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Brimp

Brimp

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  • @allMadhere said:

    It's the new 'anonymous' feature that people can turn on / off.

    Seen lots of complaints from people, saying how are cheaters / hackers using it supposed to be reported, even with video evidence, if any personal identifying info is then hidden?

    Only works on steam but in the overlay you can go to "view recent players" and it will show the people in your recent games. Then its just nit picking which profile is the cheat (which lets be honest usually is the one thats new or private).

  • I would love to have penalties disabled... but this community has proven time and time again that it just abuses the no dc penalty.

  • @Mat_Sella said:

    I don't know how anyone forgets the reason why

    EVERY Billy player before the Overheat mechanic would run circles around the map until they found someone, then down them while turning on a dime, then run circles around the map on repeat until everyone was dead.

    Fail? Camp a hook.

    You didn't have to try, eventually you'd hear a gen or find a survivor.

    The mechanic currently does nothing if you arent doing one of the above, its nearly impossible to overheat and people just love to whine

    You'd still have to try and get the curve which back then... at least 30% of survivors were actually good and could dodge curves so its wasn't so much of a "not try" thing.

  • @n000b51 said:

    Billy was very strong & very played before the overheat mechanic. Added to that, he had strong add-ons to do a 4k very fast. I was overplayed as the stats shown in the trackers characters trackers.

    Hillbilly could almost instant charge his chainsaw with the good add-ons that it mades him a very strong killer. So BVHR would change that without to ask to their own community and they have introduced a new mechanic to reduce his use of his power.

    Literally the only reason billy was good back then was because insta saw existed and not egregious hitboxes. Now you get loops that are so square or big you cant even curve them, and even if you did you'd probably get stuck on some random pixel sticking out of the wall while not even aiming anywhere near it. Don't even get me started on sliding off of survivors while in sprint.

    Like his addons were fine before other than charge stacking which only needed to not exist.

  • @duygu said:

    the main issue in that clip is that someone got downed to leatherface early on in lery's of all maps

    so true. With god window city idk how someone gets insta downed.

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181018#Comment_3181018

    Reassurance doesnt work from the floor above I don't think, so it wouldn't help here.

    It works through floors. I've seen people get reassurance through floors on gideons.

  • Depends on the map. If the map is cowshed and they know how to run it.. forget trying to get a kill "playing nice". The best thing you can hope for is that each chase has at least 1 person not doing gens. But yet... survivors can afford a lot more mistakes than killers can since it is a 1v4.

  • PTS is literally only useful when a match first starts. Other than that splitting on gens is still far superior. Which is why you probably don't see people pressure over slowdown.

  • I mean people are still prob doing it cause the game didnt change much even with the basekit changes. m1's still get completely ######### on large maps while the top 3 killers thrive.

  • What kind of fight... actually don't answer that.

  • No its more of the average player base just... not being good. Other than the obvious of Blight, Nurse and spirit you have a fair chance against winning against any other killer. I still find it crazy that certain survivors can bring all they can but still get 4k'd even while trying on a map like gideons or any cold wind.

  • Looks like you were just standing too much on one side given that that pallet extends a tiny bit past the cart.

  • "I know it's not killers job to make the games fun but it's also not their duty to make the game as miserable as possible for others..." Now I can't speak for every killer player but not every killer player is out there to make a game miserable on purpose. Still as some killers the best pressure is getting someone out early. Also the fact that the basekit changes really didn't do much in changing how the game plays out.

    If survivors split up on gens there's still little to nothing a killer without mobility can do. Pair that up with how unbalanced 90% of maps currently are... yeah you can see where it goes.

  • @Aven_Fallen said:

    Complaining about Ormond in 2022? Ok.

    Map is still nearly as bad as it was before the rework. 4 less pallets on a map with ridiculous gen spread and still tiles that link in each other.

  • All it takes is splitting on gens and decent loopers to render most killers just an m1... Idk what swat teams you're going up against but must be pretty amateur.

  • Yeah its been a thing for a while where for some reason the first second or two that you gain LOS on a survivor can just not start chase for some reason. And every time you break los it resets the timer so you could be chasing a survivor around a square object and every time you turn the corner they could just be turning it and you see about 75% of their body but chase doesn't trigger.

  • Doesnt she do a map wide notif that she launches crows... if the artist did that basically any chance they could it should be extremely easy to read

  • Half a second is fine. What needs to be better is the servers bhvr runs on.

  • If games were hard for you because a perk was busted... I think that means you werent going against good survivors. Even then a game being "tied" because of a perk isn't healthy design anyway.

  • Yeah even "the most balanced map, comp tower" isn't as balanced as people really say it is. Like sure you can get horrible RNG on it but it doesn't make it balanced when you can have that map loops itself 2 times before you even get a hit cause you could mind game perfectly each time but they just have another tile or pallet right there to deny any hit.

  • @Laluzi said:

    Because reliably being able to pull a third health state in every non-instadown chase, choreographed to the point where you could react to the killer's swing to use it, was overpowered and you should never have grown to expect that in the first place?

    Dead Hard was a bad idea to begin with. I'm not shedding tears for its current state. If they want to work on the latency, sure, but asking for it to be buffed again is a fool's errand.

    Even then if the killer had an insta down. You could just stay injured to still have a guaranteed 2 health states. I've seen people stay injured against a curve billy JUST to dh curves because it was just that easy.

  • Cause old dh was undeniably busted... You got so much for doing so little. At least with sprint burst you need to 99 it to use it mid chase and sometimes that even required you to leave a gen. With DH you could just... get injured and wooo free distance and I frames for the press of a button no timing and skill required.

    Now of course I'm talking about dh for distance pre-rework which was never intended. The intended use of DH will always be a gimmick which anyone can agree if they play fighting games, isn't supposed too always be reliable.

  • 3 Hit chases, little to no map pressure, dont have a power until t2... like the game isnt remotely playable until t2 and then it only gets tolerable at t3.

  • Idk i don't find it enjoying to have yet ANOTHER rng factor in play for me.

  • Because lore wise the entity takes people it can influence, corrupt or persuade easily. So I guess artist was able to be corrupted, persuaded or influenced easily. Its probably the reason why twins exist. Charlotte was never really bad but saw that her dead brother was alive again and wanted to be with him. I forgot the official lore but I know thats how twins basically came to be a killer was through a deal made with the entity.

  • I mean... i guess you missed the entire last part of the perk. "Can only be used one per survivor per HOOK INSTANCE" no where does it say hook state. Either way despite what people say 30 seconds is still a long time and good enough for it not be busted if only 1 person brings it.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162958#Comment_3162958

    but 2016 had actual infinites everywhere and double pallets? where is that now?

    Not necessarily god loops that make you unhittable but damn near. Coal tower is a good example. You just need decent rng and by the time you get hit you already traveled around the map from main back to main, badham main is legit entity block the window or leave, double window haddonfield house, the entirety of gideons, cowshed (dont need to explain that one), dead dawg shack to main window, etc.

    Like you still catch people eventually but by the time you do the match is over cause once everyone sees those setups... those are getting ran the entire game.

  • What you proposed was legit original BT. Even then it was a single use thing but still incredibly OP.

  • Not bannable. The definition of holding the game hostage for dbd is body blocking someone in a corner and refusing to progress the game.

  • @EliskaMM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156247#Comment_3156247

    You assuming that the survivors lost. Sometimes the hatch is the only option, bad at that anyway, bc the gate spawn RNG is horrendous most of the time... Either spawns on the same wall or opposite to each other.

    Why killers should be rewarded but survivors couldn't? I get that most of the time the hatch escape is survivor who you, the killer, hasn't seen, but what happenes to the survivor who runs the killer the whole game, or most of it anyway, and their only means of escaping is hatch? Why they should be punished?

    Not to mention that hatch got gutted to the ground while devs promised "more ways to escape will be added to the game" so hatch is not a problem. Most of the time the killer finds it first, not to mention that if both parts get there at same time in 99% of the cases killer closes it in survivor's face bc it gets overwritten.

    If you're in a position to get hatch you most likely got 3k'd by a killer. And even then if the last 2 people escaped through the gate and you find hatch... literally escaped because RNG. Also if a person ran a killer for the whole game and still didn't 4 out that is legit a team diff. Not even bringing perks in the equation... its so easy to 4 man out when exit gates are 99'd cause its just body block city.

  • @kizuati said:

    THE ISSUE IS NOT THE ANTI-CHEAT.

    Please,I'm so tired of this. The issue is that ALL GAME LOGIC (PRACTICALLY) is handled on the client. BHVR needs to pay for actual servers. It's why CSGO doesn't have fly hackers and speed hackers.

    No its also the anti cheat. Bhvr is literally running on an outdated and compromised version of EAC.

  • I would make T3 base kit and make the new T3 something like a cool down reduction or maybe even spawn a third zombie (of course they would still need better AI).

  • I would say make the max penalty 15 minutes but not outright remove it. This community time and time again have proved themselves (guilty of this myself for horrible maps) to dc for the pettiest of reasons. A clown with pinky finger but lands a direct once every 10 bottles against you? DC

  • @Deathstroke said:

    If the 4K is that important just slug for it. Hatch is fine it's good mechanic. Killer actually has clearly better chance finding it with faster movement speed too.

    "Hatch is a good mechanic"... I mean I guess for points. But basically rewarding someone for losing doesn't seem very logical.

  • Wreckers yard, no main building, good amount of resources, still have a good chance on either side. And I think the whole "coal tower is the most balanced" map thing is wrong with how tiles literally keep chaining together on that map. If it's not all the way around its main to gym A, gym B, filler A, shack, filler B, gym C etc.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155188#Comment_3155188

    You are lying. Hillbilly is still an awesome killer in the right hands.

    Far from it. Curve billy just isnt worth it anymore with overheat and the amount of strong windows and seemingly still increasing size of tiles.

  • @BaschFonRonsenburg said:

    It isn’t auto aim as much as it is server correction and the game facing (not moving) you where the survivor is, you would have missed the survivor regardless.

    Literally a dev has said on the forums "aim dressing is used to make the hit look a bit cleaner" meaning it would hit but they want it to look like the person was in the middle of your screen as compared to swinging a little bit behind them.

  • @Anara said:

    They should inscrease the duration to 60sec if we can only use it one time per hook

    No I don't think so.

  • Even though his state back then was worse I would rather go back to the days of J flicks and true moonrushes cause those actually felt thrilling compared to 90 pre-turn, with 90 flick then adjust back outwards ~20-30 degrees.

  • Sadly no it's not the case. If it was it might actually justify the 80 second cooldown oppression has.

  • @Cameragosha said:

    Now DBD come back to survivor sided again.

    Devs reverse MoM nerf but not reverse thanatophobia nerf.

    Old thana should return.

    I don't think it ever left that side tbh. As long as busted maps exist this game will never truly be balanced.

  • Honestly I don't think i want a new map until they actually make good ones. Even a year after RPD they come out with garden of joy which is just as bad as haddonfield.

  • I don't even need to say why this would be a bad idea.

  • Idk when a lot of killers only have good/useable addons of green rarity or higher...

  • So you should buff ds because you claim "a lot" of survivor mains are bad. Ngl anyone can look at that and tell you... just git gud. Also that balancing around bad players is also bad design. If every game worked like that there would literally be no Esport tournaments as everything would be so babied down that any "skilled" play would be something anyone could do.

    in BUFF DS Comment by Brimp
  • If anything you're gonna get more frustrated at blights using bump logic compared to hug tech getting removed. Eitherway when they do remove it it won't remove the intended feature called scoot surf which is virtually similar.

  • @SuzuKR said:

    People that think playing smart and efficiently is toxic will never fail to bewilder me.

    What, is an enemy toxic for going for headshots in an FPS because they do it better than you do?

    My favorite part is when they try to use the "it ruins our fun" card. Like is running the same 3 super powerful set ups against a 115 m1 fun for me? No, I don't think so.

  • I miss OG moonrushes. The ones that were completely unpractical to use and would maybe get you a hit 1/20 tries.

  • @Kaitsja said:

    Map sizes are the problem, not Prove Thyself.

    Both. Even without PTS I've seen gens fly on maps like dead dawg or coal tower when those are some of the smallest maps in the game. All because they both have stupid map design. Coal tower can just completely loop itself if it wanted and dead dawg just lets you reach main from anywhere on the map so every chase goes from whatever gen they're on to possibly shack or the windows, to main.

  • Me still waiting for the infectious bug to get fixed. You know the one where sometimes survivors will keep doing the scream animation or even stay in the "being healed by" animation making them perma crouched.

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