I proposed I still have my DS after unhooking and safely running away BECAUSE I CONFUSED THE KILLER, not because of DS.

    Again: the second scenario does not imply you use DS to get away. You get away by being smart and then you have your DS removed. I am talking about not having DS after you unhook & run away, the rest of the chase.

  • So you can abuse it by moonwalking? Idk how hard it is for you people to understand: DS was not meant to be an anti tunneling perk. It's meant to do exactly what it does: don't pickup someone for 60 seconds after they get unhooked. That's all there is to it.

  • @REL1_C said:

    Survivor Meta perks:

    Dead hard, Sprint burst, Ds, unbreakable, borrowed time, adrenaline, OoO (swf), Iron will, Head on (kinda), Soul guard, Deliverance (Debatable) .

    Killer meta perks:

    Ruin (Nerf/buff) , undying (nerfed), bbq & chilli (Gen exploit), Thanatophobia (Nerfed), Pop (nerfed), discordance (Nerfed), nurses calling (slight nerf).

    Poor poor killer main propaganda.

    Survivor meta perks:

    Dead Hard(doesn't work with dedicated servers, exhausted on the ground go brrrrr), Sprint Burst(nerfed 4 times already), DS(nerfed 3 times already), Unbreakable(only works if the killer allows it to work, Borrowed Time(nerfed 2 times already), Adrenaline(1 time use when you successfully finish the objective), OoO(does literally nothing), Soul Guard(only works if the killer allows it to work), Delieverance(does literally nothing if the killer is camping, if he isn't then a teammate could just rescue, wasted perk slot, has an activation condition, a penalty).


    Killer meta perks:

    Ruin(reworked, ends up stronger at rank 1), Undying(second chance totem perk), Bbq & Chilli(literally did not get touched once, one of the strongest in game effects + braindead easy to get 2x points), Thanatophobia(wasn't even a meta perk, irrelevant), Pop(big nurf, you never needed 60 seconds to use it), Discordance(the "nerf" was reverted literally the next patch), Nurse's Calling(got nerfed 4 years ago, still salty about it? it's not as useful as before because of the no heal meta, not because it got -4m range nerf 4 freaking years ago).

  • Well, hits are killer sided so deal with it I guess.

  • You can remove Unbreakable yourself: stop slugging.

  • They made sense when exhaustion recovered while running. Now, since it doesn't, they do not make sense anymore and are overpowered.

  • Depends:

    If you ask a killer main, obviously the answer will be: "omg how dare you nerf survs already so op damn man this game was so much better in 2016 when devs were not biased omg omg"

    If you ask anyone else: "it is strong, maybe a bit too strong because it can be used for camping even tho it is supposed to encourage killers to not camp".

  • @jrinkwater said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865787#Comment_1865787

    Honestly, in 2021... she should have a tiny dot lol. Btw, it's not cheating. And if it was, should EAC detect discord as well?

    Discord is for communication. Its purpose is not only related to DBD or playing DBD or SWF. Putting a crosshair in the middle of your screen has a clear purpose: to help you do better as Huntress than you would normally. This is the textbook definition of cheating.

  • @Mister_Holdout said:

    If you're on PC, invest in a monitor with built in crosshair overlay. Makes a huge difference.

    Other than that, hold the hatchet for a moment to see how the survivor jukes.

    You can also try running Shadowborn. That perk makes Huntress more comfortable to play (imo).

    So basically cheat.

  • Killer Mains rely too much on bitching about everything on the forums.

  • @Almo said:

    Server-side hit validation does not affect grabs. It's purely for melee hits.

    Server-side hit validation does not affect anything. It's purely for memes.

    FTFY.

  • @chieften333 said:

    The devs - " you can't draw too many conclusions from this data because there are many factors not accounted for"

    Also the devs - *use the data they told us not to draw conclusions from to justify nerfs, or to justify not changing anything*

    Pretty ignorant of you to assume they have only the data they showed us. What we see is a very very very small portion. They can see all the factors involved and how it affects the data.

    @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852522#Comment_1852522

    Yes... they're included... Honestly they should be separate for context

    Take Freddie for example... has %75.69 kill rate but what % are DC's and not kills that Freddie got himself?

    That's what I want to know more of (cause again... I'm being selfish)

    No, they stopped including DC's a LONG time ago.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852768#Comment_1852768

    If you have a problem as Killer on Groaning Storehouse, it is clearly a "you"-problem. MacMillan-Maps are some of the most balanced Maps in the game.

    If a map has more than 1 pallet & 1 window, it's survivor sided. Facts!

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847470#Comment_1847470

    The development time spent supporting such a feature would be better spent elsewhere.

    Maybe actually start spending that time elsewhere? A lot of things are ignored so you guys can have time to work on other things, but nothing ever happens besides a chapter every 3 months. Live balance takes 6 months for a single perk, that's laughable. The internal pipelines clearly need to be optimized.

    MMR? still disabled, was supposed to be ready 6 months ago after God knows how long in development.

    Hit validation? still doesn't work right and does next to nothing, disabled multiple times after God knows how long in development.

    Disconnect penalty? disabled countless times after God knows how long in development because of the same exploit where people could get others banned.

    Movement extrapolation? disabled, tested once 1.5 years ago in ptb and nothing ever since.

    Bloodlust experiment? yet another one of these things where it kinda happened and then we don't hear more about it for 2 years.

    Events? Gone.

    Something clearly isn't working with the way things get prioritized/worked on if you guys can't manage to release one single big feature which works correctly in 4 years or release constant, meaningful live balance changes(no, 4 perks every 6 months when we have like 150 in the game doesn't quite cut it).

  • We had like 5 already, one after the other when they started doing Mid Chapter patches. We had more after that, here and there. Time to stop whining I guess.

  • Pretty much, because the devs can't use a scalpel for balance changes. They always use a hammer(or worse). They severely underestimate some changes(Freddy Buff, Hillbilly overheat was buffed so much you can only overheat only if you want it to making it an useless mechanic) or overestimate others(slightly buffing weak survivor perks after 4 years without making them any better - Technician was buffed 2 times and it's still trash, not even mentioning the last "buff" was also paired with a nerf).

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842526#Comment_1842526

    Source? Also, it's not necessarily the number of pallets that makes a map strong, as there is other factors that come in place, such as how safe the loops are, how big the map it's, etc.

    https://us.v-cdn.net/6030815/uploads/AAWYH9J4GHPP/screenshot-2020-12-30-02-44-06-7e2.png

    Solo, this data is kinda old, but I have reasons to bring it up. First, the devs haven't show the kill rates on maps recently, so this is the best we've got. Second, the safest maps haven't been reworked since then, so it's likely that their issues are still existing today. As we can see, the worst map for killer at that time was Rotten Fields, followed by Fractured Cowshed and then Haddonfield.

    "Their issues". Dunno, rotten fields appears to have a 50% kill rate, which is balanced by devs standards and that's the "worst map" for killer. On the other hand, the best map for killer is at 70% which is way above 50%. Point is, even in the "worst map" killers do well so I'm not sure what issues there are. Balance means 2 kills 2 escapes on average, not 3+ kills. 3+ kills shouldn't be the norm, it should be reserved for very good players or when playing against worse opponents.

    Because if we look at the data you provided, when killers get a bad map, they still get 2k+, but when survivors get a bad map only one of them escapes at most, so if anything the priority should be fixing the killer sided maps cause they are more killer sided that how survivor sided are the "good map" for survivors maps.

    In other words, at 50% kill rate the map is not survivor sided, it is balanced. At 70% kill rate a map IS killer sided. Pause for a second and imagine a map with a 30% kill rate, killers would be freacking out.

    Putting that aside, it doesn't matter how safe loops are when there are only 7 pallets. That's less than 2 pallets per survivor. Of course, I don't have accurate data(only devs have), but some time ago I used to go in KYF with a friend after each update and count the pallets for each map because devs kept changing the algorithm. Last time I checked Rotten Fields spawned as less as 7 pallets and never more than 10. Maybe things changed in the meantime, dunno.

  • @GlamourousLeviathan said:

    To be honest, as a killer main, Thompson's House is the least problematic of the Coldwind bunch. On the other hand Rotten Fields for me is simply the worst map on the game, only followed by Fractured Cowshed. These maps are disgusting. It's jungle gym after jungle gym after god pallet after cow loop after shack after jungle gym... Not even talking about the bliding corn tho.

    Rotten Fields, the map with 7 pallets?

  • But at the same time you hook 3 different survivors and still get hit by DS, all in a 60 seconds window? So how come you lose 3 gens in a chase but you also complete 3 different chases in less than 60 seconds?

  • @anothercomplainer_10 said:

    Well I say it's dumb as hell, get better at the game and dont get caught twice. There is no point in having to wait until they would die anyway. Thats why it's such a rare offering I thought.

    Why don't you get better at the game so you don't need moris? "Such a rare offering" meanwhile everyone finds at least 2 per bloodweb.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821980#Comment_1821980

    I’m not complaining I’m just saying that the common and yellow addons shouldn’t be OP IMO the addons should be stronger and game changing as you go up so once you hit purple and red you will start to see stronger and more op addons Your commons being better than the ultra rares is just plain terrible.

    Oh, yea, I fully agree with this.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821319#Comment_1821319

    It's not about surviving 10 minutes, it's about if you're already ingame you're gonna depip and lose all the bloodpoints because you'll get dc'd

    Don't go in game near the maintenance window?

  • So you are complaining the best addons are cheap and you can find a lot in bloodwebs? Idk it doesn't sound right.

  • @Khroalthemadbomber said:

    "Bugless Streak?!" Um... I'm sorry to tell you this but there's been bugs on her all the time. One of them has been on her for at least 2.5 to 3 years now.

    The joke went over your head.

  • @MythMage said:

    Any Means Necessary: You barely get to use it anyway, so any cooldown is redundant

    Diversion: You are very rarely in the Killer's TR and NOT in a chase, so 45 seconds for each pebble is dumb

    For The People: Should honestly be 60 seconds of Broken instead of 90

    Premonition: Should honestly be 15 seconds

    Red Herring: Why does this have a cooldown again?

    Repressed Alliance: 60 seconds is way too long. The match is already over at that point

    Stake Out: Should be 10 seconds

    Visionary: This is so useless that a cooldown is just redundant

    Blood Echo: Why does this have a cooldown? At the very least half it

    Dragon's Grip: The thing with this cooldown is it isn't 80 seconds after you kick the gen, it's 80 seconds after the gen loses Dragon's Grip, so the cooldown is either 80 seconds after someone gets exposed from it, or assuming no one touches the gen, the cooldown is 110 seconds. That's stupid. Make the cooldown start as soon as you kick the generator

    Hex Blood Favor: Why is this a hex and why does this have a cooldown? Hell, if it triggered every time a survivor got hit (not just by basic attacks), it was no longer a Hex, and no longer had a cooldown, this perk would still be #########, so cooldown too long lmao

    I'm All Ears: Could be 30 seconds

    Oppression: Should be 60 seconds

    Play With Your Food: The little cooldown before you can gain another stack should honestly be removed

    Spies From The Shadows: Just remove the cooldown

    Surge: Remove the cooldown or reduce it to 30 seconds and it isn't limited to basic attacks

    Thrilling Tremors: Should be 45 seconds

    Trail Of Torment: Should be 45 seconds

    Just wanted to say the Play with your food cooldown was added to prevent people from cheesing the perk and getting all the stacks in a single chase.

  • @[Deleted User] said:

    At least he's talking with people today. He's made like 3 or 4 comments today that i've seen, that's the most dev communication I've seen in a while. I saw one post from another dev like almost 2 weeks ago that was about it.

    If we had a dev or a community manager that was that active on a regular basis most of the problems people have with BHVR would be significantly reduced. Devs are busy sure, but that is where usually a CM or some other person takes the reigns and helps the communication and bridge the gap between the community and the devs....we don't have that here.

    Instead; people end up watching things like that stream and drawing conclusions about their design decisions because that is basically the ONLY form of information they have....there is no other communication most of the time so of course people are going to come up with all kinds of accusations and assumptions- they have nothing else to possibly claim or show anything different.

    While this is true, the second they show on the forums and start posting you guys attack them, call them every single name in the book and act like you know everything. Almo is a dev, he is not required to post on the forum so he does it on his own time because he wants to do so. If you people could just show some basic human decency maybe we would see more devs come here and share insight into what's really going on and why they are doing things a certain way.

    But that's not possible cause you all act like a bunch of children. So there's that.


    (community managers have no excuse tho, their job is literally to engage with the community, if they can't handle the toxicity - which would be completely understandable - then they shouldn't be community managers anymore).

  • @Chechia said:

    Grabs have been fine before the release of dedicated servers. They are very rare nowadays which just shows that something isn't working right. That sure goes for both sides but killers suffer a lot from all the denied grabs the game is giving to them.

    So you suffer more than survivors because you lose what? a gen grab in 2/3 games? And that's somehow worse than getting hit thru everything and from 50 meters away every single game, multiple times.

  • Old Freddy was changed because his power was too problematic. He is not coming back.

  • It appears killer mains want us to believe they can hook 3 other survivors and still get hit by ds(so 3 hooks in less than 60 seconds) but at the same time that survivors are OP and they loose 2/3 gens in a single chase.

    So how come you can hook a survivor, find another one, chase, hit, chase, hit, pickup, hook then repeat 2 more times all in 60 seconds but you also lose 3 gens in a single chase when a gen is 80 seconds? So you either hook 3 survivors in 60 seconds(20 seconds per chase) and still get hit by DS or a chase takes more than 80 seconds and you lose 3 gens. Which one is it now?

    This isn't Schrodinger's game, a chase can't both take around 20 seconds and then more than 80 seconds depending on which agenda you are trying to promote at a given time.

  • No, it can not. The perk needs to be charged for way too long.

  • @Nun_So_Vile said:

    IIRC, increasing the number of available boxes actually reduces the probability that they will find the box with the key. 4 jigsaw boxes= 25% chance and 5 = 20%. So ultimately the idea is they end up spending more time trying to find the right one.

    Only one box has the key, so with n boxes the chance to find the key is 1/n. With n = 4 => 1 / 4 = 0.25 = 25% chance. With n = 5 => 1/5 = 0.2 = 20% chance.

  • @rglarson13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814764#Comment_1814764

    Don't worry. Coordinated players in a group aren't that common.

    Did you even read what I said? What is the connection between 2v8 and swf?

1 … 3 4 5 6 7 … 11