Avatar

Aven_Fallen

Aven_Fallen

About

Username
Aven_Fallen
Joined
Visits
18,449
Last Active

Comments

  • @Spectre13 said:

    Nothing...nothing can be done. Since the Ruin nerf gen pressure is now all but gone. Only thing you can control is how long to chase someone and what aura reading perks you can equip like Discord and Mechanic etc. Maybe place your upside down portal in a good spot near a gen cluster?

    "gen pressure is now all but gone". The Killer is responsible for pressuring the Survivors, not a Perk. The pressure is not gone, if you take too long while chasing one Survivor, sure, the others will do Gens. There is nothing else they can do at this point.

  • @Dr_Trauts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184871#Comment_1184871

    BBQ has already had several nerfs since its introduction, and yes it has an additional function because essentially as killers only get 4 perks and survivors have a collective of 16 in total, to make it worth a slot it should do more than the benefit of just bloodpoints. Don't think of a 1v1 ratio in all instances when in many it is a 1v4. and i dont understand why you think reducing bloodpoints on the killer side is necessary??

    https://forum.deadbydaylight.com/en/discussion/comment/1184873#Comment_1184873

    Not necessarily, survivors can find items in game that killers cant through chests. even increasing the rarity and getting addons through perks such as plunderers instinct and ace in the hole. and those 20ish items and 40ish addons, it should be mentioned that it is a repeat of the same items albeit at different rarities: toolbox, firstaid kit, flashlight, key (and map but who really uses them). so its not as many as you really make it out to be.

    https://forum.deadbydaylight.com/en/discussion/comment/1184876#Comment_1184876

    you say the gains are no where near to BBQ, i dont understand this as they both increase the bp by 100% when fully maxed?

    and killers prestige as well so that isnt really important. and as for the rarities of items how often is it someone takes a brown toolbox into a trail, or a green key? the top end of those items being the green and purple are the only ones of real significane, and even then if you escape you still get to keep the item itself so you dont need to waste bloodpoints on it. Essentially, you would just need to spend bp on the addons which, once again, put you in line with the killer

    You were talking about bringing things in line. And I guess we should bring all those things in line. Like, a good Survivor game is a mediocre Killer game. When I play Killer, I rarely get below 25k BPs, this is a more than solid Survivor game. Now with BBQ this is 50k BPs. This is around a P3-50 Bloodweb.

    And those are sooo much easier on Killers. Like, my latest Trapper Bloodweb: 3 Stitched Bag, one Trapper Bag, 1 Trapper Sack. The best Add Ons for Trapper, five of them. Also 2 Tar Bottles, 1 Honing Stone and an Ebony Mori. Pretty solid for one Bloodweb, I would say.

    And now compare that to Low Amp Filaments or Self Adherent Wraps - I get like 1 of each every 3 Bloodwebs. So we should change that as well - you know, to bring things in line.

    I am totally fine with Killers getting more BPs. Because they lose their Add Ons every game, and this was the common answer when someone asked why Survivors get less BPs. But this is gone now.

    An escape is basically not worth anything. Hell, if you use a White Ward it is even better to die than to escape, because you will lose your Add Ons when escaping. I did not care about escaping anyway, but now it does not feel like anything special, because I might lose my Add-Ons which I maybe did not even use during the game.

    This is an overall stupid change which was not thought about.

    Also:

    "you say the gains are no where near to BBQ, i dont understand this as they both increase the bp by 100% when fully maxed?"

    Getting 4 Stacks for WGLF is more difficult than getting 4 Stacks for BBQ. For BBQ-Stacks you literally only have to play the game, for WGLF-Stacks you have to go out of your way and either get many Unhooks (something you compete with other Survivors with) or tank Protection Hits which are not necessary most of the time.

  • @Dr_Trauts said:

    i mean, some very specific addons might change killers playstyle. just that is just the same with survivors. and even with these addons the essential goal of the game is the same, kill or survive.

    and to fully max out a survivor compared to a killer your barely looking at 10 or so levels difference. so theres not really much of a change there.

    essentially it just puts survivors in line with killers regarding addons and its a change for the better imo.

    Can we then also adjust the BP Income? Killers should get less income then. Like, make it harder to get Stacks for BBQ, because the Survivor Counterpart is way more difficult to get Stacks (and does not provide another Benefit). And lets not forget that Killers would need like 30 more Add Ons which they actually dont want anyway. Just, if we want to bring things in line.

    Let alone that Survivors dont have any Add On (anymore) which can change the game.

  • @BigTimeGamer said:

    let people choose what Tier of a perk to use if they unlocked it

    simple

    This would be more complicated. Discordance is the only Perk in the game where Tier 1 is better than Tier 3. So changing the values is easier than changing something which will not be used.

  • I am pretty sure that this was only to cater to Killers. "Look, here is a Survivor Nerf". Nothing more.

    If you put a few seconds of thought into it you should realize that it is a bad idea. So I have to assume that the Devs did not put any thought into it. It does not make any sense why the side with less BPs and three times the number of Items and Add Ons will also lose the Add Ons now.

    But I doubt that we will ever get an answer. You cannot really explain something when you did not think about it earlier.

  • I would not be surprised if that change would not break 5 other Perks and 2 Killer Abilities, because of their Spaghetti Code.

  • @Kai6864 said:

    Although this is still a better suggestion than the original perk, I bet people will still be able to abuse it. Simply, stop the killer from chasing other survivors. Use your decisive to chase the killer, body block for other survivors so the killer can’t deactivate your DS, give the killer the incentive to down and pick you up, take the DS.

    i think all the current DS needs is a stipulation of “Deactivates when another survivor is hooked”

    If the Killer is chasing someone it is 100% the Killers decision. A Survivor cannot force a Killer to chase someone.


    @Topic:

    In general, IF DS needs changing (this coming from a person who neither uses it for aggressive actions, nor gets hit by DS that often), it should have a short timer (15 seconds) which will not go down while in chase or slugged. This would actually prevent tunneling, someone who gets slugged right after the Unhook will still have his DS, and someone who got chased off Hook and manages to run the Killer around for one minute, will also have the DS. Because realistically, what else is the Survivor supposed to do at this point? Lets say got chased for 45 seconds, DS is about to run out, Survivor is on Death Hook. Jumping in the locker is basically the best play here, because this would give a chance to get the DS and manage to get away.

    However, as written above, this would indeed need to be disabled with two people. But I guess this is fine, in general it could lead to Survivors being a little bit more aggressive when they are not on Death Hook but their teammates are.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184303#Comment_1184303

    I think they should nerf discipline, but the range addons should stay like that. The 10% additional range are just not enough most times and the brown range addon was better than the green one.

    ^ basically this.

    The brown Add On was the best, the yellow was still ok, but the green had too much of a disadvantage to use it. Now, without the Penalty, the Add Ons are actually useable.

  • @White_Owl said:

    I admit that I haven't played against it, but you should still be able to dodge the shock or doing fakes.

    These Add Ons are very strong. I have played a couple of games with them and they might be a touch too good.

    In general I think that the Buffs Doctor received with Chapter 15 were not needed, he was already in a really good spot after his Rework.

  • @Hag.is.Dtier said:

    I think Michael needs a look at tbh. With those giant yeti hands.

    You know what they say about men with big hands.

    ( ͡° ͜ʖ ͡°)

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183863#Comment_1183863

    In youre explanation you just stated a change you lose the effectiveness of 1 team member making plays like body blocking that much harder

    The person at the gate can also bodyblock. Done this multiple times. The important thing with 99ing the Gates is anyway that someone is waiting there. Got killed multiple times because I ran to a 99%-Gate with nobody being there to open it.

  • @ResRattlesnake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183861#Comment_1183861

    If i get 10k base points then add the additional 1.5 of 10k (15k points)

    Then 10k plus 15k equals 25k.

    However, I see 10k plus 5k (1/2 10k) when I am done.

    I am trying not to be combative, just get an understanding if this is what the Devs intended.

    Because when Devs did 2x points, we got 10k plus additional 20k for a total of 30k we are finish addiing all points. Unless I am mistaken....

    "If i get 10k base points then add the additional 1.5 of 10k (15k points)"

    It is NOT additional 1.5. You get 150% of your regular BPs. You dont get additional 150%.

    "However, I see 10k plus 5k (1/2 10k) when I am done. I am trying not to be combative, just get an understanding if this is what the Devs intended."

    This is 100% correct, and 100% intended.

    "Because when Devs did 2x points, we got 10k plus additional 20k for a total of 30k we are finish addiing all points. Unless I am mistaken...."

    You are mistaken on this one. You get double your points, so 200% of your Base Points. With 10k Points this would be 20k Points. Maybe you mistake it with BBQ or a BP Offering, which can give another 100%.

  • You get your BPs multiplied with 1.5.

    So if you end up with 10.000 BPs, those are multiplied with 1.5, meaning you get 15.000 BPs in total, 5.000 BPs are Bonus.

    You dont get 1.5x-Bonus, you "only" get 50% of your BPs as Bonus.

    If there was a Bloodhunt with 200% BPs, you would "only" get double the BP you usually get. You dont get tripple. A Dev is not needed for this, you are simply calculating it wrong.

  • @Mo4ntus said:

    I think it’d be better if the gates just started regression when nobody was interacting with them

    Which will not change anything because someone is just waiting there.


    @Topic:

    EGC was introduced to end a game. So that when the gates are open, Survivors dont run around the Map, either because they want to farm some BPs with Totems or because they simply want to annoy the Killer. EGC should not give the Killer any Kills, it is not a Buff for the Killer (yet, it is more killer-sided than survivor-sided).

    If you want to pressure them, open the Gates yourself. You have this option, so use it.

  • This Thread is pointless. The Devs dont care, Threads/Questions about Dedicated Servers are ignored.

    I really like the Devs, but Dedicated Servers are nothing that has any future, and exactly this topic is ignored by them. In the end, if anything kills this game, those Servers will do it.

  • Which GPU is your friend using? Are the drivers up to date?

  • Yeah, thats how Dedicated Servers is fixing Lagswitching - not at all. The Killer might be using a VPN and has high ping. And well, on their end, the Hits will connect. This does of course not change that it does not connect on the Survivors End at all and that the Survivor cannot do anything about that.

    But sadly, every question regarding Dedicated Servers is ignored by the Devs. They simply dont care anymore, just want to bruteforce them on us.

    (sure, this could also happen with P2P, but at least there you might get a indication in the Lobby that something isnt right, because you see the actual Ping to the Killer...)

  • They did say nothing about Charms, so it might possible that they will not be in the Store. But I guess this is fine, there will be Shitloads of Charms available in the future and they are quite underwhelming in my opinion.

    Just to add: Seasonal Cosmetics like the Nurse Skin will be in the Store when it fits - so the Nurse Skin will most likely be in the Store on Halloween.

    Also, regarding the Tomes: Even if the Rift is closed, you can still take the Challenges in the Archives/Tomes. You will get the BPs and the Lore, just no Rift Fragments. Since they are a good way to earn BPs, it is worth to complete them.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/140385/space-doors-farther-apart

    Guess you've never played Lery's or Hawkin's before? The doors literally spawn on complete opposite sides of the map.

    Not anymore for Lerys. Since they changed the shape of the Map, they can spawn on the same side, sometimes right next to each other. Only difference to other Maps is that the Killer cannot watch both Gates by just standing in the middle.

  • @SquirrelKnight said:

    Just make it so if a trap is put on after gens are done it starts the timer immediately, and if you leave through the gates with the mask it kills you like it used to

    RBTs are not supposed to work that way. They are supposed to be a Slowdown during the game, this was stated by the Devs when they did this change.

    Pig mainly needs some Tweaks for her Dash and for her Add Ons. But the Traps itself are in a good spot IMO.

  • This would basically be like old Ruin but much weaker. Good Survivors would not care at all about it while new Survivors would suffer. Nah.

  • I think the latest Buffs he got with Chapter 15 were not necessary. Making things like Reversed Skill Checks Baseline and the addition of Add Ons which decrease the Cooldown after a Shock especially.

  • @OtakuFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182169#Comment_1182169

    Imagine saying this when they decided to go ahead and butcher ruin despite MANY complaints about the change being perfectly sensible and valid.

    And still the Ruin-Change did not affect the gameplay that much. Because Ruin is not as needed as it was a few years ago.

    @Topic:

    Most Killer complaints are simply not reasonable.

  • @YaiPa said:

    I really don't care about anything related to dbd mobile, but building an AI able to simulate a decent player play style would be impossible. These bots would go down like flies in chase, and would only be useful to rush gen even more, hitting every great skill check.

    I mean, it could work for a Tutorial. So that you can have actual games as Tutorial, because the current Tutorial does not teach much. However, I think the amount of effort to be put into this would be too much for something which players will use only 1 time, at max.

    But for general games, I 100% agree.

  • Yes, the Rift Cosmetics will be available in the Shop after a while. They were talking about at least 6 months after they were released in the Rift.

    Seasonal Cosmetics (like the Halloween-Nurse Skin) will be available when it fits (so Halloween).

  • I have normal games, PC. No farmers so far.

  • I got it. So its not impossible.

    Use Tar Bottles and go for McMillan, this is were you will most likely have the best chances of invisible Traps.

  • The Award-winning Chili is probably his worst Add On. The benefit is really, really, really small (basically non-existent), and you have a big penalty when bumping into Objects.

  • Charge Time. Those are basically the only good Add Ons Leatherface has.

  • Especially as Survivor it is hard to get certain things, considering we have 3 times more Add Ons than Killers, making it difficult to get specific Add Ons or Offerings.

    But especially with Party Streamers I have the Feeling that those are intentionally more rare than other things. Like, I finished my Meg yesterday (P3-50, all Perks) and I got only 5 Party Streamers in total while doing that. Those are around 90 Level 50 Bloodwebs plus all of the Bloodwebs to get to Level 50.

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180939#Comment_1180939

    Instead of adapting to a killer you dc, instead of trying to be better?

    thats genius

    I wonder where survivor mains come up with this genius ideas

    Killers are a good inspiration for that - they dodge all the time. :)

    Instead of adapting (aka changing their Loadout/the Killer) they dodge a Lobby.

    DCing during Loading Screen is not any different from Lobby Dodging - the other 4 players have to wait and they will not lose any Add Ons or Offerings.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179265#Comment_1179265

    Okay bad example in my last post, let's say one person had already been sacrificed and now the killer has a really good three gen. Instead of actually having to pay for their own mistake, the remaining three survivors go "lol nope" and yeet right out through the hatch with the key. Maybe this is a better example and one I've certainly had happen to me before.

    I'm with you on giving up both, I would give up Mori's in a minute to get rid of keys, or at least their ability to open the hatch prematurely, if they wanna keep them for the aura reading and all that stuff then go for it.

    The other thing people seem to forget about Mori's though is they actively penalize the killer for using them. You need hooks for your devout score, killing a survivor grants more bloodpoints than a hook, but as it doesn't count as a hook action it will tank your devout score. Even if a killer only uses the Mori for someone on death hook they are hurting their own chances to pip. Survivors are not only not penalized for using keys, if anything they are rewarded with 5k BP for escaping and a boost to their survival emblem.

    "Okay bad example in my last post, let's say one person had already been sacrificed and now the killer has a really good three gen. Instead of actually having to pay for their own mistake, the remaining three survivors go "lol nope" and yeet right out through the hatch with the key. Maybe this is a better example and one I've certainly had happen to me before."

    Dont worry, I have been there as well. Badham Preschool, 4 Gens around the School, one gets done, 3 Survivors left, all 3 escape via Hatch. They messed up and still got away. This is not fair at all, and therefore Keys need to go.

    "I'm with you on giving up both, I would give up Mori's in a minute to get rid of keys, or at least their ability to open the hatch prematurely, if they wanna keep them for the aura reading and all that stuff then go for it."

    I would totally love if the Keys would focus on Aura Reading. Maybe the Pink Key should be able to open the Hatch for one Survivor or after the Killer closed it. Like, I would increase the time the Key can be used and Rework some Add Ons (e.g. if the Pink Key keeps the ability to open the Hatch in a nerfed version, the Add Ons which let the Survivor keep the Key should be changed so that the Key is 100% gone afterwards). But I favor the idea of Keys being Aura Read for players (maybe nerfing the Blood Amber so that it uses up the Key really quickly) and Maps for the environment.

    "The other thing people seem to forget about Mori's though is they actively penalize the killer for using them. You need hooks for your devout score, killing a survivor grants more bloodpoints than a hook, but as it doesn't count as a hook action it will tank your devout score. Even if a killer only uses the Mori for someone on death hook they are hurting their own chances to pip. Survivors are not only not penalized for using keys, if anything they are rewarded with 5k BP for escaping and a boost to their survival emblem."

    And well, penalizing the Killer for the Mori... Whenever I used an Ebony (which is mostly the case if I see a Key in the Lobby, not to counter the Key, but to be like "If you want to play lame, I can play lame too"), I got a Blackpip, even when killing all 4 Survivors with the Mori. But yeah, it is rarely a PIp, but I also think that not that many people care for Pips since they will not get anything for ranking up. Some Killers really play for the 4K and nothing more, completely ignoring how they will be penalized in their Emblems by using Moris or camping.

  • @gantes said:

    It complete and utterly baffles me that the Adept Killer achievement is tied to double pipping and not just to killing everyone.

    Sure, moris are a problem. Just make the challenge say "sacrifice" and not "kill" all survivors.

    It makes even less sense when you consider how easy the survivor adept challenges are.

    This man got it. I am saying this for months, 4 Sacrifices. Thats it. Can be obtained, is not more difficult just because you need better Emblems, cannot be cheesed by using a Mori.

    I will not try Adepts until they are changed. When I end up with a 4K and 3 Iridescent and 1 Gold on Hillbilly, I am already frustrated. I cannot imagine how hard it would be to try Adept Plague.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179219#Comment_1179219

    I think the point they were making was a key can still completely change a game for an entire survivor team even if the survivor carrying the key completely sucks.

    For example, let's say you have an SWF where one guy, you love him to death, but he's a potato. He can't loop, the best he can do is hold M1 and even then you're just praying he's not zoning out and missing skill checks. You give him the key and say "go wait in the corner and we'll tell you when to move". The game starts off well, couple generators done, but then it starts to go wrong, really wrong, suddenly the other 3 are on death hook, well in comes old potato holding a key to open the hatch and give the big middle finger to the killer on the way out.

    See what I'm saying here? At least with a Mori the killer has to accomplish something to utilize it. A survivor just needs to wait for a certain amount of generators done, either through them or through their teammates, and the key is able to be used.

    I mean, when 4 Survivors escape with a Key, they got all Gens done. At this point I honestly dont care anymore if they take the Hatch or the Gate, when I got destroyed that hard, I will open the Gates for them.

    But sure, the same can be said about a Key. Both, Moris and Key, need to be nerfed into the ground. But while a Key is a Lategame-Item, a Mori (except for the Cypress Mori), can turn a game into a Win for the Killer very early on. And because if this, in my opinion, Moris are stronger, because it might be entirely possible that the point where a Key can actually be used to enable multiple Survivors to escape can never be used, but a Mori can be used after the first Hook and remove 25% of the Survivor Team.

    I mean, both need to go anyway. That is for sure.

  • @Rey_512 said:

    Can’t tell if you’re joking, but I’ll bite.

    BBQ is a mediocre tracking perk at best, people literally take it solely for the bloodpoint bonus. Take away the bonus and you’d rarely see killers using it. Easily avoided, terrible on slower or trap setup killers, distance dependent.

    The last paragraph is important. If BBQ would not give Extra BP, Thrilling Tremors would be a far better Tracking Perk for most Killers.

  • Most Killers run that Perk because of the BP Bonus. The Aura Reading is not even that useful, it is useful on high mobility Killers or Killers which profit from it in another way (e.g. Pig because you can see if Survivors are at Boxes and can figure out which Box it might be or Huntress if you want to go for crazy Hatchets).

    Killers like Trapper, Hag or Clown dont have that many use of the Aura Read. Also you can block it by using Lockers or hiding behind Generators.

    There are other Perks which are stronger when it comes to increasing a Killers Power.

  • @Karltastisk said:

    How come completing all the rift challenges both survivor and killer, 100% completion isnt enough fragments to get you to lvl70? Even if the challenges themselves dont get you to 70 you could atleast calculate approxamately how many matches besides the challenges it takes to get to 70. I have currently 5 challenges left. And im only lvl 51 meaning i will probably be stuck at lvl 55-57 with no goals for the rest of the grind. Combine that with the extreme burnout the heavy grind is putting on me and i will probably not even attempt to get the last 10-15 lvls with just pure grinding. its just not appealing to play the game anymore when i feel im actually getting punished for being a skilled player. Is it only the people with no jobs or life outside of dbd that is supposed to get to lvl 70?

    I gave feedback from the first archives saying pretty much the same thing. It is to grindy and makes me not want to play after completing all the challenges. And now even more so...

    Multiple threads for the same matter?

    Its completely fine, you dont have to complete the Rift.

    But yeah, I guess BHVR should remove the Archives and the Rift all together, so many people are complaining...

  • @Oicimau said:

    An example Moris are not OP. As survivor and killer, i had a lot of matches where no one got moried.

    I mean, sure, if the Killer sucks, Moris will not help anything. But if the Killer is somewhat competent (not even good), it can change a lot.

    Like, you can put me in the best Racecar in whatever Racing Series, I will still not win, because I am not good at the respective Sport.

  • It would make sense.

    But the Devs have already talked about removing the Bear Trap Part from Slippery Meat, so it will be unlikely that they add something which works against another Killer.

    (And recently they also removed the ability to Sabotage Bear Traps, also from Saboteur... Another thing speaking against such an addition to Slippery Meat)

  • @bgbomb said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177894#Comment_1177894

    so I can not teir 3 hit a potato survivor because I already did it before ?

    So killer can not even gain the advantage by find the weak part of survivor ?

    Well, its one thing to Insta Down the Potato. But another thing to Insta Down all the others because that one Potato is giving Stalk for free all the time. It is already quite annoying to run into a 99% Myers, who got his stalk by some guy who did not pay attention at all. This happening multiple times would be quite...eh.

    @NursesBootie said:

    Because in that case Myers with tombstone piece and journal would be op as f.

    I am wondering why the Tombstone Piece is a thing anyway. And then only a Purple Add On, while the Tombstone is way weaker, but pink... The Tombstone Piece is easily his strongest Add On.

  • @NuclearBurrito said:

    None of those conditions make much sense.

    1. Seriously? Corrupt Intervention of all perks? Go to another gen or wait it out, it's not rocket science.
    2. And how would you know she has self care? For all you know she ALSO has inner strength. Also also she can only cleanse 1 totem at a time, you can find another while she is doing that. And if she is a specific player you have seen several times just preemptively dodge, problem solved.
    3. Really? Just beat him.

    100% agree to this man.

    Also, just to add: You running Inner Strength does not mean that you will and should get all Totems. They give BPs, Emblem Points and prevent NOED.

    At least I hope that you get a high DC Penalty so that I cannot ruin that many games.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176164#Comment_1176164

    Imagine killing yourself because escaping is actually more punishing than dying.

    I really dislike the recent add-on change.

    Exactly. You protect more BPs by simply dying instead of gaining those BPs by escaping. I mostly bring Items when I bring good BP Offerings (usually Cakes) and it feels not rewarding at all to escape, when I lose my Add Ons. I did not care about escaping before anyway, I care for Pips while playing (and trying to get as many people out as possible). But escaping myself has around 0 value for me now.

    Sure, you can run Ace in the Hole, but nobody would use a useless Perk for that. Killers might not have this option, but they have BBQ, which can also help a lot to stockpile Add Ons.

    And lets not forget, they have far less than Survivors. In my recent Trapper Bloodweb, I have 3 Stitched Bags, 1 Trapper Sack, 1 Trapper Bag (the best Add Ons for Trapper), 2 Tar Bottles (second best Add On), an Ebony and a Honing Stone. If I want the 16 Medkit-Charges for Survivors, I need 2 or 3 Bloodwebs to get one. Let alone something like the Low Amp Filament, which is even more rare.

    I ######### a lot about this change, but it is so insanely stupid and not thought about at all. When it is easily seen in a few seconds while it is bad, I have to assume that BHVR did not put any thought at all into this.

  • "Burning this offering grants you protection against the loss of your Item and Add-ons in the event you die."

    This is the Text for the White Ward.

  • Yep, breakable Walls are poorly implemented.

    Either they make mindgameable structures way too weak (Shack for example) or they are 100% needed to be broken, because otherwise it is a god loop (Saloon).

    It is beyond my imagination how anyone can think it is good to create a super-strong Loop and implement breakable Walls, which 100% need to be broken, instead of just making the Loop more fair in the beginning and dont use breakable Walls for that.

    I really hope they scrap this idea, because it is one of their worst.

  • @Fibijean said:

    It does. "Burning this Offering grants you protection against the loss of your Item and its Add-ons in the event you die."

    Having said that, I'm not sure if it still prevents you from losing your add-ons since the recent update.

    You keep them while dying but lose them when surviving. So when equipping a White Ward it is better to get killed instead of escaping.

    Just one sign how bad and rushed this Add On Change is.

  • @Satelit said:

    You don't know pain until you go in solo Q on Lerry's and the killer is a Trapper with Third Seal and Knockout and have 3 of your teammates bleed to death.

    Knockout is fine as is,it has it's moments on a few maps,slugging is not reportable also

    Sounds like you have played against Lefti.

  • @Peanits said:

    I'm curious to see where you saw us saying that dedicated servers would fix grabs, because as far as I'm aware, that isn't a claim we've made. I'd be happy to correct it if that does exist.

    But in any case, latency is that reason. I'm sorry if it's not the answer you're hoping for, but it is the answer regardless. You see a slightly delayed version of what the survivor sees since you are not physically in the same place as them and it takes time for their info to reach you. When you try to grab someone, it sends a message to the server saying, "I want to grab this guy." The server then checks if that guy is still in the interaction (on a gen, medium/slow vaulting, entering or exiting a locker, etc.), and if they are, it gives you the thumbs up and lets you grab them.

    The part where latency comes in; what you see isn't exactly what the server sees. If they let go of the gen or the animation finished as far as the server is concerned, you don't get the grab. This causes your client to think you're getting a grab, but then get rejected. This is called a race condition and the server does some calculations based on your connections to figure out when each person did their actions (letting go vs. grabbing) and figures out who is in the right. If the server finds that the survivor rightfully should not be grabbed, they will not be grabbed. If it catches them in the act still, you will grab them.

    The alternative of giving the killer the grab all the time is not a perfect solution. This would make it so you could let go of the gen and start running away, but because the killer has a really bad connection, you get teleported back to get grabbed off of it. This would also completely neglect the race condition mentioned earlier and reward the wrong person sometimes.

    Interactions (and grabs) are on the list of things we'd like to revisit at some point, but there aren't any chances on the way in the immediate future.

    Why dont you make a Poll if people still want Dedicated Servers? I guess at least 85% want to go back to P2P. Because in your Livestream about Latency, you did not really explain it well, especially not because you claimed that 150 Ping is good Ping (while the Indicator in the Lobby turns yellow above 100 Ping...).

    Also you completely ignored the fact that not only the Ping of the Survivor to the Server is important, but also of the Killer to the Server (and vice-versa). If both have 50 Ping, this is great, but the difference in Ping between Killer and Survivor is higher.

    But I guess we are at the point of no return with Dedicated Servers?

    (even tho, just to remind - it was called a "test" when they were enabled)

  • Until now, every Killer I met who wanted to farm, was actually farming. Also Killers who wanted to do their Archive Missions were absolutely fair. Like, if a Trapper needed some trapped Survivors for their Archive Challenge (or a Daily, or just for points), I step in those Traps at the Exit Gate, no problem.

    I dont like if people want to get help with their Archive Missions right at the start (like Survivors who change their name to "Pallet Stuns for Archives" or something like that), but when the game is basically over, I have no problems with helping.

    That being said, only until someone is not nice and takes advantage of that. Then I will not care. So I share your point, if someone asks for help but is a dick afterwards, totally understandable to not help again. Sadly this will also affect the nice players, but yeah...

  • Yeah, Devs should keep every Bug in the game until they are able to fix the Sound Bug. This makes totally sense to wait for a really difficult bug to fix so that the game breaks even more. Good plan.

    But yeah, I guess Rank 1 Killers will suffer even more, when Survivors can use those weak Perks again. Damn, I already curse Solidarity.

  • @Beardedragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1174033#Comment_1174033

    you didnt read my post at all because i already pointed this out.

    Then dont play Level 1 Killers in general, if you dont even want to put BPs in them. This is the other easy solution.

    Instead you go for the third easy solution by playing, failing and complaining.

1 … 273 274 275 276 277 … 341