Bwsted
Bwsted
About
- Username
- Bwsted
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Comments
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It's people playing a video game against some other people. You're not a big fearsome dude brandishing a pointy weapon. Nobody is gonna be scared by someone else's power trips in a video game.
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- This game, or any other, will never be scary after 10 hours. Desensitization through repetition.
- Giving oblivious for free makes dozens of features like perks, powers and addons, completely redundant.
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A dev confirmed recently that the first iteration of mmr only considered kills and escapes. I very much doubt it's evolved much further beyond that.
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In the earlier versions of the system it was confirmed to not decay over time.
I don't think the devs ever said whether that's still the case in the live version.
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Hilarious if true. Thanks for the heads up!
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It's the interaction with his power, not the perk.
Nobody ever criticized hoarder before and it's not worth on other killers.
DUCY?
@Zozzy said:
In my matches they have been. It only works on smaller maps otherwise it is useless.
Try using addons to increase the time to solve the configuration.
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On mouse, you can flick a little bit at the end and get the hit. You need to sweep hard or have high sens.
Also, try to teleport almost on top of them (not exactly on them or you can lose sight).
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Not sure the marker moves at the same speed as Nurse's, although it feels like it.
It can help you visualizing where your blink will land, but not the correct timing and where you should blink, because Nurse has travel time, Pinhead doesn't.
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@[Deleted User] said:
There is no mention of SBMM rating decay. The idea would be that if you didn't play for a long time and started losing terribly your MMR would go down anyways.
During the old test runs they mentioned it doesn't decay (it was said here in the forums, not the news). However, they might've changed it meanwhile.
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Bhvr did it. No Mither >>>>> Power Struggle.
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We don't know what counts as a loss for mmr purposes.
For example, imagine if the system was completely chase-centered. You went only for 4 hooks, but if you won your chases handily, such a system would register you as high-skilled anyway and matchmake you accordingly.
If I had to make an educated guess as to what one should do to lower their rating:
- don't afk (it was widely abused in the old system, there might be checks to avoid it now).
- commit to every chase, respect all pallets and bloodlust (I feel triggering events are tracked and factored in), don't use your power effectively. These ensure long chases with a lot of bloodlust and fast gen time. Pretending to lose a survivor in chase here and there (look away to interrupt the music) might also help.
- stay near the hook and hardcore tunnel, don't respect bt or ds, try to get hit by those.
- make sure at least 3 survivors escape (manipulate chases accordingly).
These should cover the basis of unoptimal play. They all may or may not be taken into account by the actual algorythm, but it's my best guess.
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They did sound like that. It wasn't long before they were changed.
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I miss the point your screenshots are supposed to make. The first team can't be labeled as a sweat squad in any sort of way. Not even remotely.
The second one was trying harder than the first one, looking at the perks they were very unlikely to be a a 4-man, and overall it looks like you had a balanced match going by the score and kills.
Looking at the killer's loadout, I see 3 out of 4 meta perks for Billy's. Definitely not a full gamer's build, but not a vibing/chilling one either. I'd say it's more or less in line with the builds of survivor team 2, which coincidentially appeared to be an even match. Swap Enduring for some slowdown and that's how far (or close) you are from full meta.
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@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2490935#Comment_2490935
Really? I didnt know that, so a -1 doesnt matter at all anymore. Thanks
-1 pips only matter within a given grade. E.g. you're gold II and 3 pips, if you have a bet trial and get slapped a -1 you will end up being gold II and 2 pips. However, no matter how many bad games you have, you won't go below gold II unless it's monthly reset.
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For the highest you reach, also considering that one can't downgrade anyway (you can lose/gain pips, but you can't move down in grade, only up).
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Yes, it is. It's mentioned in the update patch notes.
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Grades (aka ranks) are not used for matchmaking purposes.
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So-called secondary objectives built into killers' powers don't affect DS (mending, snapping out of it, SAW boxes, etc.).
They're not game-progressing actions, but interactions with killer abilities.
As such, the Lament Configuration shouldn't deactivate DS.
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Having fun chases.
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Bbq and Bamboozle are fine. Bbq is mainly for bp though.
Drop Enduring, you don't need it to play pallets as Billy.
As slowdown don't use a naked Pop. Go Corrupt, or Corrupt+Pop, or Ruin with your favorite combo like Undying and/or Tinkerer (only if you're feeling daring /jk).
Perks for slots to fill could be Infectious, Whispers, Discordance (very good for when they start panicking and doubling up on gens).
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Look at Deathgarden's player count to see what would happen.
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@vacaman said:
I got smash hit while using spirit fury and it still worked. What other way can you get stunned by the pallet and break it anyways? With Blight you don't really stun him if he breaks it, he just uses his power to break it.
You can 'stun' every killer whose ability can break pallets. What happens is that the survivor sees the stun score event, but no actual stun occurs and the killer even breaks the pallet instead, when it should be either stun or break, but not both at the same time.
It was super common before stun validation, but it's still possible and the biggest offender was and is Leatherface.
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It sounds like it's a bug and not intended at all.
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"The box, you opened it, I supervened."
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It spawns a hex only when hooked.
The killer either had another hex perk, or you cleansed someone else's plaything totem. The totem associated to you is the one you can see the aura of.
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That's excellent news.
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Clown.
Drinkster is the stereotype of degenerate popstar with an issue of substance abuse. The dumbass would probably chase bottle clouds to get a good sniff of the tonic.
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Yes. But, apparently, 0.1% of Steam players have the achievement. It's a funny world.
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@daggersnight said:
https://forum.deadbydaylight.com/en/discussion/comment/2480956#Comment_2480956
I'm not talking about phasing through a killer. Imagine your behind the killer about to drop the pallet on them as they pick up the survivor. They are fully in the pallet but more towards your side. You can't pallet save.
I would have to test it. But going by what you're saying, it seems like the hitbox was overnerfed.
It might be worth recording a video with your friends and posting a bug report.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2479474#Comment_2479474
How is his lunge bugged? I had some weirdness earlier, but not sure if it was just because I am bad.
Also his teleport seems bugged. Sometimes I couldn't warp.
You sometimes lunge short, or what appears to be short, and can even whiff right in front of you. He also has more autoaim than normal, especially at windows.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2478787#Comment_2478787
He unironically thinks that Pinhead, the guy who's power is crap unless you're in the wide-open, can shut down loops on a whim
Reread that comment and tell me it wasn't a hilariously bad take
He doesn't do much in the open, or at least no more than an m1 killer. His power is not anti-W tool.
And actually destroys filler loops very hard.
His passives are the better part of his kit.
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The killer can take out the shank, but they still need to look down. The purpose of the perk is to give a chance at escaping. Same reason why the killers camera looks down during pallet breaks.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2465932#Comment_2465932
You literally can "just adapt" to a lone zombie though. Their AI is completely nonfunctional and they move in very predictable ways, if you walk to the back of the basement you can just waltz around them since they move slower than a crouching survivor. A zombie in of itself also can't block the basement exit since its hitbox is about the same size as a survivor, so even if they do retain their collision your teamate can take a hit and you can run past while its in cooldown. Its perfectly good advice, i'd know since i main the damn killer. If nemmy is camping with the zombie though, yeah i don't have any advice, not much you can do about that.
And if you walk to the back of the basement taking your sweet time to draw the zombie to a safe distance, do you know what happens, even if the killer is not camping? That they see the aura of the zombie aggro'ing the rescuer.
The fact that they cannot bodyblock the stairs is insufficient. The can just occupy enough space that walking past without both getting hit is unfeasible or nearly-unfeasible to uncoordinated teams.
Your advices are completely theoretical and non-functional. We can agree to disagree.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2465893#Comment_2465893
Your teamate should have taken a hit for you, sure the zombies can feel like bull but its entirely the unhookers fault if they don't protect you against a zombie waltzing into a basement. If you're the one unhooking, its a bad idea to be unhooking injured in the first place. You can also lead the zombie over to the center hook and loop around it and exit the basement. Unless the nemmy is hardcamping the basement, the zombie is slow and stupid and can be easily circled around the hook.
Zombies retain collision and have reduced cooldown.
Everything else you said boils down to a jUsT-aDaPt type of (non)advice.
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Ruin and I'm All Ears.
The rest is up to you. It could be extra slowdown in Undying or Corrupt, slug with Infectious Freight, aura for M2s such as Nurse's, ambush perks like Monitor, or super aggressive like Lethal Pursuer.
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Imagine if OP played when LTs had a pallet as well. That would've been a juicy forum thread.
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We all have our bad moments when dealing with ups and downs. It's when you own up to your shortcomings that you show your true character. Don't be too hard on yourself, we all make mistakes.
I'm sorry for your loss. Cherish the time you were blessed to spend with your pet friend. They live on in your memories.
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Mechanical skill (looping) and decision-making.
It's actually the same for killers.
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Yes. It's pretty much a near-optimal build.
You can sub the tracking perk with another slowdown, or a snowball (haunted, devour, etc.), if you want to go full-on sweaty.
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@Mazoobi said:
mmm, interesting. I haven't seen that type of suggestion for Stridor yet. Though, I'm not too sure how helpful it would be since most exhaustion perks would trigger in your face anyways like Sprint Burst and Dead Hard. I suppose it'll help a lot against head-on or adrenaline users.
This could also potentially help Mindbreaker's viability since it'll apply exhaustion thus, giving you some generator awareness.
It would work well against Balanced, Houdini Lithe and even Smash Hit. Also against early SB.
Not a super strong effect, but it actually sounds like a very decent one.
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Ace, Leon, Myers, Deathslinger.
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Out of curiosity, why 7 specifically? Like the sins?
Anyway, in no particular order:
Agitation
Mad grit
I'm all ears
Spies
Coup de grace
Iron maiden
Fire up
(Yeah, the fun perks are not necessarily the best ones or the meta)
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Except for undetectable and range, her purples start from good ideas and end on underwhelming results.
Matchbox is utter trash.
Bookmark can be made to work sorta, but it's not worth it.
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Negative.
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Sprint Burst. None of the others are OP.
Edit: to make it clear, I don't think it needs a nerf. It's actually game balancing considering gen spawns in dead zones.
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I don't blame them. I blame the devs.
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The emblem system partially relies on your opposition playing in a certain way for you to be able to build up enough points in all the categories. It applies to survivors and killers alike. Heck, for survivors the system even relies on teammates too playing in a certain way.
And, yes, it's terrible also because of that and many other flaws.
It's not going to get changes, they decided it'll become a monthly reward system and that's why you shouldn't care about it.
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If you want anyone at BHVR to get fired, just ask them to sign off to this change and they'll be out of a job in 24h tops.
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It depends on what killer you're using. If it's an m1 killer (think a Legion) without any specific perks like Bamboozle and I see the survivor perfectly waiting at the window and taking a fast vault, then I think thrice before committing.