Bwsted
Bwsted
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2710709#Comment_2710709
Even then like I said I consider myself defs above average on hag and even with the best add ons I won 60-70 matches
Not otz who has over 6k hours in this game and was coached by Michi himself struggled to get past 50
No way in hell this guy 6-8x what me and otz got
Just not possible especially considering one of his conditions was if 2 survivors escaped through a key it was a loss
And that was before the hatch changes
It was a big fat lie and a easy to spot one at that
It's not a story that we have any proof of, I'll concede that. But it was NA East before mmr. There were people doing streaks with speed limiter Bubba back then on those servers. If you watched streamers from that area playing at night, they were constantly getting bot survivors. It's really not that unbelievable. Especially, because 700 trials in 1 year aren't that many. You can dodge lobbies, play mostly at rank reset, etc. There's so many ways to inflate the numbers.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2710393#Comment_2710393
The Survivor takes the action to vault, though. The Killer can't push a button to make the Survivor vault on command. You could argue that the Killer can somehow engineer an extremely specific scenario where the Survivor is somehow forced into vaulting that many times, but I would argue that such a scenario is so specific that it is unlikely to come up in natural gameplay without some form of gameplay error on the Survivor's part.
The scenario is that the survivor is getting chased and, you know, their defense is pallets and windows. That, you know they vault in chase. Because the killer has 'engineered' to chase them.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2710116#Comment_2710116
Because the Survivors in those instances can't run to keep the timer paused, so if the Killer keeps spearing/chaining them, the Survivor will eventually just go down. Meanwhile, if the Doctor keeps zapping a Survivor, it does not hinder the Survivor's ability to run and keep the timer paused.
Except the deep wound timer does go down during vaults, because the survivor is technically not running during the animation lock.
So, it's possible if chased while in deep wound, that after vaulting a handful of times the survivor won't have time to snal out and self mend.
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Remember that teaser clip for the Bubba rework, where he'd hold a chainsaw rev'd in the basement, went in a tantrum and the survivors around him all looked fuzzy and warm because finally Bubba camping was a thing of the past?
Except, no Bubba ever has tantrum'd camping. Not only he can prevent unhooks like before. Now, he can actually down through bt. Yeah, they really buffed his facecamping thinking they fixed it instead.
That's what happens when you sign off to changes with zero testing, because you're more worried about promoting cosmetics. And to think it would've taken them exactly 5 sec of trying to find out they didn't fix anything. Definitely faster than recording that bait teaser.
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That's a little restrictive of a condition. If it gave you endurance whenever you get off the hook by any means, I could see that working. It wouldn't be stronger than current meta stacking i.e. there would be no difference if everyone in a team ran this instead of BT, except for the self-unhooking case. But even then, it means you can't give endurance to any one else. It would just shift a build from altruistic to a more selfish one.
Sure, the forum drama echo chamber would riot over this one, but it really wouldn't be a stronger meta. I'd just call it a side-grade in general and a qol for soloq specifically.
Side note: endurance duration obviously shouldn't stack with other perks with the same effect.
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They could add something to do for dead survivors, kinda like in R6 Siege. I don't know if you would count that as a separate role.
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Best time is for scouting, interrupting and when they're approaching a pallet/vault at medium/short range (about 1 tile aways tops) right in front of you.
Risky is basically at any loop, because it's up to RNGesus if the chains will hold up or break immediately.
Worst is when they're holding w and you want to close distance.
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Hag can take advantage of the weak link of a team. That and in general matches are wars of attrition and survivors randomly decide to move on.
But if everyone on the team knows the macro strategy, she literally doesn't have a power. Remember the route you took and if you trigger a trap, run back to the other side if the map. Reset. Repeat. Coh basically enforces the correct strategy. If she chases, she loses. If she doesn't, she slowly gets overwhelmed. And loses. However, if there's a weak link in the team, she brezees through the trial.
In dead by esports recently they managed to bring her back in the pool... by banning 47 survivor perks and making 2 shrouds mandatory on survivor side. That's how much of a pubstomper she is.
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@Mooks said:
I think this is meant to happen to eg avoid hook sabo spamming (starting a sabotage makes a loud noise notification for the killer)
Only if you have Hangman's Trick.
And there must be another reason, because the notification is not more spammable than a rushed vault anyway.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2706982#Comment_2706982
https://forum.deadbydaylight.com/en/discussion/comment/2706860#Comment_2706860
This is #1. This is the idea about randomized timers that you're trying to slip your way into.
https://forum.deadbydaylight.com/en/discussion/comment/2706862#Comment_2706862
This is the trigger. Note @breadtube said nothing about a perma ban in his first post. @Bwsted assumed it was a possibility on the table. Which could be fair, I guess, except it's a big reach.
https://forum.deadbydaylight.com/en/discussion/comment/2706869#Comment_2706869
The response, note Bread is not referencing DC due to a bug, he is likely talking about an intended DC, and he is not connecting his randomizer idea to the perma ban idea. The randomizer and perma idea are on the same thread, and involve the same user, but unless bread is a psycho it's pretty clear the two ideas aren't joined at the hip (Please don't be a psycho, bread :))
Also, I'm not trying to start an argument. I was pretty tongue in cheek, and was only looking to mock your overreaction, or lack of reading comprehension. The fact that you threw in losing your mind and turned that twopher into a ménage à trois is just icing.
@TAG, saw the notification that you responded. I'm not doing this a second time so whatever you responded with, you can have this post too.
Tl;dr.
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It's a combination of many of those reasons. If you want to play him effectively, you need to go for the chain hunt playstyle. But the fun part is actually to use the gateaways, except... half the time they do nothing when not actively working against him, even if you never miss. Which, in the end, makes him frustrating and unrewarding.
And he's also NFThead after all.
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@BreadTube said:
All bans, no matter the length, are deserved. I think they should randomize the time so people can learn to appreciate non-DC'd matches more.
Imagine you get a perma ban because you're forced to dc due to a bug. Don't come here complaining, because the ban is gonna be deserved despite the length.
:rolleyes:
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Looks like survivors need a buff. I mean, 3 hits in under 20 sec ending in a 4k against a 'deathsquad'...
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You need to position yourself in front of the downed survivor, or as much as possible to the front. Keep spamming your pick up key. If they stop healing, you'll grab the survivor. If they complete the heal, hit the survivor as you see the stand up animation. They will back flip farther back. Repeat as many times as necessary, or hit the healers if now the distance is sufficient to pick up after the hit cooldown animation.
For the rest, whether killer or survivor, whoever interacts first with an interactable will deny the other from being able to do so. The game is consistent in that mechanic.
The only exception I can think of is Any Means Necessary and that needed to be made to be changed on purpose because it was gamebreaking. The heal tech isn't.
The scenario in the op is only a fringe case. Nerfing that would mean nerfing heals also in situations outside of the exit gates that don't need nerfing. Just accept that the game doesn't have to cater to you having a guaranteed upper hand in all situations. The survivors can heal tech. You can counter as in the first paragraph. Sometimes you'll win and sometimes they'll do.
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@Sepex said:
I have it weird. I soloQ and when I die I get better teammates and when I escape my teammates actually get worse.
That's exactly the way it's designed. The system's goal is not to give you a fair match, but to enforce an arbitrary 50% win rate.
If you won a lot, it will stack the odds against you and vice versa when you've been losing.
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Outstanding gaming chair.
#DemoDoggoGangsta
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It's a good idea on paper, but:
- it's a marginal effect especially because it gets countered by the specific map offering for the place you want to avoid. You'd be better served to burn an offering TO GO to a decent realm, rather than one that makes you avoid one of the possible bad ones.
- There's too much bloodweb clutter as it is and this one would only add more to that.
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It's an ok perk for variety, or if you're going for specific plays, like speedruns, or evil incarnate, Pinhead to ensure immediate chain hunt, stuff like that. Maybe in scrims on specific maps where hiding is easier (dead dawg bushes), but that applies to maybe 0.1% of the players' base and the perk is often banned anyway. Also excellent for beginners, of course.
Other than that, it does very little if you learned spawns already. You're better off with discordance or whispers, if you want consistency.
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@psionic said:
Yes, it's possible and you don't even need the Torn Bookmark addon to go for it.
If you do 1 blink + 2 blink chain (for example, one very short blink + wait for the recharge + 2 very short blink chain) the game consider ir as a 3 blink chain. So if you manage to catch the survivor while doing this you get the achievement.
Didn't know that. DbD code at its finest.
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@ShinobuSK said:
Dunno who that is, but congrats
Fog whisperer who still does Insidious Bubba streams in 2021 almost 2022.
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Egc was not implemented to give you extra pressure.
You're fed up with 99'ing. Before egc, survivors simply opened with no consequence. 99'ing effectively can get them killed now.
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Almost never and there's rarely a reason in my experience. There's mass hysteria here and on reddit as soon as survivor and ttv are mentioned in the same sentence.
I only dodged Sawpalin's swf a couple days ago because I was literally playing Trickster to get rid of puddings and not going for wins. And even then, I've gone against them and never dodged in the past.
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When the hatch spawns, as soon as the last survivor tries to interact with it, the Entity shuts it closed and blocks it (bye bye key) for the duration of egc. You receive map-wide killer's instinct for 8/9/10 seconds.
No one can escape death.
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@Labrac said:
That's not even restricted to strong killers. Trapper, Trickster and Clown all have meme addons as well. They probably just forgot about it.
Edit: Huntress also didn't get one in her addon pass, which made me sadge.
Huntress always gets the favor by the devs. Not really breaking news.
#RIPBilly
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There are 3 gens that spawn within that range. You could stand right in the middle and hold the game hostage.
It's a possible idea, but you need to add more conditions if you want to go with that effect.
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but when I try I just hit them
Grabs off traps are different. You need to approach them and press spacebar (or console equivalent).
You can use addons that increase escape time. Other than that, it's a grindy achievement that requires also a bit of luck.
Make sure to set up a web of traps around a 3 gen and hook them inside it (agitation is your friend). That's your best bet to trap consistently nearby you). Also, you might want to use map offerings, because some realms are terrible for Trapper.
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The irony of the thread title with the actual tone of the op is nothing short of amazing.
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What add-ons were you using? If you had The Beast, then indeed that makes your terror radius active while you're cloaked.
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Filthy flashlight-campers got what they deserve.
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EU is the same and has been the same for a long time (basically, as described in the previous posts).
I suppose the complaints posted daily are coming from players from other regions and possibly other platforms with cross off.
A minority is probably also echo chamber drama à la oMg dBd iS dYiNg.
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Queue times.
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Going by the movies, I doubt Ring whatever will have a power similar or even derivative from Spirit's. I expect some sort of mobility where she emerges maybe from walls and a side objective in the form of some curse that must be dispelled. I don't even know if she'll have antiloop.
Spirit will always be better so don’t do anything to her BHVR or I’m probably quitting the game.
I'm sure Mathieu is terrified right now and has already left for your house to beg you to stay and never leave him again.
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It's just described poorly.
You have to grab the survivor while they're still inside the trap.
If they free themselves, or you hit them, it won't count.
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No one. They're just pawns bound by the laws of the Entity's realm. Whatever accolades and claim to power they had in their former lives, it's all glory past. Some of them might think they have leverage, when they're just being used and can been thrown in the void at the Entity's whim.
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I can't tell you how to have fun if you don't define what's fun for you.
For starters, I'd say set your expectations right. You complain about variety, from what I understand.
If you want to play a meme build, play a meme build. But don't expect to win easily or even often. If you want to win consistently, use what's needed to win. DbD is literally the only game I know where players are upset that they can't win with low tier stuff.
Fun for me is to play the killers I like. It's unusual I get fewer than 2k with corrupt and another slowdown (never ruin, I don't like it). Sure, I could do better with stronger options, but it's not like I'm going against 4 commodius with bnp on haddonfield every game either.
As I said, start with your expectations. The rest will follow.
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The tally screen often has visual bugs. When you're back in the lobby you should be able to see if you actually got 2 pips. You should also receive progress toward the achievement. Although, sometimes it takes a while to update.
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Because cOnSiStEnCy.
No kappa.
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Because they spent 2 years over this and they have that sunk-cost mentality that forbids them to scrap or reverse changes that are bad just because they put man-hours into it.
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They're loud enough when sounds work. The problem is bugs, not volume.
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They're my favorites because of giggles, not strength: mad grit, blast mine, power struggle.
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She's always been a pubstomper. Her ambivalence is that she's a pure 1v4 killer. If only 1 survivor doesn't play the correct strategy, the team is doomed. If they all stick to the plan, she can't do ######### all about it. If they do, she literally doesn't have a power.
Her big weakness is resets and holding w out of her web straight from where you came. Coh basically encourages correct counterplay in pubs now.
@ShinobuSK said:
Watch some comp DBD how is she played at tournaments. Pretty much S tier in right hands
Once upon a time. She's disappearead in most high-tier leagues. They're trying to bring her back, but I've seen proposed rulesets with up to 25 survivor perks banned and mandatory shrouds just to give her a semblance of a chance. Pubstomper. Always has been.
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The Entity is the biggest scammer. Confirmed.
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"Just adapt".
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There's also that thread about Otz and it's full of comments saying it shouldn't be balanced on killers capable of killing survivors who DO gens.
I guess the problem is that we don't leave many options to the devs.
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@Dino7281 said:
In FPS games you both have same chance, you can do exactly same thing and let's be honest, it's not like you are happy to get sniped on 400m, you just can't do anything about it, but mainly you just died and you move on next game in few seconds.
I can torture you for a long time in DBD. Both sides have options to make it very unfun and mainly: you can hold hostage too. You just make it way worse and for longer.
Well said.
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@Pulsar said:
I have two questions.
One, how do you account for Survivors not being able to choose their own maps? I'm fairly confident these results would change if the Survivors could send themselves to Badham or RPD. If we are meant to be comparing the best of the best with the best possible set-ups, why not allow Survivors access to their strongest offerings? Does that not unfairly skew the results?
Secondly, were you counting hook states using the "hook wheel" on the left-side of the Killer's screen?
The licensed maps are a mess. They're in the game basically because they have to, not because they fit the gameplay.
I would like to see it happen, though. My money would be on rpd being a problem for any killer. The top 3 S-tier without loadout restrictions could probably handle the other maps just fine. At least, in my experience they already can.
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Bhvr finally buffed her.
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/2686548#Comment_2686548
Even if, you don't need information handed to you to play her.
Sure, shes not worth playing rn if you want gg ez games. You'll have to think a bit.
Also, I think you are wrong with footsteps, at least for me they're easy to hear again.
I thought I was dreaming when I heard footsteps so clearly again. At least, I know I'm not crazy now.
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You're not obligated to do anything.
I generally hook them immediately because I secure my bbq stack.
Then, I'll usually give them an extra life down the line, but you don't have to.
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They can do it. But they can still look at games where dh wasn't used.
For bloodlust, it was different because it's an ever present mechanic. You can't test its effect without turning it off.