BananaBlooD95
BananaBlooD95
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2141125#Comment_2141125
I usually get 15 to 20, but the fake hits have nothing to do with the hit boxes. Devs have said it has to do with the latency, specifically what The Killer sees and what you actually see and the discrepancy between the two. From what I understand and remember about it, if The Killer strikes and on their screen you're still in the middle of the vault animation, the hit will connect even when the survivor sees they've already successfully completed the vault. They call it favor the killer. Otherwise you would see killers complaining that they're physically striking a survivor and the hit connects but it doesn't actually do anything. Which is what happens to a lot of survivors, you get struck even when you're too far away or already completed the animation safely. Hit validation is supposed to mitigate this, especially people with significant ping but it still doesn't close the gap enough. Imo The Killer is still favored too heavily, I don't think validation is strict enough. I think they went from allowing killers with 500+ ms ping to always prevail with hits, to limiting that to maybe 300? Whatever the figure is, it's still too generous.
Yeah I know it's the ping but from experience I know sometime survivor complain about hit that didn't connect on their end when it was just a hitbox thing like with Freddy. His hitbox is way bigger than his hand+ping make it look even worst.
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As Bubba you can rapidly hit the hooked person twice with his chainsaw to down him then go back to the unhooker.
What suck is that sometime the unhooker move into the hooked person during the animation so you'll 100% hit the hooked person and even if he doesn't move inside the hooked person you'll often hit the hooker person even if the unhooker is closer to you. Add BT afterward just to add to the frustration.
They could stop that by giving no collision to the person who just got unhooked and voila.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2141096#Comment_2141096
It’s also a skill thing. I’d argue trickster doesn’t require much skill since he has 60 blades and hitting them isn’t that difficult.
At least doctor requires good timing and doctor can’t injure over objects and windows
I dunno about the PTB but the spread he got when release is just stupid AF. Also it's like Deathsligner where his projectiles are needle size so moving your character slightly left to right will make him miss so many knifes.
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@Nicholas said:
At least this doesn't happen with every grab, imagine getting denied something (nearly) every single time aka fake hits on a Survivor. It does suck as The Killer, I've seen my killer grab and even the scream go off but then it pauses and they start running off. I could be very wrong but I remember reading that basic and special attacks are killer sided but all other interactions like grabs are server-sided. If that's accurate, then it's the same pain as Survivors getting fake hits. The game already favors The Killer's perspective and actions in hits, it doesn't also have to with grabs. Imagine all of the fake grabs and how painful that would be for Survivors. In fact, I have experienced some sus grabs from miles away, like vaulting and landing and sprinting then your character teleports back to the pallet to get grabbed lol
About "fake hits", the only time I've seen it happen was when playing on EU while being in NA East, meaning I have 90-110ms ping. On NA East I have about 40ping and it's so ######### rare when a hit is kinda far yet still hit me. The thing is weapon hit box are bigger than the weapon & survivor hit box are bigger than survivor skin misleading many survivor main to think hit shouldn't connect.
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@PGJSF said:
I think Spirit is complete BS since her release and I agree she needs big nerfs but I disagree with many of your points; I will explain why and how.
- By making her glass visibly doing something different when she phase you completely kill her mindgames at pallets.
- By increasing her cooldown when not in a chase you decrease her map presence; she needs that because when not using her power she is too slow.
- This is what needs to happen, I’ll explain more on bottom.
- By doing this (and n.2 also) you’re making Spirit weaker out of chases and MORE powerful in a chase. The last thing Spirit needs is more chase potential.
- By this you contradicted your previous point. Why make her more powerful in a chase, let her see blood and scratchmarks and then remove sound cues? Core mechanics should be equal to every killer so sounds for Spirit should be the same as the others.
- I don’t think the problem is her addons. They have been reworked and almost nothing changed, the problem is her base kit.
About point .3
Spirit is the only killer in the entire game who is capable of closing long distances fast without any form or stun/animation after doing so.
Long-range projectile killers (Huntress, Plague, Slinger, Trickster) and closing-gap killers (meaning they can close distance during a chase - Wraith, Billy, Nurse, Pig, Legion, Demogorgon, Oni, PyramidHead, Blight and Twins) all have a stun/animation during which they can’t attack you if they miss the first attempt. The only exception being Clown, but not so much: firstly his ranged doesnt do damage and secondly he needs to reload bottles. Every killer has some form of slowdown after using their power, something that blocks them from immediately hit you, BUT NOT THE SPIRIT. If you “win” a mindgame against the Spirit you will have gained minimum distance and she’ll be in melee reach after a few seconds. And honestly this is where her problem lies. Make the phase walk easier to use, yes, but stun her if she misses.
TLDR: Spirit is the only killer in the entire game that doesn’t get stunned after closing a big distance and MISSING a basic attack and that’s where the problem is.
She need some sort of animation/stun after using her power and her power could see a longer cooldown. 15s for a full recovery is nothing. Ma boy Legion take 20s to recharge his power, goes slower and can't down anything + have a 4s stun after using it.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/2139112#Comment_2139112
What doesnt add up? I took a month off, came back, got back to red rank and did a challenge without using any gen regression perks. I have over 3500 hours in the game. Getting 10 straight 4k without them doesnt mean I have plenty of "potatos", It's called knowing when to leave chases, knowing how to pressure multiple survivors at once, knowing how to force 3 gens, knowing how to loop tiles in order to force survivors into directions you want them to go.
People act like it's impossible to win as a killer and that's simply just not true.
So you went from red rank to purple, not really a change.
You say you have to know when to drop chase... When that happen it's because the survivor you're chasing just chained multiples tiles together. That mean you know this part of the map is just too strong for a survivor who know how to run it and he would make you lose lots of time for at best a single hit, which doesn't apply much pressure on the survivor, or got rid of few strong pallet.
Take Cowshed as example. The building itself doesn't have pallet but it's surrounded by 2 strong pallet with some well placed window. On either side of it, right after those strong pallet there's usually a jungle gym plus you have cow tree & a hill not too far. This quadrant of the map is easy mode for survivor. If possible all survivor will run to that area because they can easily make you lose upward of 30s for a single M1 hit. If you know the survivor has too much distance and is going there, there's nothing you can do. Either you lose a gen & try to down him or you leave him and try to pressure elsewhere. Thing is on the opposite corner you have shack with 2 strong loop followed by jungle gym or T&L. Well you're ######### again with most killer. Don't get me wrong, there is place for mindgame, doesn't take away the fact this map favor survivor who know how to run the killer.
Your result as killer depend on map and how many strong looper there is on the survivor side. You got The Game vs 2 or even 3 good looper? You will NEVER get a 12 hooks unless you have Nurse of they make huge mistake.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2138843#Comment_2138843
Why not just tie it to secondary action instead though?
What do you mean? Not sure I understand...
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2139065#Comment_2139065
I suppose I'm in the minority but I thought Ruin/Undying's previous iteration was a much healthier meta as survivors actually had a secondary objective and it slowed the game to the duration it should've been at base without having to use perks. Everyone's now back to ignoring totems as they're irrelevant. As you mentioned survivors can afford to make a lot of mistakes and still win. Killer gets about 1 hard mistake and it costs him the game.
Old ruin was oppressive on new player as they would often miss their great skill check while experienced player wouldn't affected at all. Also it was a passive perk. Right now the killer has to apply pressure to get value out of ruin otherwise it does nothing.
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@PigsEatBacon said:
I think a lot of them are okay, but some are absolutely bs. I will be fully out the window after FAST vaulting and still get hit occasionally.
I might be wrong but I think that happen most often then not when your ping is at 75ms or more.
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@Northener1907 said:
I am using it because i love chases. And killers always chases me because of this reason. "OMG! This guy is using OoO, i have to kill him."
But no sir, i just loving chase and taking your attention. And i dont think that is toxic. We both can see each other, it is 50/50
Killer will chase OoO because in SWF the amount of info it give is just too strong.
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@dspaceman20 said:
From what i can understand it did too much. If you has ruin it could potentially last for all the rest of the totems if the survivors were unlikely.
It also was too strong a detection perk. It shows the survivors aura by just them running by it which completely killed stealth. On indoor maps it would be extremely oppressive since totem are really hard to find on that map. It also made hex Thrill of the Hunt completely obsolete since undying was objectively better.
In my opinion the only nonsense thing about old undying and to an extent now is the aura read. It was a free aura read with not effort on the killer.
It still reveal aura of survivor but only near dull totems. HEX: Thrill of the Hunt is still trash. A totem get cleans in 16s, in most scenario, with most killer, you can't get to your hex and hit the survivor in 16s. The cleansing speed penalty is 6% per cleansed totem. It should default to 20-25s to cleanse a totem when you have Thrill of the Hunt + the noise notification.
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@Ivaldi said:
Or you just need to get good?.. Ever since I came back to DBD, i've gone 10 straight games with a 4K with minimal gen regression perks, tunneling, camping or slugging and rotating between Doc, Legion and Wraith at red ranks
Doc - Spirit Fury/Enduring/STBFL/Brutal Strength - Double Discipline addons
Wraith - Sloppy/Thana/Discordance/BBQ - Swift Hunt & Windstorm Addons
Legion - Nurses/Thana/Discordance/Deathbound - Dirt/Stolen Sketch Book
It's absolutely mind boggling that people think its impossible to win without using dirty tactics.
"Ever since I came back" + "at red ranks" Something doesn't add up. If you took a break you would have move to
purplegreen rank which then give you plenty of easy match if you didn't lose your skill.Getting plenty of 4k just mean that you get plenty of potato in your games. Go in a match with survivor of similar skill and you should get a kill by 3-4 gen, maybe a second by the last gen if you're lucky but no where near having the other two on their last hooks.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2139041#Comment_2139041
Or most of the reworked Wreakers maps, where almost the entire perimeter is dead zone all around, forcing survs bown the belly
Not all, Gas Heaven & Wrecker' Yard are ok. Gas Heaven have a corner with Shack, the other with main building, 1 or 2 Jungle Gym around the edge and 1-2 T&L. Wrecker' Yard is full of jungle gym and T&L.
The other are bad, yeah.
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@JPLongstreet said:
This issue with map offerings is more tied into their individual imbalances. If they are reworked them to limit or remove the parts of them so problematic for one role or the other, the offerings suddenly become fine.
The RNG will never be perfect but if the dev can force 2-3 different layout of each map without having huge dead zones or multiple strong tiles connected to each other It would be way better.
Look at Rotten Fields. The map is huge with the bare minimum of tile to make it fair for killer. Thing is, go against a killer who can force you to drop all pallet early because he has Bamboozle & have insta down, you're gonna have a bad time since your chases won't last long.
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@Brokenbones said:
Isn't it an unwritten rule that every update adds a new nurse bug? Sheesh.
At least this one doesn't affect gameplay.
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@BartSimpson said:
I have no feelings about the state of keys, only the drop rates lately. I’ve started farming the blood web for cut coins to remove chests. Case and point, I played a match where 1 person brought a key. The game progressed to 1 Gen left, 3 alive. The person with the key found the hatch during a chase and hopped in. I closed it, and went searching for the others. Found one, chased them to the hatch, they keyed out, I closed it again. Then the same thing happened with the third person. So two keys were found in 3 chests. That’s crazy! Then the same scenario happened next match, only difference was 3 people brought keys...
Yep and they'll Tbag you like if they outplayed you.
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@Mercês said:
I'm still thinking the old ruin was way easier to play around and to counter than this combo. Put tinkerer and a very mobile killer on top of it and is way stronger and effortless than before.
In my opinion perk could be balance around killer.
eg: Ruin is infinitely stronger on killer with mobility like: Billy, Nurse, Freddy, Spirit, Blight & Wraith(less so but still).
Ruin is also trash on Huntress, Deathslinger & Trickster since they don't have the mobility to force survivor off gen that often.
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@[Deleted User] said:
This has been happening to me since last patch as well, just another bug for the collection.
Yep, same on my part. I think it's bug #497380348963 on Nurse so far.
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@GoodBoyKaru said:
Wow you killed people who use an anti-tunnel perk!! I'm so proud of you, have a cookie. 🍪🍪
Survivor go out of their way to get in a chase after getting unhook and/or bodyblock the killer to make them lose time. I gave them what they wanted with my Bubba-> Tunneled to death with double chainsaw hit on BT unhook to down them.
It's not my problem if unhooked survivor get out of position again after getting unhook or the other survivor went into immersive mode once I come back after an other hook.
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@RenTheCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2138534#Comment_2138534
Well those 3% must be all my matches, I'm tired of it. I check if he survivors HAVE a key before the match begins. Between today and yesterday, 10 times the survivor picked a key AT THE VERY LAST MINUTE.
Worst part I was trying to practice billy so I was already risking having all 4 of them escape, but they literally used a hatch offering and a key.
Today I was a sent to haddonfield and another dude picked a key at last moment too.
Camping and tunneling is less than what? 5% of all games? yet survivors cry like crazy.
They don't need to bring key, there's like 90% of finding at least 1 key every single games. I've had game where 2 key got found with only 3 chest. Gotta love the bug.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2138941#Comment_2138941
I guess I'll explain myself more.
before spirit was a thing billy was considered one of the strongest killers in the game, then they changed the game a lot including spirit and decided he needed toned down, spirit also needs something so shes counterable is that clearer?
and honestly turn your battle mode off, I'm just explaining WHY they may have changed him, I'm not justifying it or anything just stating he was made when killer was a lot harder.
OK I see what you mean.
Yeah he was the strongest, but that doesn't mean he was too strong or OP. He was part of the original trio (Trapper, Wraith, Billy).
Wraith was trash and couldn't deal with big map, god window or god pallet.
Trapper was nerf on multiple occasion and he took a whooping 4.5s to set up a Bear Trap.
These two were well underpower for what they had to deal with. Trapper was buff before the map got changed and Wraith got most of his buff & strongest buff well after the first few maps were changed.
Billy, even after the map got reduce in size wasn't oppressive, strong yes, but not too strong/op.
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I got Coal Tower earlier today.
Shack was connected with a jungle gym followed by a T&L then an other jungle gym and finally main building. I waited till there were 3 survivor left & 4 gen and took the 1min+ chase to finally down her with 2 M1.
I wished there was less RNG with tiles on each maps. Maybe 2-3 different set up of tiles per map & give them better balance? It would prevent double pallet (and no you don't need to be under the minimum requirement of 7 or so) & multiple tile with perfect window to be connected.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2138900#Comment_2138900
This is before spirit dude lmao.
Pre nerf Billy and pre nerf Spirit were at the same time
Billy's rework was on patch 4.1.0, Jully 28 2020.
Spirit was release on patch 2.1.0 Jully 24 2018, her nerf was on patch 3.4.0 December 3 2019
There were 2 years where old Billy & pre nerf Spirit were in the same game.
@Gylfie said:
https://forum.deadbydaylight.com/en/discussion/comment/2138900#Comment_2138900
I still don't understand why everyone considered him to be 'the golden standard for killer balance'. I didn't win a single game against him in solo queue because he deleted potato teammates and had insane snowball potential.
Many killer reck survivor that are weaker & can't loop properly, that doesn't they are OP. Old Billy still took some skill to pull off most of his tricks and wasn't as oppressive as old Nurse & Spirit. A skilled Hag can be pretty devastating too not to mention Huntress that can snipe you across the map.
There were 2 killer that were way stronger than him and 2 other that were about the same power if played properly.
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@Seanzu said:
Billy for a very long time was considered one of the strongest killers in the game, I think it stands to reason that after significant map & loop changes, significant pallet changes, perk changes etc that they decided he was built when a time that playing killer was actually a hard experience and decided that he deserved the nerf because of that.
He wasn't considered the strongest, he was considered the most balance. Nurse had 5 blinks and Spirit had collision with survivor, they were well above him.
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@Bwsted said:
I'm not calling for nerfs, just answering the question. And the answer is that there's more than one huntress main among the devs. I mean, they even let her keep her exhaustion add on after taking them away from anyone else (and yes, 5 seconds are still very impactful and unlikely to recover during a chase).
They didn't even attempt to improve her
truckhatchet hitboxes, even though they're more capable to make more accurate ones now after Deathslinger and Trickster.- Those 5s of exhaustion only have an impact if you "99" your exhaustion perk. If you're not exhausted then it doesn't change munch.
- I wish Iri head was 1hit at range( like 24+m) instead of 1max hatchet.
- If they were to change her hitbox they'd have to rework her windup/cooldown after throwing which can be lot of work.
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Make it activate on other survivor only, from 32m, once per hook state, 20-25-30s from rank 1 to 3 & give an icon for the hooked survivor and light up the perk for the user when you give the bonus to someone else (like how Spine Chill activate when the killer look at you).
Would make it great against killer that camp, forcing them to lose even more time without being really oppressive.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2138609#Comment_2138609
I do fine with Bubba on any map, in red ranks. But that does mean I know how to give bubbas a hard time, too. One of my favourites to run as and against because I know all the mindgames etc, so it's really a game of skill/reading the opponent.
Yeah, ton of survivor player are dog ######### at looping vs a bubba, but many can give you a good chase too. I played about 1/3 of all killer for a solid 30+ match in red ranks and vs those I know their timings & strategy and have an easy time as survivor. If they end up finding me first they will either drop the chase after a couple of windows/pallets or lose 2-3gens for one down and after that they need to snowball really hard to get 6+hooks with 2k kills or more.
once you learn how to loop properly each and every killer you have the upper hand in the chase and you'll make the killer lose lot of time on you, more than they can often afford.
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I like how some people are saying "I get good match even if I don't camp or tunnel". Yeah go do Lery as Bubba and tell me you were able to chainsaw down more than 4 times. Or that you were able to land 6 hatchet with Huntress. If you manage to do more than that, they were clearly under your skill.
A decent survivor on The Game can make Bubba insta saw all pallet and by the time there are no pallet left on the map all gen got done.
If one of two survivor are under the killer's skill and/or aren't able to take full potential of all tiles than sure, the killer will get 1-2 easy kill if he focus them early and by mid-late game with half the pallet drop most killer can snowball pretty hard but is the weakest survivor is good enough to give a 20s+chase every single chase then there's no way the killer can get a 4k with 10+ hooks.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2138344#Comment_2138344
Demo changes are buffs yes which is nice, but not enough and the changes actually address none of their core issues at all. It shows they fundamentally don't understand what's wrong with Demo.
Huntress Iri head nerf is good, however it was made useless. You are weaker running that addon than not using it, that's bad design. I also don't agree with some of her other addon changes.
Freddy nerf was more minor than we expected yes, however even if it was minor he didn't need a nerf in the first place.
Trickster buffs while nice, still aren't enough or address his core issues.
Twins nerf is absolutely ridiculous.
I'm glad they can be a little heavier handed on the perk buffs with Lucky Break but possibly too far, we'll see. Honestly all it needed was its timer removed and it would be Iron Will for blood.
I know you disagree but BT getting a buff is just straight up mind boggling. It was literally already an S tier meta perk before. Yeah we can say it lost a few seconds on its timer, who cares, changes near nothing. Just the principle that they thought BT needed a buff just tells me we aren't even on the same page. BT needs its abuse removed, IE body blocking for people. It's anti-tunnel for the guy on the hook, not 3rd health state for a rescuer. It needs to give the rescued person zero collision instead of the Endurance status effect. This makes it an even more powerful anti-tunnel as it protects from multi hits such as a Bubba saw while also removed the abuse side of it. It would deactivate early if they touched an objective of course like DS to prevent the other side of abuse.
The new map look gorgeous but still not balanced well. We also have multiple required to break walls again if we don't want to run infinite's.
The rest the changes in the PTB I'm generally okay with. Would have really been nice to see a balanced amount of changes to perks on both sides however rather than nothing but survivor perks and 1 meaningless killer perk.
Demo doesn't much and he got a small buff. I wish he had the following on base kit:
5s of undetectable after using a portal
5m detection range on portal without the need to charge Shred.
And the following as add-ons
An add-on that reduce his walking/running sound for some nice stealt play
+5s of undetectable for a total of 10s after he portal
No sound/reduce sound when using a portal
Detection range increase by 5m radius (total of +10m raduis of detection around his portal)
New Rats Liver give him like 102-103%
and some other
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I like collecting faces from survivor.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2137191#Comment_2137191
The way to fix him is simple just make it so after he ADS he can’t attack or shoot for 1.5 seconds.
If you do that, make him 115% based movement speed otherwise he be so weak.
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@glitchboi said:
Goddammit I was hoping this would be a tribute to everyone's favorite cannibal, but instead it's generic "I camped a DS user and everyone died!" thread #9122 :(
Can we turn this thread into an "everything we love about Bubba" thing?
Sure. Well it was my first time as Bubba and I found out how easy it is to punish survivor that abuse their perk.
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@TragicSolitude said:
Kinda premature to be saying "permanently broken."
Yeah, pallet stuns are buggy. I still get stunned plenty, so it's not like pallets never work. I'm sure the devs are looking into the issue.
I mean if you run Breakdown, once you get unhook your hook stay broken till the match end. 8 hooks no kill= 8 broken hooks that NEVER come back. Some ######### ass SWF are abusing it.
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@Superyoshiegg said:
They're currently bugged, yes. The Killer won't get stunned if they're mid-lunge when the pallet goes down.
The supposed pallet fix mentioned in the latest patch was probably referring to a different pallet related issue. There's probably several, knowing this game.
You mean like Breakdown that currently permanently break hooks?
Or the 95% probability to find a key every single games?
The game is broken as ######### at the moment.
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You don't need to be green rank killer to get your first down/hook around the first two gen that pop.
115% killer like Clown and Doctor with good anti looping but no mobility can get a hook before 2gen pop, the problem is they don't have that much slow down or snowball potential. Oni have a huge snowball potential but if the first survivor that get chase play it safe he prevent Oni from getting his power before 2-3gen pop. Bubba, either you get M1 or a bunch of pallet if the first survivor you find is half decent.
As for keyk, well currently there's a bug where you're almost guaranty to find a key in a chest every single games. Against a killer that want to get 12 hooks all you need to do is do 4 gen, 1 survivor die find hatch and 3 survivor survive. You outplayed the survivor but they get an easy escape because of a bug.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2136843#Comment_2136843
Yep, I mentioned this long time ago that bubba facecamp gameplay when used smartly is very oppressive. If only there was this really good perk called borrow time that helped in this situation. Billy used to do this a lot with his chainsaw where he would use his mobility to rush unhooked players kinda how hag often puts like 10 traps around hooks. Billy got nerfed, Bubba got glorified. Its been like that for 1 year+, funny enough, All tier list still say "Billy A-tier" just like all tier will still say Freddy A-tier after his change goes through.
You will see that match would very different if Billy was allowed to use Tuned Carburetor and Mother Helper which used to be called Spark plug without pallet stun drawback or 110% drawback of Tuned Carburetor. Billy would had much better results.
He would have much better result but wouldn't he be too oppressive with his mobility, 1hit factor and fast way to deal with pallet?
Thing is Burrow Time doesn't give you enough distance if you're close enough with 3 stacks on Bubba. Make the survivor goes stage 2, wait for the rescuer get both of them or the guy on stage 2 to kill him. 3survivor with 2 gens left to do vs Bubba with a bunch of broken pallet then you can play relax for the rest of the match.
It's oppressive but it's the only way to reliably put pressure on survivor and if the survivor left are half decent and still have some decent pallet they can make me loop for long enough and get 1 or 2 person out.
I wish I could go for a 12hooks and have more fun but if survivor hammer gen and the first 2 survivor you find are half decent then you can either get an M1 or a bunch of pallet and I prefer getting a bunch of pallet.
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/2136775#Comment_2136775
Right says the killer main who happily moans when survivors play emersed you can't have it both ways you either want survivors to show themselves or not fixing this will help killers in the long run
If you're a good looper you can chain so many tiles on most maps vs most killer. As Bubba if the first player I find is a decent looper I end up getting 2-3 pallet and try on an other survivor. If I get my first down after 1 or 2 gen pop next to a gen that has 50% and can be part of a 3gen you bet I'm gonna proxy camp and force to trade hooks.
If I get 2 early hooks then I take my sweet time and walk around the map to kill one survivor after the other.
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@Devil_hit11 said:
Billy in video never overheated. Overheat is not issue. Its inability to use double charge time add-on that makes him unviable vs good players. He's very anti-fun because you can't use your chainsaw to earn hits at loops.
The removal capacity for billy to mindgame loops with his chainsaw vs good players. The only time you'll get hits with current chainsaw if survivor are out of position or they over-greed loop and billy capitalizes on the mistake.
Bubba is fun because he can use his chainsaw at loops and outplay the survivor, hence he is better.
I Bubba get a hook between 3 gen then he pretty much win the game by camping. Sadly on big map that's what you have to do on many maps since you can't pressure gen that much.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2135963#Comment_2135963
Who hates the iri head rework?! It's exactly the change many people were asking for forever.
Nah, make it like Deathsligner. You hit at 24+(or 32) and get one hit, otherwise it's a regular hatchet. It still one shot at short range which is lame for survivor and only giver her 1 hatchet which is lame for Huntress.
@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2136063#Comment_2136063
The biggest problem of not having any of the old charge time add-ons is that you don't have anything to compensate for the penality of the Engravings, which can be a big deal against good survivors in certain situations.
Mother's Helpers is a trash designed add-on, period.
Sorry but the fact that you say is good because "you have to think about using it" is a pretty big indication of who you're going against.
The problem with Billy is if you make his power too strong at loops then he will just over perform everyone because of mobility, 1hit & a power that is good vs looping.
I think we could make him better vs loops either via his base kit/add-ons while using the overheating mechanic to not make it too oppressive. That's my 2cent on him.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2134900#Comment_2134900
Rember fallout 76 yeah it has 2 campaigns now and is still getting updates
then we got no man's sky
For honor
Cs go
Stardew valley
The first two are online only and they were horribly bad on release. Their respective company either had to abandon ship and take the loss or work hard so they wouldn't lose money on them. Fallout 76 got a 75% sale like 2weeks after release and you could get For Honor for free on some occasion.
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@Voodoomancer said:
So I've been pallet slammed mid swing a couple of times and I'm not getting stunned from them. Is this a known bug?
It is a known bug since the last patch and btw there's a forum for bugs.
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@Dragonshensi said:
I wish survivors would act like They were afraid of me. In high ranks the survivors will just do gens or heal right in your face. Can’t tell you how many times I hit someone doing a gen, they get right back on it and don’t even care. It’s infuriating
I had a game early this morning on the Macmillan Estate map that is long (don't remember the name, I'll edit once home). I was playing Bubba and had 4 gen on the same side with only Thanatophobia as slowdown (new account). I hook someone near one of those 4gen at 85%+ and they bomb the hook & gen to get it done and save their team mates. I got 4-5 for that gen and still had a decent 3gen. Not only that but I got a 2hook state on the first survivor since they wanted to do the first 2 gen instead.
Game ended with 2gen left to do with 10 different hooks.
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@beached said:
As EvilJoshy said, statistics is really all they have and if they just listened to people in the community saying “KILL NOED” or “NO MORE SWF” then this game would be awful. Their job is to analyze the data of highest kill count per killer among the different ranks.
Freddy dominated every rank simply because his power offered a lot of reward with little risk. There was no punishment for misusing his power such as spamming blood pools everywhere or constantly teleporting to gens. Since Freddy is so easy to use, they decided to add a slight penalty to his blood pools which is honestly negligible as I personally noticed in the PTB, they're still great.
Freddy never needed swing chains and jump rope anyway, if you ran these with thana and pop it made the match last forever hence the name forever Freddy. These add ons basically are extra gen slowdown overriding a perk slot, and made for unfun gameplay for survivors. I’m not a fan of his new add ons, I definitely think they should’ve went a different direction but Freddy has an ability to teleport to gens, he doesn’t need built-in slowdown.
Overall I’m sure they listened to the community, it’s obvious people complained about his add ons so they changed them. People complained about how uncounterable victor can be against a decent twins player, so they tweaked him. They do listen to the community they just can’t take into consideration of every person because in reality some people have absolutely ridiculous opinions that, if implemented into the game, would be horrible.
They do listen. Look at Demogorgon's buff.
People ask for base kit Rats liver but that would have made his basekit too strong. I would have like to see a green/purple addon that give like 10s undetectable after a portal with a bigger cooldown, an add on to reduce the cooldown of the portal and an other one to reduce his noise. That would have been fun to play and give him a different play style.
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Don't forget that consoles are sold at a loss and company need to earn their money elsewhere.
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Go try adept on one hit killer. You barely get any chaser point :(
But yeah it's sad that to get adept you have to be counter productive and don't really use your power.
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@jarjargist21 said:
Only advice I can give you is to use franklin's
There only need to be a 2man swf or more and they can counter your Franklin's by telling the other the general area of where they drop the key.
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@Unicorn said:
I have found 3 keys in 3 matches without plunderer’s. I’m pretty sure this is a bug, its happened before and hopefully BHVR will fix it.
This is a bug, it's been present since they introduce K-POP boy. Some people say the stats with plunderer got switch with the regular stats but I've never seen plunderer give so many keys. Anyway this is ridiculous, probably a few lines of scrip to redo and we shouldn't wait for the mid-patch for that.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2134509#Comment_2134509
To your first paragraph: just about every pallet on The Game map is zone-able.
Your second paragraph describes what zoning is. Killer pushes the survivor to an area where the survivor's escape is either to a dead zone or past the killer's radius in order to save the most time before getting hit. If they don't go along with the killer's zone push, they get hit.
The Game have 20+ pallets and about 10 of them are god pallet. With or without the perk survivor are gonna make it to an other pallet if they know the layout a little bit.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2134738#Comment_2134738
There'd currently a bug on breakdown perk once the perk breaks hook hook stays broken for good and they were exploiting that plus brought 4 sabo toolboxes to help them more so obviously that's absolute shi* and if u meant as if I said breakdown squad it's because it was group of ppl using 4 same bugged perks
I've been lucky since I haven't seen the Breakdown squad yet, but they key are annoying AF.
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@justbecause said:
I already made thread about this seems like nobody cares because they finna go milk money out of kpop fans so why would they fix breakdown, chests and pallets like no rush at all
I know right! This as been an issue since the killer was release and since then no words.
I do still get 3-4k on most of my game (about half of them are completely one sided and it's not fun for me either). On the 50% left, maybe 25% of those I get survivor that are way stronger than me and get like 1kill by camping at end game and the 25% left are pretty decent/ balanced game but I get rob of many BP and kills because survivor get an early escape by hatch.