Bwsted
Bwsted
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- Bwsted
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I've never seen this one. It looks like you still slow down and you get the darkening effect, but the head bob is completely missing.
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It's been for 6 years. True story.
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@[Deleted User] said:
Billy>Nurse (if the survivors actually know what they're doing)>Blight
/Thread
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This horse has unfortunately been beaten beyond death.
At this point, it's a done deal. Nothing we can do anymore about it.
So long, Survivorface.
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@danielmaster87 said:
It and the speed increase need to be basekit. We are tired of having survivors loop us, as Victor, around a single tree or obstacle. It is an insulting killer design made for survivors to be entertained.
The small loop was believed to work when Twins came out, but it was figured out shortly after. You don't need any add-on to deal with it.
Take the loop a little wider and run slightly in front of them to bodyblock. That's when you start charging the pounce. They lose momentum and you can land the hit.
There's also another method that requires manipulating the hitboxes. However, aim on controller might be too janky for this. The bodyblock instead is straightforward and reliable.
Also, turning your argument into another us-vs-them doesn't do any justice to any pov you wish to present.
As for the topic at hand, no. Twins best and most oppressive add-ons shouldn't become basekit. They can deal with 95% of tiles already with default power. Those add-ons just turn Victor from requiring just a little bit of effort to press m2 and survivor dies. I'd rather keep the little bit of effort. Especially, because it's literally a little bit.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2913305#Comment_2913305
right, its always the killer who is the problem. \\You are right, no one but me complains about 99ing the doors. Yep, its me.
No you're just making stuff up and playing the victim card. The killer is not the problem either. Just like the gates aren't.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2913303#Comment_2913303
I dont open doors, this does not address 99ing doors or that they should have regression.
It does address that, though. What it doesn't address is the problem contained in the first part of your sentence. Which is not a game problem. It's a you problem.
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Those sound good to me. Nice one.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2909246#Comment_2909246
Here's the weird thing: this problem went away entirely on day 3 of the MMR test. At least, it did for me. Queues were instant for me on survivor at peak hours and my teammates were consistent with my experience level and skill level. I was already friends with a lot of them from my comp days. And my killer games were HARD and I had to wait in queue for a minute for two, whereas I can normally sleepwalk through killer games every night and get instant queues.
So I'm not convinced there's a population distribution issue as much as there's an implementation issue. We know there's a softcap where people are rounded down, but are they also maybe rounding people up on the low end? Then you get scenarios where the MMR between the highest and lowest players is too close together coupled with widening acceptable MMR ranges as queues get longer. It's not inconceivable that a brand new player would go against a 3k hr player in that scenario.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2909527#Comment_2909527
You see, I had the opposite experience on Day 3.
Horrifically difficult Survivor games with pretty incompetent teammates against Blight/Nurse sweatlords but my queues were LONG.
Killer games were pretty fast, but longer than normal. Maybe 30 seconds? They were also against extremely sweaty people and were extremely unfun, even when I won.
There's some wide differences between region. It might not be immediately obvious from comments in the forums. But watching streamers from different areas and accounting for time of the day does bring this situation to light.
My experience matches Edgar's and I play EU, for example.
NA seems where there’s historically an overabundance of survivors. So, what Pulsar's saying makes sense for the folks over there.
Crossplay also must be factored in.
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Pinkie Finger reduces bottle number by 2. Gin Bottle increases by 2. They cancel each other out.
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Barely. I can't post the math from mobile, but you should think of them as offerings that tend mostly to refund themselves on average, rather than being bp gainers like the big ones, or straight-up losses like most bloodweb clutter.
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400 and 50% in-game sens.
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I understand that you're asking for a nerf, but there's no supposed inconsistecy.
The speeds at which you heal yourself or others via med-kits were adjusted when they were reworked. They work as intended. Arguing that they're too powerful is a different topic.
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Aim a little bit toward their back and low.
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I've gone against this in a pub match. I thought it was simple desync, but now it makes sense.
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The thing is, I'm still unsure whether dms itself will survive much longer in its current state.
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@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/2907996#Comment_2907996
Don't get me wrong guys, i don't want an easy win. I just don't want squads who complete all gens in 5 mins, take me to Coldwind Farm, and use every second chance perk available especially Dead Hard. There is very little a killer can do against that tbh.
That's fair. You still have to deal with the fact that the more you win, the more you will and should be paired against opponents who try to win (regardless of how ill-designed the current implementation of the system is).
Is the game at high mmr fun? Well, probably not for most players, even though fun is subjective.
However, let's put you against weaker opponents while you still go for wins. Do you think that would be fun or fair to them?
You still have the option to manipulate the system. Two-hook everyone and let them go. You can have as much fun as you want and they're living out of the kindness of your heart. But if winning on paper is your priority, then you can't expect it to happen at the expense of fairness to the others.
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Don't use the new wiggle with DS, it's buggy.
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There's no official confirmation, but what counts as great height seems to be anything that triggers max stagger. Think Badham two-story or top of Pale Rose boat, for example
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Lose the match on purpose so your mmr doesn't get too high and you can actually have fun?
Mmr is implemented terribly. But what the quoted lines me is that you want easier trials while still winning. There are no free meals. You want to win your games, you gonna have to work for it.
Fun is subjective. If you want easier matches, you need to win less. The more you're able to win, the more you deserve to go against better survivors. Same for survivors who want easy games.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2907805#Comment_2907805
Devs once said, that gen slowdown perks shouldn´t be obligatory. Turns out, they are. Not only when facing survivors of the same skill, but also if you play against survivors with a lower skill level.
Which means the balancing in that regard is far off.
That was a misguided statement then. Slowdown have the most impact on killer side. It's unfeasible to balance gen time without factoring in slowdown perks.
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2907814#Comment_2907814
If your strat involves facecamping/tunneling that wasn't a win through skill. Also if you're winning from 1-2 DMS procs you're playing against bad survivors.
Kills=skills as per the devs. Regardless if we agree or not.
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@GannTM said:
They can nerf Dead Hard when they nerf Nurse too. Dead Hard is almost needed against her.
Since they buffed her lunge, DH is almost useless against her specifically.
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You have to shock with the right anticipation to lock them out of being able of performing an action. Discipline add-ons make the timing trivial.
Don't do that at pallets, though. You can guarantee a hit, but it takes too long.
Wait to be somewhat close before shocking (roughly a little outside lunge range). If you can trigger the shock before going through the pallet, do it. Otherwise, just tap m2 to fake it. This will bait them into running instead of dropping.
If they pre-drop, so be it. In general, if the pallet is semi-safe, you have to shock and mindgame to lock them on one side as they drop it (or vault it if it's already down) as you double back.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2907216#Comment_2907216
RIP DG. But that game had more to it then just camping depending on what version we're talking about.
Sure you could get camped as a runner, but you also could chain stun, slow, and blind the hunter.
There was a lot to that game until the meta was established. Then there was very little left. Rip indeed.
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Spies from the shadows, Agitation (not with Starstruck), Mindbreaker, Plaything, out the top of my head.
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The fact that a mechanic is considered fine doesn't exclude that they can tweak specific instances.
The tantrum meter, for example, was even dead on arrival on that aspect. No more than a promotional stunt that was put in the teaser for the Leatherface changes (that little clip with Bubba facecamping in basement and going in a tantrum) that in typical bhvr style they just assumed would work without testing. Not only Bubba can deny unhooks like before. They BUFFED his camping by making him able to down the rescued through BT.
The devs embrace camping. There are are many features that do promote and reward camping by denying unhooks, or guaranteeing one-for-ones and in general forcing a multi-person save attempts.
Basement, as the poster above me said. Hook grabs (however inconsistent grabbing is) and unhook interruptions, optimized camping builds (corrupt, deadlock, nwo, noed is one), some powers sometimes with addons (Huntress base or worse with oak haft or iri head, Pinkie Finger Clown, Doc especially with Discipline, etc.),
Camping is the game. As it was Deathgarden. Oops.
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Take video evidence. After about 15 min of their inactivity you can dc (you will get a penalty) and report them in the post match. Then send a ticket with footage.
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Because this is not a single player game where you can pick your auto win condition by selecting character and difficulty setting.
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- Bm'ing
- Wasting my opponent's time (bleeding out for no reason, staying at the gates for no reason, etc.)
- Running noed
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Bbq, corrupt, pain resonance, the last one is usually a wild card.
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Because the devs said so https://forum.deadbydaylight.com/en/discussion/comment/2899824/#Comment_2899824
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@MB666 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904546#Comment_2904546
meanwhile i keep getting my hits rejected with visual and audio feedback a lot still , feels bad😅
What's your ping, if I may ask?
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It would be an improvement, but his biggest nerf was still the large reduction of grass on most reworked maps.
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@[Deleted User] said:
If you play survivor you'll notice exhausted on the ground never happens anymore. Whatever you are seeing is likely just general lag.
Exhausted on the floor was gone well before validation.
The timeline was this:
- exhausted on the floor,
- then changed so that you would be only momentarily exhausted and then being immediately refunded,
- to then not being exhausted at all and simply skipping the falling animation aka sliding on the floor,
- Validation
- Now back to sliding on the floor
EDIT: the timeline is referred from the introduction of dedicated servers and then forward.
And it's no use repeating it's lag. Of course, it's lag. That's what caused it in the first place and which they tried to fix it with validation. The point is that validation has been nerfed and the effect of lag is apparent again.
@jesterkind said:
I genuinely don't understand why so many people think BHVR blindly follow stats for their balancing when that clearly isn't true and hasn't been for a while.
Nobody said blindly itt. The devs hammer on statistics frequently. Of course, they value the numbers. It's one of the parameters.
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Which is what validation compensated for, but it doesn't anymore in my experience.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2904532#Comment_2904532
What do you mean by "sliding on the floor" exactly ?
The situation where a hit survivor skips the falling animation and slides on the floor. It was typical of failed DHs pre-validation era.
@Murgleïs said:
I've personally downed one person visibly mid-animation, which should've not happened on my screen (it was probably still a very odd occurrence)Do you have any proof of that ? Recorded gameplay ?
I'm not in denial of anything. If your experience is different, feel free to share. It's a discussion forum. Resorting to strawman arguments doesn't advance the conversation.
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@Murgleïs said:
I've personally downed one person visibly mid-animation, which should've not happened on my screen (it was probably still a very odd occurrence)Do you have any proof of that ? Recorded gameplay ?
I don't, but as I pointed out that was probably a very odd occurrence and maybe not worth too much attention. I included it but I was unsure if it was relevant.
Otoh, the sliding on the floor is very common.
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As long as you didn't complain about the killer, you did nothing unreasonable.
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It always has. Very illogical mechanic. But there are plenty in DbD.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2902655#Comment_2902655
Except my example isn't being used to justify an MMR system and win condition. It's being used to disprove that a nerf was logical, because it's the closest comparison outside of this game that I could use. And it took very little effort to make this comparison, unlike the devs comparing kills to hockey. THAT was a stretch.
https://forum.deadbydaylight.com/en/discussion/comment/2902659#Comment_2902659
I can and will compare it to other games because the gun makes it relevant. You're avoiding my argument. What makes aiming down sights instantly and shooting in those games skillful, but as soon as we take that and put into DBD, or rather a weaker version of it because it's one shot and the reeling mechanic makes it to where you can't even get a down for a good shot sometimes, that suddenly isn't skillful?
https://forum.deadbydaylight.com/en/discussion/comment/2902664#Comment_2902664
Then I gladly accept your abstention from this discussion.
I'm not avoiding your argument. I literally offered focus points that you should consider before even trying to justify instant scoping in dbd with the naive idea that it works in a completely different setting. And I offered specific points of difference. Your argument relies on making apple-to-orange comparisons. That's where it fails.
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It's a known bug/exploit on MnK. The flick has been adjusted over multiple patches to get it where the devs wanted. Because of that, we know very well the intended max is 90°.
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What do you think of fps games? CoD? CS:GO? In those games, when you aim, it's instant. When that happens, and the other player dies, it's considered skillful.
Do the survivors have guns too to return fire, like in fps games? Is DbD an fps game? Are characters in DbD of similar movement speed, like in fps games? What works in fps games works in DbD and vice versa?
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It probably won't be. Their most recent concrete idea (and it was a while ago) of buffing soloQ was to add a totem counter to a PERK. Usual band-aiding philosophy. I'll keep an open mind, I doesn't mean I can't be skeptical about any of that recent talk actual coming to fruition.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2887241#Comment_2887241
https://64.media.tumblr.com/cf0084f9c1d2d09c5f23a2708a76fcbb/tumblr_phyxqa0Zmi1rrkahjo7_540.gifv
They said Object was fine because most people who use it end up dying. Then they go and nerf it.
They changed OoO because then footage emerged of the person who said that who went ahead on stream and facecamped a survivor because they were using Object.
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@ThatOneDemoPlayer said:
They'll reduce the extra movement speed bonus from hitting multiple Survivors
Maybe they'll remove the bonus for the first hit and move it to chain hits only, kinda like the pins currently work to apply their effects. I don't know. It's a guessing thread, I threw a guess.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2901327#Comment_2901327
Thank you, I'll check into this.
Np. Thank you.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2901269#Comment_2901269
Can you give me an example of why it's not working for you?
I got no matchmaking at all. I went against 3 survivors who didn't know what a pallet or a loop was, one tried to stealth in chase by walking when I was literally 2m behind them. Another one of this group had 64 hours in the game vs my 3000.
As survivor, I went against a Huntress with 2 of her teachables and 2 general perks. She didn't play around BT (even when she knew this was in play) or DS and tunneled out two people out who had 10-20 sec chases. Then 2v1 we completed the last two gens and we both escaped, me in particular because she literally managed to mindgame herself when she had bitter murmur proc'd and I was in a deadzone where she could just hold W and kill me.
Then I closed the client because this was the same stuff I experienced yesterday.
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I saw a post this morning and I thought it was simply nighttime matchmaking that did a number on them.
But I hopped in a couple of games and it's definitely not working as usual. Either a bug or they didn't switch it back.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2900726#Comment_2900726
https://forum.deadbydaylight.com/en/discussion/comment/2900725#Comment_2900725
I was posting the question to everyone. The op is mixing up the meta by using slightly less top tier perks, a weaker killer and I was asking every survivor "would you rather have faced a nurse or blight?"
I should have explained myself better. My bad.
I'm not sure you're serious, even after supposedly explaining yourself.
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I do and for some reason not even in my native language. Luckily, only my cats are around to witness that.