Brokenbones
Brokenbones
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I'm also not the biggest fan of the content creators who main the character and the attitudes they encourage people to have/the attitude they have themselves. They don't set a good example for anybody
The reputation of pig mains is forever tainted
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Swamp maps are so bizarre
They have the best and worst totem locations in the whole game bar Lerys/RPD.
They can either spawn a lot of pallets in the center or none at all
The main buildings, especially Grim Pantry are just ridiculous for some killers to deal with
The hook placements are still abysmal
They are some of the easiest maps to 3 gen on, ESPECIALLY Pale Rose
The main positive imo is that the maps are relatively small, sure they seem large on the surface but most of it is deadzones/edge tiles that have nothing so survivors won't be over there
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Also make sure you run workshop grease/combat straps
both are rlly handy addons for this
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2804647#Comment_2804647
If bubba is getting more than 2k by facecamping and noed, he'll move up in the mmr until he faces teams that easily know how to beat both.
Yeah true, if MMR works as intended that should be what happens
The problem is the playstyle's unfairness to the player, rather than the result if that makes sense since the threads talking about NOED/Unfairness
Maybe it was a bad example, it's just instantly what comes to my mind when I think of the types of killers who use NOED in this way.
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I haven't read all pages up so if someone has said something similar to this, forgive me
The problem isn't that NOED itself is unfair, it's a strong effect that by design and stated by the devs themselves is to help the killer when they are at their weakest point (When survivors can escape). It's purpose in the game is to give many killers much needed lethality at a time when they need it the most
The issues with NOED stem from a few things:
Totem RNG - Most of the time this isn't a problem but NOED can create situations where a survivor is just straight up unsaveable. E.G totem right next to the hook or exit gate. Not the killer's fault, but the games
How it scales with killers - NOED on trapper or wraith is one thing, NOED on Nurse is a completely different thing.
And probably the main one: The fact that you can intentionally play badly and still use it. You know what I'm talking about - Facecamping bubbas and the like.
I suppose if we're to use MMR logic, if a facecamping bubba gets 2k bc of facecamping/noed then I guess it was a skillful play right? Well if a bubba is facecamping someone to death, everyone needs to gens. What can they not do if they're having to rush gens due to the killers playstyle? Totems. So what's the counterplay to NOED there?
I think this about sums up why I think NOED can be unfair sometimes, but not all the time.
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@YOURFRIEND said:
Isn't this stuff just like..... incredibly low effort creepypasta? Or am I missing something?
Low effort and Mandela Catalogue don't deserve to be in the same sentence imo
Whether ppl think it's scary or not is subjective but there's so much effort put into it, presumably by one guy as well I think?
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@Moplington said:
https://forum.deadbydaylight.com/en/discussion/comment/2804330#Comment_2804330
I just don't see them work that well a lot of the time sure, they can prevent you from being tunneled and hooked straight away, but you can easily wait out bt and a lot of the killers can hit you and catch right back up for another hi. As for DS, you can just slug them and they aren't doing anything. The only time I really see them as a slight issue is when a door is open and they are near it.
Also they only time I see BT really is against SWFs and those altruistic idiots love to try to take the hit meaning waiting it out is much easier :D
Fair enough! Makes sense why you hold the opinion you do
Personally I think DS is a really strong perk due to the fact that it's one of the few perks in the game that punishes a killer who's playstyle is heavily tunnel-reliant. Like if they go straight after someone the moment they are unhooked. They either slug and wait a whole minute or pick them up and get stunned for 5 seconds then the tunnel continues. Either way you buy your teammates a sizable chunk of time
It's always the survivor who's dead on hook who has it, talking from experience here. 😌
BT is def not as strong - I think it's main strength comes in its versatility and deincentivising killers to hit survivors off the hook instantly. Sure they can try waiting it out but unless they are cornered somewhere, the survivor can usually get to a pallet or a window before BT expires
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Basically yeah LOL
I was also thinking of that one meme where it's a horse staring at the ocean and it just has the text "MAN." in that typical meme font
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someone should edit the 1st image with just the text
"MAN". in large letters
That's the kind of energy it gives off
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It'd be kinda cool if to emulate the analog horror aesthetic, they'd put a small filter over the screen like it's a VHS recording or smth
That'd be cool
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Does it sound like the Vic-Viper jingle that plays when you put the konami code in at the main menu?
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@Moplington said:
- Solo queue survivor is the weakest thing in the game and no matter how much information you give players it won't help.
- BT and DS are nowhere near being strong.
If you don't mind, can I ask why you don't think BT/DS are strong?
No snark or anything I just wanna know why you feel that way
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2804181#Comment_2804181
about Dead Hard. I'm with you on that.
IMO, It kills m1 killers. But against the higher tier killers it more of a minor inconvenience that buys like 5 seconds of time.
Yeah, like - I love running perks like Lithe or Sprint Burst but then I face a bunch of Nurse or Blights in a row and my perk is almost useless. It sucks that Dead Hard neuters most other killers while also being one of the only perks that feels necessary to do well against competent killer players using the best killers.
And I'm not saying people need DH to win but there's a reason nurse mains despise DH and run perks like Blood echo and Mindbreaker/Fearmonger to try and counter it
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2804181#Comment_2804181
That is true, but I believe ppl arent really complaining about dead hard as a nurse or blight really, the only killers that really suffer from it are obviously the weaker Killers.
I agree with corrupt, I only use it on specific killers that have a slow start like Oni, Myers or Trapper. Everytime I see it on a Killer like Blight I have to immidiatly laugh cuz its just such a terrible choice.
Even if it's not as annoying for Nurse/Blight it still helps a lot in prolonging a chase with them, which is invaluable to your teammates since against the S tiers every second wasted counts
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@Azshhh said:
- Hypermobility killers shouldn't be able to stack all gen-regression perks
- Autodidact is a good perk, fight me >:c
Autodidact is a good killer perk
...Wait a second
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I don't really like the whole 'hot take' thing but
I do have a few opinions I'm sure some would consider highly contentious, perhaps even silly.
1) Dead Hard is the only perk that helps against the strongest killers in the game and if/when it gets nerfed I feel a lot more people will notice.
2) I think Corrupt Intervention is generally overrated. Still an incredible perk but I'm not 100% convinced it's as required as some make it out to be.
If anyone wants me to explain these further, let me know!
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burn midwich and just hold w in the corridors
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2803957#Comment_2803957
can confirm ive seen it
Watching killers try to mindgame that tile is hilarious
it's so safe
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Can anyone confirm is the metal fence loop still spawns?
It's like a massive square metal fence with a pallet
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2800209#Comment_2800209
Please explain. It's pure random which box has your key. There are still 3 boxes that they can get a key out of. All 4 could get there key out the same box if luck on their side. To my knowledge devs have never said there is a key in each box come to think that would make no sense and be a huge nerf to her if it was. Hey guys I got my key so you don't have to check this box. AFK Pig guarantees nothing for the killer.
I've posted an explanation above, apologies
I should've worded it better
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2800209#Comment_2800209
0% ? Thats not how it works. I remember one Video tape game, me and Felix spawned together and both removed our traps from the first box we get to. And it was the same box for both of us.
Dunno how exactly her RNG works but its not that every box contains key. At least not every time
No but mathmatically speaking the pig is more likely than not to block the box of one survivor. The fact she can block the box of more than one survivor is less likely but it can still happen
Meaning in those trials, a survivor or survivor(s) have a 100% guarantee to die because the pig decided to not play the game. That's not healthy for the game at all regardless of how rare or infrequent it might be
Loading into a match and basically being dead from the start isn't okay, imo.
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Techincally they aren't wrong, the game CAN end.
It's just you know, one survivor has a 0% chance of escaping when the match starts and you can be forced into a stalemate
I guess they consider this a balance issue?
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That's just wrong though. They aren't the most well designed perks in the game, but using them doesn't automatically make you a bad player
Like I'm no NOED or Dead Hard fan but they have their place in the game for a reason.
NOED, while being a badly designed perk imo still has its place as a second chance perk for killers. An increase in power when a killer is at their weakest/about to lose. With no generators to defend, all killers have left is to either defend exit gates or camp and NOED allows you to get that snowball going. It's not well designed, though. I don't like how people use NOED, but that's only partly the perks fault
Dead Hard is one of the few perks that actually helps against the two strongest killers in the game (Nurse & Blight) and many people use it specifically because they go against these 2 killers so often.
These perks also teach you bad habits, but that also applies to many other perks
Bamboozle encourages you to not learn how to play around windows
People using Sprint burst will walk around everywhere to preserve it
And so on.
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Funny situation that happened to me today
I had a really rough game, got 1k - in the EGC i was talking to one of the PC survivors and we were talking about game peformance except when I typed the word performance, I got a bit fat #######
so I tried splitting it up
per ######
so there's something offensive about the word 'formance'????? Wat.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2799015#Comment_2799015
I could see it. The shattered stars badge actually makes the zombies stupid fast if you have an ink ribbon to go with it. I usually try to play Nemesis with a map offering to avoid the maps that glitch the zombies out the most (swamp, red forest, etc).
Though I prefer Pyramid Head to Nemesis since Nem is more about flicking the tentacle and Phead is more about just zoning the crap out of people which is easier to execute consistently imo.
I enjoy Pyramid Head a lot as well, I just hate how janky his power feels sometimes
It feels like there's some kind of animation bug where the 'fire' animation is faster/slower randomly when you use punishment of the damned. Not sure if you've ever experienced it but it's weird
The tentacle flick with Nemesis is super fun to use, I love it.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2799004#Comment_2799004
I mean it's nice when it works but sometimes it just totally falls apart. Indoor maps are horrible for it, and Boil Over users also can severely limit your hook choices.
I mostly play high mobility killers these days so pop is my go-to. Billy, Blight, Wraith; and then my favorite low mobility killers are Pyramid Head / Bubba both of which can just pop a nearby gen and return to the hook rather than having to get into the next chase. Pyramid Head especially doesn't want to go too far since he can tunnel tormented people off the hooks for free.
I suppose it's down to difference in killer choices, I've been playing a lot of Nemesis lately and I've found a neat trick with it that's been fun
The scourge hook perk techincally causes zombies to be attracted to the generator that blows up, which as you can imagine is super useful in making zombies actually do something instead of hugging a tree all game
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2798958#Comment_2798958
I mean I think that is Pop. Scourge hooks frequently spawn too far from the places I am downing people to ever use them. Even worse if I am on a weaker killer and have cleared out the pallets in one area, and then there is no scourge hook nearby. Then I have created a dead zone where I want to get downs at but cannot use my perk in.
I had a map just earlier today where I tried it out again, and it was Mother's Dwelling. It was as Clown against some main building humpers and the God window spawned in so I basically had to avoid that section of the map like the plague. But guess what? All my scourge hooks were over there so I was down a perk the whole game. Woulda got more use out of pretty much any other perk.
So I get games like that and stop using it.
My problem with Pop is I don't typically play the higher mobility killers so I have to haul myself from a hook all the way to a gen that's usually far away and by the time I get there it's too late. Scourge Hook + Pop is the best combo for this since it's best of both worlds
I understand what you mean though, you're totally right that maps and RNG screw over scourge hook perks. I've not had bad experiences with them myself but if you have then I'm sure I will as well eventually.
I'd say it's more consistant than Hexes, not as strong though.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2798970#Comment_2798970
Not to me. And Cowshed will always be an abomination, regardless of what happens.
None of those maps you've mentioned have ever bothered me, to be honest. Especially Torment Creek, as it was the first map I've ever played on as killer, back in 2018.
Yeah I mean when survivors burn coldwind they're usually trying to get rotten fields or cowshed
I think Thompson house was really bad at one point pre-rework, same with Abbatoir and what people used to call the 'Matt Walker' windows. I think they got nerfed before the rework though.
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@GeneralV said:
Worse than the previous version, as all reworked maps are.
If Chapel, once the most balanced map in the game, is now extremely painful to play on...then Haddonfield will become a monster.
Coldwind got better overall, like the maps are still terrible don't get me wrong. Cowshed is still an unholy abomination
But it's not as bad as pre-rework. I don't mind Thompson house, Abbatoir or Torment Creek that much.
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@OpenX said:
I just can't get behind scourge hooks. Maybe if they made basement hooks scourge hooks by default. It's like the RNG of ruin but without the game changing regression of ruin. And it also makes a basement hook a disadvantage to use.
Lethal Pursuer also is eh, I usually don't find it worth it unless you plan on tunneling someone to death. Otherwise it doesn't actually save you ~that~ much time especially as blight. Alot of the times you can find people in your first rush chain anyways. Unless you actually land the hit with it, it's a wasted perk slot alot of the time. I do discordance for early game tracking all the way.
I have been doing Ruin, Pop, Enduring, Spirit Fury along with Compound 33 + Blighted Crow and have yet to find a more fun build to run on him.
I never run addonless, don't see the point. At a minimum id probably stack recovery addons.
Scourge Hooks are in my view one of the most consistant gen regression perks in the game if you don't struggle to down survivors. It has no cooldown, making exchanges/slugging very rewarding for the perk. Not to mention it heavily helps killers with low mobility exert map pressure which is especially important when all 4 survivors are still alive
In my time using the perk since it came out, I've found the Scourge hook RNG is usually pretty good overall - I've only once had a time where they weren't spread evenly across the map
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I'm gonna make some random predictions:
1) House of pain will be given the Badham treatment, aka breakable walls
2) There will be a second basement spawn added, similar to how Midwich/RPD has two despite not having a killer shack
3) Generator spawns will be tweaked slightly to make them a bit closer together, perhaps generators will more commonly spawn in the middle rather than scattered around
4) Some of the filler tiles will be made a bit less safe/shorter
5) More easter eggs. :D
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Yeah in the recent mid chapter they announced that Nurse underwent a massive 're-coding' in order to address a lot of the bugs that ppl were having while playing with her. You know the ones, the infamous blink spamming bug and stuff like that
As a result some new issues came from it that have been acknowledged
Here's some extra context:
@[Deleted User] said:
Platform: PC (Steam)
Overall Nurse feels very clean considering how much work was done to her. I ran into a few issues during my first game and figured I'd share.
- Intermittent issue during her chain blink window where there is a slight delay in charging her second blink. It seems to occur more around obstacles in the environment or map tiles, as if the blinker is getting stuck and the blink won't begin charging until the blinker has momentum. The delay is only occurring for the first 0.3 seconds or so of the chain blink window. Only map I've been able to verify this on is Pale Rose
- Intermittent delay in the ability to lunge attack after performing a chain blink. I only encountered this after a chain blink, not after an initial blink. Map- Pale Rose, happened in open space in between big boat and docks
- I was unable to blink out of the killer shack basement of Pale Rose in any direction.
- I encountered an instance where I clipped through the floor of the small boat on Pale Rose and got stuck during a chain blink window. Approximate landing spot was the narrow space at the front of the boat between the generator and the bow/front. I was able to blink out of it but couldn't walk out of it.
The above is an acknowledged bug report talking about it, there's some other ones but I think this is the main one
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I did mine on haddonfield funnily enough
It was weirdly thematic
As for the best map, Shelter woods maybe? Depending on map rng there might not be very many lockers around and the map has no main building. There's also no corn, so there's that
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2797502#Comment_2797502
No, it's exactly what we should be doing. Buffing underused killer add-ons is how you get more add-on variety for killers, not just nerfing the strongest add-on, then the next strongest, then the next strongest. That's how you kill a killer. And yes, it's 7 rush tokens, but how many times in a match really is he gonna be able to use all 7 in one rush? You'd usually catch up to survivors before then, so it's redundant. Adrenaline Vial also reduces your turning, not by a little, but by a lot. You have to use a turn rate add-on with it or you'll be going in near-straight lines, which stops the crazier flicks from being possible.
I'm not saying nerf the addon, I'm saying addons that make an already really strong and arguably oppressive power even stronger should be done delicately because you risk having a situation like Nurse when she could have omega blinks and stuff like that.
And a quick point about the 7 rushes - it's more chances to correct mistakes, increased map mobility on top of the stuff it allows the really creative people to do.
That's why people are lodging the complaint that Blight already had a bunch of strong addons to use and they gave him another strong one. Which some might argue is fine but to others it's making a problem worse. Idk
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Scooby Doo chapter pls
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imo, I don't think Blight should be nerfed but I think giving the stronger killers addons that give them more uses of their already strong power should either be higher rarity or not as powerful as other addons
Nurse, for the longest time she had a bunch of addons that gave her more blinks. They were stripped down and reserved for ultra-rare slots for good reasons. 5 rush tokens is already a lot, 7 is just insane. To me at least, if you don't think so that's totally fine
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2797361#Comment_2797361
So you think a killer having 4 survivors alive in endgame is always a result of them playing poorly? And that they should be forced to camp, tunnel, slug, and/or use an instadown killer instead, and that's "playing well"? Also, they're not allowed to complain when they lose?
Well it depends on playstyle but generally if you aren't cycling between the vunerable survivors (the ones who've been hooked) and are instead taking any hook you get then subjectively you could say that's playing poorly but it's a playstyle thing.
Playing 'poorly' isn't how I would describe it myself, it's a bit unfair but it's def something that would make sense for someone to say
If 1 survivor isn't dead by the last gen getting done I'd say it's on the survivors to mess up from that point on, really.
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The problem is, your suggested changes affect people trying to unhook themselves but not those trying to 'leave' a match.
People who don't want to play a match anymore and don't want to DC will just become dead weight regardless. Like the changes won't suddenly make them want to keep playing if you get what I mean
Those who are determined to get out of a match they aren't enjoying as fast as possible will just end up going AFK or smth like that. Nothing really changes
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It's sad to see content being removed from the game in general - they were a piece of the games history that unfortunately we'll have to do without due to the actions of what I hope is a small minority of the dbd playerbase.
The mask had to go. Shame we also lost the other masks in the process but it happens, there was no pleasing everyone so I think BHVR took the path of least resistance in this case, which is fair enough.
Maybe in the future we'll see a return of this mechanic in a much more tasteful way as many people suggested during the middle of the controversy itself.
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@Mandy said:
I'm a bit confused about this. Overcome should only trigger when you lose a health state, so it shouldn't work with Endurance anyway. So you shouldn't get the extra speed boost length and you wouldn't become exhausted.
Do you have any video to show Overcome working in these situations?
Hey mandy, I took a quick look at the DBD wiki and they've got a video showcasing it:
Overcome is a Teachable Perk unique to Jonah Vasquez . It can be unlocked for all other Characters from Level 30 onwards: Descriptions may vary from their in-game version for reasons explained here.Wiki Descriptions support Mouse-over in Desktop View: hover your mouse cursor over the modifier words (or highlight them) to have a tool-tip reveal their values.Mobile View displays the values in small print after the modifier words. Overcome can also be activated when the Survivor is already InjuredIn the videos section there's a clip showcasing using it while injured. Hopefully this is what you're looking for
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Weirdly enough I do
I think it's because his power has a weird rhythm to it. I sometimes like to play trickster with very quiet background music and try to hit survivors in time with the music
Just a dumb minigame to make Trickster more enjoyable since he can be pretty painful against decent survivors
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Keep fighting the good fight for your boy freddy
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2796013#Comment_2796013
It shouldn't block a gate as intended if another gate is opened? That does not make sense to you? Really?
The only reason I ever suspected otherwise was because Behavior logic is not as consistent as normal logic. But the perk blocking gates is really quite straightforward...
It doesn't make sense because the perk isn't completely doing what it's supposed to imo
The perk is meant to stop both gates from being opened but if one gate is opened it decides it's only going to block one? That's why I think it's likely an oversight. It's a perk meant to delay the endgame starting except in the case of the hatch being closed.
I'm not saying it needs to be changed since it's an actual tech caused by a technicality - I just think it's kinda silly that it works like that and probably shouldn't.
It's cool that it does though, always something new to learn with this game
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2795997#Comment_2795997
The problem I have with it is it seems to go against the stated goal of the End Game Collapse not favoring either side. Also, how effective this build is against solo queue. Countering this requires some combination of:
- IMMEDIATELY touching the 2nd gate to start No Way Out's timer.
- Having all 5 totems cleansed (doubtful in most cases) or quickly finding and cleansing Noed. Even having found Noed, I imagine this could be done with Bubba to have an instadown on command.
It's such a small window of time for survivors with comms to realize what the killer is doing and be in position to counter it. I don't know if that's a reasonable expectation for a normal solo queue team.
No way out probably shouldn't trigger if an exit gate is opened, that makes no sense
I had no idea it even did that. It sounds like an oversight to me
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2796002#Comment_2796002
I'm glad there's someone with the same name as a forum member on the thumbnail.
That's pretty funny
Nice find ahaha
Damn, wonder if they'll see this thread
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-Snip, I have been outsped-
So yeah, if you see people doing it it's likely bc of the video posted above
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There's two main addon combos that are particularly nice for Trickster
Double throw rate addons (Autograph + Fizz Spin Soda) - these addons help you reach Tricksters highest fire rate quicker, meaning you ramp up damage really quickly
Double movement speed addons (Killing part chords + Caged Heart shoes) - these addons make you lose less distance while you're pelting survivors with knives at short/mid range and even long range in some instances. The numbers might not look massive but with and without them the difference shows
Knive capacity is never a bad option if you don't know what else to run (Trick pouch and/or Bloody boa)
If you like to run Iron Maiden, you can also run Melodious Murder for an even faster reload
You can also mix and match all of the above for good results as well. Experiment with 'em
The rest of his addons are still pretty good, I just find these are overall better for consistancy
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Survivor que times vary depending on MMR/Time of day
I think depending on your timezone, the later it gets - the longer the survivor ques tend to be?
Also do you play with crossplay on/off?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2795459#Comment_2795459
I think it's entirely possible to think "oh wow, this is such a cool idea and it's totally thematic to leatherface". But in hindsight it just isn't a good thing at all, there's obviously a lot of negative (and rightfully so) opinions around darkening your skin.
I agree with you, we're on the same page
But that's also why I don't think it's fair for you to criticiise @GeneralV for it. The people who came out/are still making threads crying about the masks or making whataboutisms/being ignorant about it deserve criticism 100% but that's not what happened here
I don't wanna derail this thread anymore but thank you for your time regardless. Thank you for being civil with me about this
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2795442#Comment_2795442
No, even the artist that made them came out and said he was glad they were removed, but I saw my friends targeted with this mask many times and could see the negative effects on it. I'm white, and the mask didn't effect me but I saw how it could effect others and I think being empathetic to obvious racism is important.
Just because things aren't offensive to you doesn't mean they aren't offensive to someone else etc.
But according to you, the cosmetic itself was racist regardless of how it was being used, right?
So BHVR authorised and allowed something racist to be put into the game and left it there for years.
I'm just trying to understand your perspective here, that's all. I'm with you I'm glad it's gone, it sucks to see content removed from the game like the other masks but it had to happen
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2795428#Comment_2795428
oh look the forum is full of people that don't think things that are racist is bad.
They literally made bubbas face under the mask darker than his default skin, it was far more than just a mask.
probably gonna regret asking this, forgive me:
since BHVR authorised & created that cosmetic in the first place, do you consider BHVR a racist company?