Bwsted
Bwsted
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- Bwsted
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Comments
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@KingFrost said:
They should let you also see Totems with it. I think that'd make it useful. Maybe reduce the range in exchange to 48 meters.
It would become a better counterforce by far and even detective's hunch and small game.
Although, tbf, counterforce is really meh. And to think of all the drama before it even got released.
I guess in order to add totems to clairvoyance, all the other perks would need a buff. Which they could easily get without ever getting close to being broken or meta.
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@Hippie said:
I'm happy to finally be able to use a pink key with aura-reading addons without getting tunnelled and facecamped... 🙌
And before you say "just use a green key", pink key has 30 seconds use while green only has 10!
It should honestly be the reverse, pink 10 sec and broken 30 or even more.
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An apex predator is simply one who sits at the top of the food chain and who's not a prey to any other predator.
Last I checked, survivors can't hunt down killers.
If we really want to make silly debates about catch prashes of a beginner's guide, then we should point out how trials aren't food hunts for the killers and how they're all preys to the true apex predator aka the Entity.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2567594#Comment_2567594
What if the rescuer doesn't bring BT, and the tunnelled doesn't bring DS?
Then they accept the risk of their choice. Same for killers who don't use any slowdown.
Dbd's design flaws are historically band-aided with perks. It shouldn't be like that, but this is what we have to work with.
Loading into a trial without both bt and ds is the most handicapping decision a survivor can take, aside from using meme stuff like no mither. The killer wins the tunneling gamble once to know they can push a 3v1
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For evil incarnate, double iri add-ons, ofc.
Perks: pwyf, corrupt. Then pick any combo of bamboozle, brutal, ruin, or deadlock. You can also use whispers for that last kill.
For general gameplay, same perks, except you can ditch pwyf and add to the mix pop, monitor, coup de grace, undying, infectious, discordance . Someone likes Lethal Pursuer, but that perk is massively overrated. Finding survivors is not difficult in general, if you know spawns, and you even have a stalking ability that highlights their outlines.
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You can tunnel. They can heal. Both are game mechanics.
There's no exploiting.
Also self-care second-chance perk trollolololol.
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Good loopers look behind them, hug loops tightly and they beeline between tiles.
Other clues are seeing someone vacuum pallets, fake window vaults, and take some tight fast vaults (textbook example is at shack window waiting inside, although it's not a difficult one).
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566655#Comment_2566655
I don't even know what they are for?
Then why are you even jumping to catastrophic conclusions?
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2566209#Comment_2566209
and that's where I see the problem. The system is abused in my opinion and it is not evaluated correctly. If they are mad, you get a bad rating or no rating. If they are not mad, you get no rating at all and if at all not even a thumbs up.
https://forum.deadbydaylight.com/en/discussion/comment/2566254#Comment_2566254
Well, it must be there for something, right? Why else would BHVR track it. Would not otherwise make sense or ?
It's probably something they implemented with plans of going back to it later on and it just got lost in development limbo. They talked about many features throughout the years that never came to fruition. It's not unusual from them.
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@[Deleted User] said:
I know it's not useless as a certain dev has confirmed that they do look at it. I typically reserve the match rating specific maps. Indoor maps always get 1 out of 5 regardless of outcome on either side. For RPD, I stick a piece of paper on my monitor to the left of the bubbles to add a 5th circle so I can give the match a 0 out of 5 before I hit continue. Just doing my part
They said they track rates, but they don't use it for anything. Same for thumbs-ups.
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@bad_clown_main said:
https://forum.deadbydaylight.com/en/discussion/comment/2565299#Comment_2565299
but it used to though wich is why im asking if bug
Did it really, though? I remember testing it when released and it didn't work.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2565733#Comment_2565733
I mean. I asked if I'm flat out wrong. DIdn't say that I was right.
And I can't say if you're flat out wrong. I'd rather make sure I understand exactly what you were asking while providing to you with a summary of what they revealed.
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They revealed it because a good chunk of the system was leaked by dataminers. It was more a confirmation than a revelation.
Wdym with they didn't reveal killers and it's more complicated? They did reveal it. Killer gets more point for the first kills and it decreases with subsequent kills. Points are higher for killing survivors with higher mmr's. It's not more complicated than survivors'. The difference is that the latter lose fewer points for not dying first/second etc. And they're considered to be playing a single 1v1 instead of four at once.
Both sides can manipulated the system by dying/not killing on purpose. It's not unique to survivors.
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And camping and tunneling can only countered correctly if survivors share information. Guess what soloQs lack?
In general, camping and tunneling against solos nets a 2k AT THE VERY LEAST, unless the first chase is extremely weak. Bring meta stuff into the equation and it's very simple to cruise through most trials.
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They didn't tell us. So, it's anybody's guesses. Consider that on a dev stream about hit registration they said verbatim that 150 is a pretty good ping. Which speaks for itself and not in glowing terms.
I've 'seen' (wink wink) a test performed with a vpn from EU to Australia and I can confirm your results.
Hit validation may very well be in place, but it's so lenient it's a placebo. It maybe stops extreme lagswitching. But latency is a hefty advantage already from 120+ ms killer-side, in my humble experience.
Of course, as you mentioned, pallets and grabs work on different principles and are outside this discussion.
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Corrupt for optimal gameplay.
Pursuer if you don't know spawns/environment cues, or for speedruns/general fun.
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In the past the hinted at prestige rewards. I don't know if that's still the plan, but I wouldn't hold my breath. In general, they won't do anything major. Look at grades rewards, for example.
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The point of egc is to ensure the game ends, not to urge the survivors to leave.
Also, this was a pretty weird way to disguise the real subject of this thread aka 'nerf 99'ing gates'.
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Pig with third seal, devour, plaything and retribution. Then any combo of rule set n2, tampered timer, bag/crate of gears.
Slug after first hooks.
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Why would anyone waste a perk slot to counter moris?
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BT and DS. Mandatory.
Then an exhaustion and for the last one there's some wiggle room.
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@Mistakesweremade said:
https://forum.deadbydaylight.com/en/discussion/comment/2563311#Comment_2563311
Hell no. Sprint burst does not give you bullshit invincibility.
If only the bullshit iframes actually worked.
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@Brokenbones said:
Imagine if they made it so this version plays if you get chased as Pyramid Head while playing Cheryl/her other legendaries
Nice idea, but we all know if they tried it would bug terribly and make the game implode.
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It's a remnant of the old days. It's not intended to be viable. Use it mostly for meme'ing, preferably in a swf.
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I have 2.7k hours and I have plenty of screenshots like that one. I can often verify that they're solo players. It doesn't matter if I'm killer of survivor.
The system is only namely skill based, but:
- They outright told us it doesn't measure skill;
- The matching is made so on average 2k2e is the outcome. Have you been escaping too often? Here, play with this guy who just installed, so results look good on our spreadsheet. Have you been dying too much? Let you get carried by this team;
- The best part is that, because the system only cares about kills and escapes, it's manipulating itself by doing bulletpoint 2 to artificially attain its target. Giga brain, honestly.
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@Huge_Bush said:
Too bad, so sad. Devs won’t reverse it, blame all the whiny survivors who refused to do totems and came on here crying for nerfs. As a solo survivor, I found matches with old Ruin more enjoyable too. I couldn’t hit all the great skill checks, but I knew to tap or just find the totem.
Survivors got what they deserve with the new Ruin, Undying and Tinkerer. Maybe if for once they’d try to get good or admit they’re just not very good at this game, instead of crying for nerfs, the game would be a little more entertaining.
It was changed because it destroyed new players, it had nothing to do with survivors complaining.
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@ShakeyGames said:
I'm 99% sure The NFTs are a scam and BHVR has no involvement in it whatsoever. Why would you want them to make a statement about it if that is the case?
Why would we want a company to warn their customers that its name is being used fraudulently for an illegal scheme, if that is a case.
Mmmh really an unreasonable expectation /s
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They will be the flavor of the month and be forgotten for the usual meta before next chaptter. This is basically Counterforce drama 2.0
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Achievements and archives and in general they don't have much reason to scrap it altogether if they want to recycle it for other purposes.
If anything, I think they should remove depips and it seems like a safe change in line with the concept of grades being indicative of time played.
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Defending your hexes is the way to throw a match.
Run haunted grounds. It's always been better than thrill anyway.
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Part of the strength of the perk is that survivors don't realize immediately you have it and they get stubborn trying. I feel like the suggested change would effectively work as a nerf in practice.
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Give your definition of power role, because there's clearly some disagreement itt.
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Is this a sbmm or a scott jund thread? I can't tell.
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People who stick around in dbd are generally those who have some awareness of how the game can become after one learns at least the basics. Awareness they get because they watched some content creators before jumping in. That knowledge pulls them through the dark times of being introduced to the game.
New players in any game should expect to lose often, but dbd is extremely harsh in this regard for the fact that it doesn't offer almost any learning or practicing resource in game. With the result that players don't just feel like they're losing, but moreso that they're helpless and there's no point in going forward.
I suggest you give your friends some videos to watch and then you play in a custom lobby. If you jump into public games, it's better if you use a smurf account and die to egc to contain mmr.
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The key nerf was harsher than they wanted us to believe.
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She used to have the ding sound initially, same one for perk tokens, whenever each blink recharged. They got rid of that early, iirc.
That one was maybe a bit intrusive, but they never tried a more subtle sound cue.
I feel that at this point, the players' base is going to be split on the subject and the devs are simply not going to bother.
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Copy-paste dbd mobile system.
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Head on is annoying because it's an offensive tool. However it's more often than not a nuisance more than anything.
The scenario you described is definitely the most benign and it's just a wasted use on the survivor's part.
The only times I'm bothered by it is when there are twin lockers, but more because it's a boring interaction,or in rare situations where you carry a survivor and you see that to reach the closest hook you can't avoid passing by a locker.
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Don't kill/don't escape.
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What is your point exactly? That low mmr survivors are supposedly using meta stuff while a low mmr Nurse is... doing the same?
I don't get it. They have mixed perk builds. The toolboxes are general items, a noob just like a veteran can get them.
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It's easier to nerf the basekit than to do an entire add-on pass.
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Finally, we discuss the real issues of dbd.
Gen tapping to avoid Huntress' Lullaby is clearly OP.
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Spies from the shadows. Although, I don't use it that often anymore.
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@TheArbiter said:
It is indeed "usual abusing" lmao what did i just read. It is fine as is and perfectly acceptable counterplay to him.
OP is onto something. Entitled survivors already have it easy that they're allowed to do anything at all outside of chase smh.
#StopUsualAbusing
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A lot of luck is required for this one and, I agree, it's not well-designed at all. The reality of the matter is that to not lose your sanity on these kind of challenges, you have to force the issue and play for the challenge solely (yes, that means you're likely going to throw the match in the process.)
Run bond, ds, bt and an exhaustion and a medkit.
Take aggro immediately after spawning. Loop as long as you can. Ds is needed because we're in the tunneling meta and, trust me, you will need it. Once you're unhooked, take note of whom your rescuer is. If they get chased at any point, try to stick close to them, because you need to get that unhook before anyone else. Whenever you get chased again, lead the killer to them to trade aggro, unless they're dead on hook. Don't sandbag.
Remember that you can get multiple progress points in a single trial, every unhook will count.
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You can deal with it however you want. A trial like that becomes meaningless as soon as that players forfeits.
You can play normally, you can farm. Really, it's up to you.
Maybe don't hardcore camp and tunnel, if you want to be nice. But, again, it doesn't matter.
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It's not worth it.
Use hex retribution instead, especially with the upcoming buff.
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This is a good suggestion.
+1
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What you mean it defeats the purpose of being asymettrical?
Asymettrical means that the two roles are different (not symmetric), nothing more.