Bwsted
Bwsted
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- Bwsted
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Comments
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6 slowdowns hell yeah! And bring back Freddy's slowdown add-ons while we're at it.
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You can find footage of it on YT. There was a rare bug where corn textures sometimes didn't load. And there was also an exploit where you could remove them on purpose. The maps look completely barren.
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Yes. It's also possible for double windows to spawn lined up in either parts of the map.
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@Ula said:
It's been a while I haven't played bubba, and I was using a lot chilli + award winning chill. I don't remember noticing something special about these addons.
About the carburator, the video you shared is super nice to see how slow it makes bubba. Same thing with the Depth Gauge Rake, it makes you so slow it's an unplayable addon. These 2 addons are supposed to slow bubba in a chainsaw sweep by 2%. There's something wrong.
To be fair, I think also his add-ons increasing speed look a little out of tune. Beast's marks should theoretically increase speed by 3%, yet when you use it you're zooming. There might be some code to clean up. It wouldn't be the first time.
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You do. The first one to die loses the most, then it decreases for each additional survivor. However, we weren't told exactly how much that's impacting.
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Easy game unless you're playing Wraith or Hag. In that case I'm forced to dodge.
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Yes, they're bugged right now.
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Never, just as I never take pity kills.
Awesome drawing 😍
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@H2H said:
https://forum.deadbydaylight.com/en/discussion/comment/2935907#Comment_2935907
It only negatively affects killers, so they don’t care about it.
Coldwing had uncleansable totems for months. Same for Lery's. Nurse range add-on are still bugged and give extra speed. Just few examples.
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I'd say it mostly discouraged healing under the hook, which is already something they shouldn't be doing.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2934531#Comment_2934531
You say that but they do have a London server, probably just UK people there and all us other peasants get the Frankfurt server with everyone and their mom even in other continents.
Yeah, that might be it actually.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2934508#Comment_2934508
And this is why peak survivor queue times in EU are still over 10 minutes, because killer players are the only ones playing.
Survivor queues on my end are very fast up until evening. I don't play later. Let's be honest, you get 10 min because you're Brexit'ed and you gotta go through customs every time to get a lobby.
/jk
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He can change his look angle very sharply, but his heading will take a while to catch up.
If you mean he instantly changed his actual movement direction by 90 degrees and you're positive he didn't lunge, then it's very likely latency or desync. I've seen a few Onis do the same in the past and they had in common they were all laggy.
Of course, hacks are a possibility. But it's dbd, the game so well coded that it's impossible to tell apart features from bugs and cheats.
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@Valik said:
1.) Ruin is much healthier now than it ever was. It's markedly less as strong, too. There are entire matches where survivors can get 4es while ignoring it without issue. It could stand for a slight nerf, but it's nowhere near as unbalanced and unavoidably broken as it once was.
2.) They tried buffing DH. It wasn't even a year ago they gave you the ability to turn with it, which allowed players to DH around corners and make loops even tighter. They had to repeal it. So yeah, we already lived the 'buff over nerf' version once before.
3.) No. Flat no. Nerfing the perk is more than easy because, right now, taking it has no drawbacks - only a cooldown. Exhaustion is not a debuff, it is a shared cooldown for powerful chase perks. If you are okay with taking it instead of Sprint Burst, the perk has absolutely no downside - where Ruin can harbor 0 value in certain matches and can be removed from the game entirely before it can even be used.
The Dead Hard turn was a bug that was immediately acknowledged.
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it will even out and you will be matched with players more around your skill level.
If only it measured skill.
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Not bannable because of the way the devs handle unintended mechanics, which they've been consistent about. So, I don't blame anyone who uses them.
Obviously exploits, though (at least the two you listed). Stemming simply from poor coding and oversight, likely becausde the raycast and/or attack cone is tied to the camera on the y-axis for slam detection, instead of being locked at 0° elevation, which allows to bypass triggering slams.
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@Shaped said:
Is there any data on this btw?
There's no public data. They can filter stats for perks. But the numbers are used or disregarded very liberally to back whatever decision they want make. Sometimes, something is ok because the numbers say so, and something else isn't ok despite the numbers.
We also know some decisions are emotionally driven (see Huntress' Lullaby).
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@Puddles said:
Overwatch competitive is like this. If someone DCs, all others can DC without DC penalty.
Apparently, we just learned itt this would be highly abusable in DbD.
Reason: because.
How: somehow.
@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2932681#Comment_2932681
Easy, " yeah, this match is boring let me dc so you can disconect too" they DC, their swf DCs and he goes and does anything he likes while the rest of the swf play another match, no one got punished and the killer got almost no points, GGEZ nerds, see ya.
They would be down a player in the party, it's not the same thing.
And they could also just adds a feature that blocks anyone in the party of the DC'er from joining an swf for the duration of the timeout. They can go play solo.
And anyway the killer should have the option to DC too if someone else dc's.
P.S. Killer gets no point, really? Poor killer couldn't play a 3v1. How unfair.
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Probably just as hard as they've been working to add an anti-aliasing option in the menu for the last two years.
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Running early is toxic. Staying on the gen is toxic. Not cooperating with your opponent to ensure your defeat is toxic too.
Welcome to DbD.
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If you hit the hooked survivor while they're in the unhooking animation it won't put them into deep wound, but it will give you a stack toward your 5th hit. You can still hit them once the iframes are over, giving deep wound and another stack.
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@GoodBoyKaru said:
No and I'm glad it was fixed out of the PTB lmfao
Partially fixed.
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@TheMruczek said:
https://forum.deadbydaylight.com/en/discussion/comment/2931413#Comment_2931413
Ok dude, i don't care about kills in trial. I just pointed out how survivors' meta is a bad joke. Map offerings, dead hard etc.
Map offerings... So, now you're whining because they sent you to Autoheaven...
I gotta get my popcorn, brb.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/321536/so-is-ghostface-better-or-worse
Substantially worse. This feels like a deliberate nerf to him.
https://forum.deadbydaylight.com/en/discussion/comment/2931211#Comment_2931211
You can hide. But here's the thing - you could hide before.
However, I'm guessing that Reveal is now validated on the survivor end, because in the past what would happen is if someone happened to accidently see me, I could quickly duck out of sight.
Now, if you get 'seen', which appears to be a ridiculously wide cone emanating from survivors, for even a second you'll get revealed with absolutely no way to prevent it.
Latency always affected the mechanic. I think what you're observing is more the consequence of revealing now decaying as opposed to immediately resetting as it used to.
They also made it possible for survivors to reveal independetly, while previously only one could and it would block the others from initiating the reveal.
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Nobody would ever leave the basement once they get someone hooked there. It would be a continous cycle of 1-for-1s. This can already be done, but you're forced to either choose between getting your basement hook or your scourge hook.
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Toxic survivors didn't read OP's rulebook for them smh.
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I don't ever see the Survivor mains on BHVR
Devs are Huntress mains, not survivor mains.
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Only if high-mmr players are allowed to buy and wear them, as it should be. We don't want skilless plebs to be lumped together with the élite of dbd.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2929527#Comment_2929527
But the bubba isn´t afk. Otherwise he wouldn´t have downed you and your teammates could have saved you without risking anything.
Suiciding or disconnecting against a camping bubba is just selfish. You ruin the match for your teammates. Even more, when you hold out and your teammates complete all gens, then its most likely, that the bubba barely gets any more points than the survivor he camped. Which will hurt the bubba player. Since he barely got points and depiped.
However, if you disconnect or suicide, than the bubba player will most likely get a 3 or 4k and earn a nice amount of points. Which then encourages this player to continue with this playstyle.
In other words: the more you rage quit, the more camping bubbas you´ll face.
Bubbas who do this don't care about bp, pips or even winning. You're reasoning in incorrect assumptions, which affects the ensuing conclusions.
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They made two changes that somewhat cancel each other out.
So, I'm not surprised this is the outcome.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2929514#Comment_2929514
So, random dude who gets his money by screaming into a screen is uninstalling? And has never played DBD before? And would have never done it anyway?
Big oof.
I think it's naive to downplay the amount of publicity big-name content creators can bring to a game. In positive or negative.
The new player experience in dbd is terrible. The business model is based on revolving doors. Bring in fresh customers with new licenses. They play the game for a few hours and they never touch it again. Rinse'n'repeat.
Player retention is not a concern the devs seem to have. Proof being that the game has fundamental problems that stay sometimes for years before being addressed and maybe not even solved and then just swept under the rug and forgotten.
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@calem said:
It was honestly so embarrassing to watch. Also imagine having streamers as big as Mizkif and Shroud screaming about how your game sucks. Hopefully this is a wake up call to BHVR
Of course. Here guys, the new batch of auric-cell-only cosmetics. Enjoy!
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/2929347#Comment_2929347
This takes the game way too seriously excuse in this community is weird to me, I don't take the game seriously, I take the way people interact with each other in a game seriously and we all should. Being kind to others doesn't just end when you log in to a game and using Head-On in the way it is being used is not fun for the person playing killer, that is a fact and its meant to be fun for everyone in the match, not just one side.
They're being kind enough to hand you over a free win. You're just too stubborn to realize it.
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Legion have always been m1 simulators. It hasn't changed much in that regard. You just see more of them because of tbe recent changes.
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Unfortunately, if Bubba facecamping is a legitimate mechanic, so is killing yourself on hook. Both are implemented in the game. We can't have a double standard here.
And this is just as much the devs' faultt for their inaction, just as is the community's responsibility for defending any kind of gameplay style just because 'it's in the game and they paid for it'.
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Well, it's a tutorial after all. It's meant to prepare you for tge real thing.
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You changed ruin because every killer ran it, it was annoying and not fun.
.....
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
Its inconsistency due to the random nature of the appearance interval of skill checks.
From: https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2925525#Comment_2925525
Except MANY maps have been kill-switched in the past few months due to inaccessible totems. It is literally game breaking when survivors cannot at least have a chance to cleanse a totem such as Ruin, Devour Hope, etc. Streamers/Players are running all Hex builds now and doing Haddonfield knowing that at least one of their hexes cannot be cleansed. I get it that the Haddonfield rework was a big part of this mid-chapter, but the indifference and laziness is astounding. I thought the whole point of the kill-switch program was for issues exactly like this....
They killswitched only when the boons where unsnuffable, on Dead Dawg, for example.
But I don't recall them disabling maps for uncleansable totems. Coldwind notoriously had uncleansable totems at the combine for months (granted, they didn't have a general killswitch back then, but they could already take maps out of rotations due to issues). Lery's as well had a couple of spots. Midwhich can still spawn interactables inside the passage between floors next to the toilette, the one that's accessible only if breakable walls are taken down, but it seems like it's a random bug now.
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It's to give you even more reason to stick to meta perks and then get in an argument because you get accused of using meta perks.
Just the circle of life and death in the Entity's realm.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2925439#Comment_2925439
by playing a full stack swf with very strong perks and almost the strongest items on everyone. Did you even look at the loadout?
I have. Yours included? Are you bully too, by that logic?
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They tried really hard to bully me with tea bags
How the heck can you bully someone with tbags?
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This is starting to sound just like Nurse's range addons.
Fixed one step at a time. With months intervals.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2923593#Comment_2923593
No. But they will hear it if they’re close enough.
Tnx
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2923432#Comment_2923432
The sound is intentional, Mandy confirmed this before.
https://forum.deadbydaylight.com/en/discussion/comment/2923441#Comment_2923441
Correct. Hemorrhage regresses healing at the rate of 7% per second when you’re not actively healing. So if you don’t have enough medkit charges then don’t even start because you’ll just lose it.
Thanks, I hadn't seen her post. Does it give a notification to the killer?
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The new hemorrage will reset the heal if you don't complete it.
However, the sound for missed skill check seems a buggy occurrence.
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The one you see in the shrine is the teachable, which reports the same numbers as the tier 1 of the perk.
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Because ######### fps, that's why.
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It's an Apex Muffler bug. They never fixed it.
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I expect they'll nerf it on sloppy, just because it's slower healing stacked with very fast depletion.
The base hemorrhage probably will stay, or at worst they'll tweak it down to 5%.
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@Zozzy said:
No. They need to entirely rework the power.
I'll second this.