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Bwsted

Bwsted

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Bwsted
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  • It has a rather weak effect. You can use it in hit'n'run builds on stealth killers. It complements Nurse's range-wise.

  • There's not much synergy with anything because it just tells you a gen is regressing, not how much progress it has and if it's worth traveling to to stop the regression.

    I suppose you could use Bond/ Empathy/Aftercare to track if a gen was being worked on and for how long. None of those choices are ideal, because of triggering conditions or range limitations in the case of Bond, for which you might have to commit another slot for Open Handed.

    If you're taking Rookie Spirit against Ruin, then you're better off using an anti-totem perk/item instead.

    Outside of Ruin situations, you can simply use a survivor aura reading to track the situation, because base regression isn't that strong.

    A good buff for the perk would be to work like Buckle Up, where the intensity of the aura signifies the progression.

  • @DelsKibara said:

    If they feel the need to be like that, and exploit a bug to annoy you, does that count as reportable under Exploits?

    I mean they are purposefully doing something to prevent you from hitting them.

    It's not bannable because the game can get to an end. I can't remember if it was Peanits or Mandy who chimed in.

    They have changed their policies on bugs since long. They almost never ban for those unless some other rule is broken.

  • It's a pvp game. At worst, I can be jumpscared. Other than that, it's just some people playing against someone else.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368253#Comment_2368253

    I'm not a PC expert but aren't there some cases in which stretched resolution is necessary because of certain monitors?

    Fov is all sorts of ######### up in dbd. So, yes. On ultra wide monitors you have to stretch your res to a standard 16:9 aspect ratio, or your camera will be in your character's ass when playing survivor, and you won't be able to see nearer than 2m as killer.

  • We the new rank resets, they'll become a lot easier. So, I doubt they'll get reworked when they haven't already.

  • It's outshined by all the other anti-totem options already in game.

    It's not really efficient as a totem hunting perk. It's more of a TotH counter.

  • The bait was to obvious to be spotted.

  • Yes, it does happen on Sanctum and it can be compounded by the fact that it can be also very deadzoned.

    Almost all maps often spawn clusters of contingous 3 gens, with the occasional 4. By that, I mean that out of the possible spawn spots, the game actually allows those that are next to each other.

    4 and even 5 gens are also possible on Suffocation and Azarov's.

    The former is problematic for the corner gens that might have only one pallet or none.

    The latter spawns a 4 gen about 50% of the time according to my stats and that's not counting the middle gen.

    Yamaoka's can have the same issue, but it's not as deadzone-y, especially main-bulding side.

  • They retain collision and have minimal cooldown.

  • Fairness is subjective.

    Just like the win conditions of those 'Big Name Streamers'. Which, in all fairness (pun intended) are often ludicrously demanding.

  • Ok perks.

    Decent killer with some gimmicks that could annoying for both sides.

    Visually nice map with absolutely terribad gameplay.

  • @MrDardon said:

    One Token of Pwyf adds 5 % speed which are 0.2 m/s.

    Legion moves at 5.2 m/s (130 %). Now add 0.6 m/s for each Token on top and it becomes 5.8 m/s (145 %).

    Does starting frenzy consume a token, though?

  • Nurse, both for floor and ceiling.

    Blight's difficulty/cap are way overrated. His own design gives him a cover-all for any situations while mitigating mistakes.

  • Nurse. I don't think this is even remotely controversial.

  • @Meek_kitsune said:

    https://forum.deadbydaylight.com/en/discussion/266548/do-you-people-think-they-should-add-a-indigenous-survivor-to-dead-by-daylight

    Ps when I say indigenous I mean First Nations people... I’m sorry that a lot of you people didn’t understand what I was talking about...

    People didn't understand what you were talking about because you don't understand the meaning of the words you were using.

  • If that's console messaging you have to report it to the respective platform. Bhvr polices only its chat system.

  • You could hook in the basement and effectively rescues would become impossible.

  • @TwitchyMike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2365522#Comment_2365522

    This is great advice I will try this. Because the killer I really wanted to be my main was the Pig but I found her too underpowered.

    If you're gonna play Pig, make sure to check Scorpionz guide.

  • @TwitchyMike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2364913#Comment_2364913

    So when people talk about tiles what are the referring to?

    Maps are divided in smaller squares. Every square is referred to as a tile.

    Some of those tiles are templates that can spawn on different maps. Stuff like TL walls, jungle gyms, shack. Survivors want to run them a certain way and, naturally, killers need to deny that by running them differently.

    You can google 'how to run common tiles/loops as killer'. Off the top of my head, Scott Jund, OhTofu, PainReliever and Raging Ryuga all have made guides about this.

  • It's not new.

  • Thanks for this.

    Would you mind sharing the raw numbers as well?

  • @TwitchyMike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2364866#Comment_2364866

    Hmm. I would say I have 300 hours in this game in total. How do I see my hours in killers? I would imagine at least 50% of my hours into killer. I play survivors a good amount

    There's no separate hour count. A guesstimate is totally fine.

    In terms of playtime, you're still green, which is good because when you fall short is simply because of lack of experience, of which one can always accumulate more.

    In general, about 500h in each role is when someone starts to get comfortable and 1k is pushing into got gud territory, imho.

    Many of the issues you're encountering now are linked to the fact that you're probably playing with incomplete builds and that rankings rushed you upward too fast, because that's how it works.

    I'll give the advice that I always do. Watch a tutorial on how to run common tiles. Then pick a simple m1 killer (Legion is great for this) and get sound fundamentals in pathing and decision-making. Keep your mindgames simple and don't spam them. Stick to the rule of thumb: if you don't get a pallet or a hit before bloodlust 1, you did something wrong and consider abandoning the chase. Review interesting spots and what you did weĺl/wrong/coulda done better.

    For the rest, it's practice. You can play any killer in red ranks. Some are more build dependant than others. Don't expect to 4k every trial against good survivors. The game would be broken if that were the case.

  • Nurse is more fun if you're a masochist.

    Anyway, might I ask you how many hours do you have playing killer? I'd genuinely like to help.

  • Of course, you're allowed to. Just like you're allowed to make bait copy-pasta like-fishing threads. As you just did.

  • You smoked them and instead of having the last laugh you're here fuming. Take a big breath, count to 10 and re-assess the situation.

  • It was likely a 4-man and anyone of them could've simply had a hiccup that made forced them to re-queue. Waiting times are short for survivors. So, they have no issues in taking another lobby.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363292#Comment_2363292

    I would argue that while Killer toxicity has a bigger impact on the match, Survivor toxicity can have a bigger impact on people's mental health.

    There was a great Reddit post from a psychologist that talked about it.

    Reddit psychologist. We're talking about high academia.

    If someone's mental health is impacted by a video game, their issue is not DbD itself. And they should seek professional help. Preferably, not from reddit experts.

  • @IMhereRUN said:

    Blocking prevents DMs. Nothing more.

    I suppose the OP might think about something else, but the block feature literally doesn't work. If you try to block a player, it won't register at all. No effect takes place. Even the option will remain as 'Block', instead of turning to 'Unblock', as it used to.

  • It's a constant input. So, it's more consistent than mouse and it makes curving easier.

    I do curve with mouse and use Q and E for traversal, because that's how I learned. However, I use only 400 dpi sensitivity, which is less janky in curves, but it would also force me to constantly lift my mouse when sprinting around the map. That's why it works for me and I expect to be in the minority.

  • @Phasmamain said:

    40 seconds is way to long since the killer could go back and camp for the last 20 seconds for a free extra hook state.

    As for my idea I’d make it so that the killer gets a 15% action speed boost so long as a survivor is hooked in the basement. Encourages basement hooks but not camping

    I would add a distance condition, maybe 24m like Devour.

  • The perks only affect bloodpoints, not emblems.

    All these perks, except WGLF, will give you more points for the designated actions during the trial, until you reach the cap for that category.

    For example, Prove Thyself will give you more points for coop repairs, which is a score event that belongs to the Objective category. However, once you reach the cap for the category (i.e. 8k points), you can't get more points in that category, regardless of perks.

    WGLF has a different description because it works differently from the others. It won't affect bp gain during the trial. It will simply take all the bp you accrued at the end of the trial and multiply them for the bonus according to how many stacks you will have accumulated.

  • New Franklin's is more effective, especially against med-kits. So that's a plus. Overall, it's a healthy buff compared to the troll version with despawning.

    They should still nerf its interaction with White Ward, imho.

    But other than that, good change.

  • It's not an oversight. They tested regression internally and then opted for the current version.

    And it's good design. The purpose of egc is to ensure the game ends. Not to give extra pressure to the killer (nor to the survivors), as some have come to believe, even if the stated goals of the mechanic have always been clear.

    Both sides have agency over the decision to start the timer. Both parties have to make a cost-opportunity assessment when opting for either alternative. The mechanic fulfills its purpose precisely.

    99'ing gate can be as detrimental for the survivors by delaying a rushed escape, just as it could be beneficial to the killer by encouraging altruism that wouldn't have taken place if survivors were pressured to leave by the timer.

    Bloodwarden interaction and alikes are issues that pertain to the perk(s), not the egc. And they should be addressed at perk level, not otherwise.

    Removing gate-99'ing is simply to demand a straight-up killer buff that would push the endgame mechanic away from its purpose. Not toward it.

  • @TacitusKilgore said:

    Im much too worried behavior would massively mess up the representation and create a horrid mess of a character. I'd love to see more representation in the game, but i just don't trust BHVR's writing enough to generate a good sensible character out of the topic.

    The Entity takes individuals from other worlds. It has no native population that we know of.

    So, the only way for someone to be indigenous is to be born within the Entity's realm from the survivors or killers.

    And I don't see how that would have anything to do with representation.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363882#Comment_2363882

    Yeah you've made your point about his lunge distance, let's switch to why you want him nerfed.

    He has so much counterplay, let's not make him trash tier again please.

    His lunge has always been the same btw. His uncloak speed boost was increased from 1 second to 1.25 seconds, but that didn't affect the lunge itself. Old Wraith with purple windstorm would have an exact same lunge.

    Your last point is not consistent with your overall position.

    Old Wraith with purple windstorm was pretty ######### good, as he always had meh basekit and cracked add-ons. The purple one didn't even have an uncloack penalty because of a bug or oversight. He was nothing to ######### with when built like that, but you just couldn't run very-rares every trial. So, it wasn't perceived as too problematic.

    Now, that add-on is basekit and you have two free slots on top of that.

    Op at base? Not really. But with add-ons as good as he has and a juicy basekit, there's an argument to be made for an add-on pass.

  • Meanwhile Infectious Fright...

  • It should retain its tokens. The perk it's trash and doesn't need this drawback. Especially, when something that stbfl, which is manifold stronger, can just keep its stacks just because.

  • His basekit is fine. Many of his add-ons can be overboard and need be looked at.

    The gameplay style might not be the most engaging, but that's 3/4th of the roaster. So, whatever.

  • Completely unfair against soloq.

    Overtuned as well by coupling haste with exposed, even compared against other hexes.

    It also dubs as a slowdown perk putting survivors in lose-lose situations.

    Inb4 'do bones'. It's a troll argument that gets mindlessly parroted at this point, similarly to 'just apply pressure'.

    @MadLordJack said:

    It's a terrible perk that basically just gives you a free kill, I don't see how it's good and/or fair from any perspective. It needs a hefty rework to make it both earned and valuable, instead of being 1k insurance.

    'the nUMbErS SaY iT's oK' would be my guess.

    Not to mention that he-who-shall-not-be-named never plays without.

    in NOED. Comment by Bwsted
  • @THE_gAmer227 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362507#Comment_2362507

    Thanks for these tips but these are 4v1 aspects I was looking for things to help prolong a 1v1 aspect against Vic. It seems like if the twins is pretty decent and you’re not super coordinated you’re kinda #########

    I know. They're 1v4 tips because Twins are a 1v4 killer. If the killer knows how to pounce, which is not really that difficult anyway, then you're going down.

    Running around small debris/trees can buy you a few seconds, but you're essentially hoping the killer messes up. Better than nothing, I guess.

    Other than that, find a god window or god pallet and try to track Victor via sound. It's not sarcasm.

    You can also try to ninja crush Victor, by camping a pallet outside LoS. You have to time it right and I wouldn't do it if you're healty, unless you absolutely have to.

  • You stay in pairs and as far away as possible from Charlotte. Healthy survivors bodyblock for injured ones. If someone gets downed, the buddy kicks Victor and picks up the slug.

    Heal up in quiete locations away from gens.

    If you're alone and injured and about to go down, hop in a locker to deny the slug snowball.

    If you're healty, you can run when he approaches. He can't see scratch marks, only blood and loud notifications. So, on cluttered maps it's possible to sneak away unseen sometimes.

    Kidnap Victor every time you need to give the team a breather for a reset.

    You can also crouch inside Victor's shriek range when he's idle to avoid killer's instinct.

  • Obvious bait is obvious.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360850#Comment_2360850

    That’s one thing that bothers me. They remove static field from doctor because it was “free value” yet Freddy gets the same thing?

    They probably have a lot less freedom because he's licensed. And bhvr often doesn't make consistent design choices, I'll concede that.

  • Only ever farm after all gens are done and totems cleansed. Or, when someone else was the guinea pig for noed.

    The killer's job is to kill you. By definition, that doesn't make them worthy of your trust. Even when, understandably, you pity them.

    @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2354404#Comment_2354404

    https://forum.deadbydaylight.com/en/discussion/comment/2354206#Comment_2354206

    Either get your points and make it out, or do your own thing, get hunted down by your team and the killer and get hooked and teabagged, make your choice

    That's when you turn on your screen recorder and then report them for teaming and griefing (yes, forcing players to farm is bannable). That might get you killed in the match, but the big fat ban they'll have incoming wiĺl gift you the last laugh.

    in Liar Comment by Bwsted
  • The main difference between good and bad survivors is decision-making. Mechanical skill is increasingly unimportant due to trends in killer power design.

    To go back to your opening question, I don't see a way to nerf decision-making.

    If you want to nerf looping, it's redundant when you can play a killer that's oppressive in the 1v1 and there are plenty. The others are for more casual play as very different powers cannot be made equally strong. Which is where the whole argument 'all killers should be viable' falls apart, on a side note.

    Unless you factor in the killer into map generation to try to achieve a sort of balance across the board. But imagine if bhvr or anyone else could ever get it right.

    @Aven_Fallen said:

    Maps should consist of only a really small number of safe Pallets/Tiles and mostly consist of unsafe Pallets. A good Survivor can actually utilize those, a bad Survivor will not get much use out of the unsafe Pallets.

    And, furthermore, a bad Survivor will not waste that many valuable ressources. If you have a Map with 8 safe Pallets and said bad Survivor uses 5 of them, they got a chase of 1 minute and killed their team in the process. If you have 20 unsafe Pallets and the Survivor manages to use 5 of them (if they even manage to last this long), there are still plenty of pallets left to be used.

    THIS would make a difference between good Survivors and bad Survivors. Obviously, Bloodlust needs to be gone with that changes, otherwise Killers would just get free hits all the time because they just need to hold W instead of trying to mindgame unsafe Tiles.

    I cannot really think of other ideas which would help to keep Survivor-Skill but only punish bad Survivors and not good Survivors OR which might make good Survivors weaker, without having bad Survivors suffer.

    I remember when OhTofu suggested that, but I don't think it's ever going to work without fundamentally reworking too many things.

    Hit detection is already trash and unsafe pallets are guaranteed hits against laggers.

    Powers work in different ways and there are some that simply require to pre-drop safe pallets, while unsafe pallets are useless.

    Bloodlust, as you mentioned.

    Enduring, even without SF.

  • You get closer before popping your frenzy. You also learn to assess distance on killer instinct targets to see if you need to abort because they are unreacheable and running to a bad area for you. You don't need to use your full gauge every time.

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