Bwsted
Bwsted
About
- Username
- Bwsted
- Joined
- Visits
- 7,609
- Last Active
Comments
-
@Aneurysm said:
To be fair, you have to be a very skilled killer to play Spirit. The timing on her phase attack is extremely subtle, without a solid grasp on your mouse to use it, which the typical killer simply is unable to do, you're going to 0k. There's also Spirit's mindgames that you have to take into account, do you use your phase at a pallet to hit the person on the other side, or do you simply do nothing and wait for the survivor to do it on their own? The best Spirit mains understand this stuff; they have the intellectual capacity to truly appriciate the precise timing of Spirit's m2, to realise that its not just a "boring power with little to no counterplay", they show SKILL in the GAME.
This is gonna trigger so many r/whoosh replies lmao.
-
@ShinobuSK said:
Could also be people who got deranked too much after rank reset bug. But yes, a lot of rank 16s lately have full meta loadout and loop like 3k hour sweats
I suspect this is the case.
-
@Laluzi said:
I wouldn't have a problem if it was a 24m lullaby, specifically to prevent the M&A snipe radius. I don't have a strong opinion on the matter, but he deserves one way more than Trickster does.
His gun range is capped at 18m. So, survivors would have less than 1.5 sec to react before they're in gun range for a 4.4 killer. Considering he'll probably try to get a little closer before shooting, a 2-3 second window looks like it what would happen in real games. Seems reasonable.
-
@fogdonkey said:
There should be stricter ping limits on the players. Or favor the player with lower ping during hits. The screen of the lower ping player or the "virtual screen" of the server should decide hits, not the player with the higher ping.
Kinda difficult to hope for ping limiting when the devs themselves said that "150 ping is a pretty good ping". Consider that you get about 300 ping on a good connection if you go to the farthest server at the antipodes of the globe from your location. If 150 is pretty good according to them, 300 would probably be deemed mediocre. And that's as high as you could go without intentionally slowing down your connection. Which in turn tells me that every limit they would set would be so high to be essentially meaningless.
-
When collision works.
-
He always gad strong add-ons but a weak basekit. Now that the basekit has been buffed, he's fine at base and inevitably add-ons push him over the top.
-
No. They won't tell us anything about the criteria or the algorythm, for fear players will try to manipulate their rating.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2257068#Comment_2257068
I only played Killer so far.
But again, Demo, which I probably main at this point (played him so much):
easy 4K, they had no chance at all. Rainbow-Ranks ofcourse, but even the hours dont match up:
I have 6000 hours, they had 104, 47 and 11 hours and the last profile was private. Hours are not everything and it will be impossible to make a working matchmaking which also calculates hours, but there is no possibility that someone with 11 hours can have a chance against someone with 6000 hours.
Killer is not really fun this way, there is no challenge.
EDIT: And this is not about Survivor or Killer. If you have this Survivor-experience it also shows that MMR is not working.
It kinda went the way you describr when they tested mmr in the past. I remember endlessly getting brown ranks with my main killers. And I know matchmaking wasn't rank based, but brown ranks meant real beginners (few perks, not leveled up, often under 100h) matched against a rank 1 killer main with 1.5k hours iirc back then.
Then I played killers I hadn't touched in months and it gave me the sweatiest survivors.
-
@Aven_Fallen said:
Yes, on Low the game is brighter. Which should be fixed if possible, there should not be a gameplay-advantage via Settings.
However, I play on Medium. I used to play on Ultra, but my GPU died a few months ago and the one I got is a lot worse, so I am stuck on Medium until I either become rich or GPU-prices become more reasonable (which will most likely not happen before the end of 2022 I guess).
Hopefully, it's fixed by making better qualities just as bright and not by darkening everything down. I don't understand what is the thought process behind making maps where you're looking at a black screen and thinking that's good design.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2255823#Comment_2255823
That simply isn't true because as Tsulan points out, Tunneling and Camping dropped dramatically while there was a secondary objective. If Killers have the TIME to earn more BP and Emblem advancement, they do it. If the reality of the game doesn't allow it, they don't.
Tunneling and camping didn't drop at all in my experience with old Undying. Simply because it didn't make sense as a strategy. Pressuring the hook gets more people off gens. Hook one. Interrupt the first rescue, another comes off gens while the first rescuer goes possibly heal, chase the second rescuer, possibly get a trade or even a slug, now the two remaining survivors are off gens entirely. It's pretty common red rank play. With Ruin up, that makes a world of damage, especially against solos. Old Undying made it just incredibly effective by keeping Ruin up in the early game, current Undying makes it effective for the same reason and still Ruin if stays up makes it effective.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2255946#Comment_2255946
Also let’s keep her exhaustion add on and give her two insanely good new ones
What do you mean we nerfed billy too much in his add on pass?
Honestly, the pass on Huntress was a bit messed up. Like, they nerfed any other good killer and then basically buffed her add-ons barring iri head (inevitable) and the exhaustion that still they let her keep. I don't want a nerf. It's just to point out that the double standard is obvious, specifically because there are huntress mains among the devs.
@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2255946#Comment_2255946
No, the devs saw the issue, even made an entire stream about it, how it is suppose to be (on the right) instead of what it is now (on the left) in this image (literally from their stream btw):
https://us.v-cdn.net/6030815/uploads/M9W2W0RHUZDL/hatchets.jpg
so they changed it to the right image, making it more act like it should.....then they somehow messed that up entirely, reverted it back to the beachball and never touched it again.
This is one of the reasons why the statement "we tested it internally and it did not work/we did not like it" coming from the devs holds zero value for me.
They often try changes and if they don't work out as expected, they just drop the issue entirely. It happened many times. If I have to figure out why the rectangular hitboxes were giving funky hits is because they were rotating with the hatchet animation.
-
@nh1ze said:
Are you doing two 90-degree turns during a lunge attack? Or do you swing your mouse and turn just before the lunge attack, similar to before?
If you have a DPI switch, you can do it in one mouse sweep setting high sensitivity. You start turning and then press m1 while dragging your mouse. It will look identica to the old jflick. Pretty good job so far.
@Nazeef13 said:
It's really easy. You switch one letter, from a "J" to a "Z" and now its not an unintended exploit anymore. Write in the patch notes that the "j" is no more, and everyone will forget that it's still a broken tech that diminishes blights counterplay. After all, turning up your sensitivity does take skill
Technically, we don't know if it's intended or not. The only confirmed intended part is the 90-degree cap on the lunge. @McLean said we're free to speculate for the rest, like it's some sort of classified national security operation and we aren't paying customers.
Considering that now Blight can even go around structures like shack in 90-degree increments without slamming, I'll venture to say it's unintended. They tried to patch the jflick like they said they would, they ######### up egregiously by sending it live without testing, the community finds a way to flick in literally minutes from the updatw, and now bhvr doesn't have a narrative to fall back on because they don't even know if they can fix it properly.
-
The descriptions don't openly state they don't stack. So, unless the devs have confirmed it's intended, then it's possibly simply a bug.
-
@MadLordJack said:
Objectively speaking, her add-ons have no tells because her power doesn't ,making her power the true problem and not her add-ons. No-one complains that most of Plague's add-ons are nearly impossible to detect.
This^ is the real counter argument. Even though, I understand where Otz was coming from with this. But add-ons only compound the problem. They're not the root of it.
-
It encourages altruism, which favors the killer. It's a soft counter to Blood Warden, but it can also scres over survivors who'd made it out if the gate was actually open.
-
Not really. Mine are about death metal, cute cats and technology.
-
@Miles said:
https://forum.deadbydaylight.com/en/discussion/comment/2250295#Comment_2250295
didnt McLean himself reference the fact that is intended now? i remember him talking about it being a turn cap per frame. the cap works fine.
He didn't say it's intended. He didn't confirm either way. He said we're free to speculate. I kid you not.
-
The power role exists. The issue in DbD is the meaning that some assign to that notion.
Killers are the power role, in the sense that they're stronger than a single survivor. Survivors make up for it with numbers. At the macro level, the desired outcome is that both roles should be balanced, as it should be in a PvP.
The issue in DbD arises when very often power role is used intending that if you select killer in the menu, that alone should make you invincible. Then proceed to make ludicrous suggestions based on that. I call that the power-tripping role.
-
@dspaceman20 said:
I don't know how I feel about this one. It sounds really strong but I don't know it it would be overpowered or not.
I have too ideas for a alert buff
1. Increase time form 5 to 6 seconds
Or
2. Whenever the killer vaults anything it shows the killers aura.
Aura of a vaulting killer would be strong enough to be a separate perk. And regardless if separate or not, that change would need a cooldown as well, at least in chase.
Your first suggestion is fine, imho.
-
I suppose difficulty can vary according to how much one is comfortable in a chase.
If anyone's really struggling with this one, I suggest running Empathy and staying in the neighborhood of the person being chased. When they go down and get picked up, then run in LoS of the killer. When the chase music starts, then spam vaults. Count how many you got before the Escaped score event. When you count to 5, it's challenge done.
-
I've got all of them. None of them is really too difficult as long as you know how the emblem system works and when to play to get bad survivors.
-
Old Ruin was very harsh on new players and on consoles. Especially, because before the hud rework skill checks were a tad laggy.
As killer, I didn't use either versions of Ruin.
As survivor, I'd take old Ruin any day of the week IF matchmaking worked, which never does. With old Ruin, if all survivors belonged to their rank, they just powered through it. The issue came up when a bad survivor was in the team and all of a sudden it was a 3v1 gen-wise. And probably for chases as well.
With current Ruin, especially in the high-mobility plus Tinkerer meta, you often just have to get rid of the totem. Heck, even when facing m1 killers, if someone can't pull their weight in a chase, current Ruin is gonna do a world of damage.
-
@Mooks said:
I mean.. VPN users wouldn’t really be detected with this, would they?
But generally, either show the pings of everyone to everyone or don’t show the pings at all. There is no reason why the killer can see the survs ping but not the other way around.
You wouldn't detect the vpn directly, unless the ip was blaclisted. Regardless, the inflated ping would show up if the client is far from the servers.
@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/255263/bhvr-please-show-us-the-killers-ping
I don't know what that means, but no. This shouldn't be focused on, it doesn't literally do anything positive.
You don't know what that means... still you decide it shouldn't be focused on and that it's not positive. WeirdChamp.
-
@Aven_Fallen said:
MMR is not active.
OP: "Bad news! MMR doesn't work!"
Aven_Fallen: "I'm gonna ruin this person's whole career."
-
Better gaming chair, obviously.
-
Bad matchmaking. Good of you to try. I think having a endgame build was actually one of your best shots on a map as large as Mother's Dwelling. I don't know if Trapper is your main, but it's a rough killer to play against teams like these.
Also, before anyone gives ######### to the survivors, they made very evident they were tryhards. There's no smurfing going on, any killer could've dodged if they wanted.
-
Because real chad gamers don't like when anything gets in the way of them winning.
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2245162#Comment_2245162
Except that it's just MYC at that point, Stridor doesn't really do much against healthy survivors.
Stridor is pretty good against healthy survivors. They already breath more heavily when running at base and keep panting for a few seconds when stopping. Add Stridor to the mix and you could track them even they try to juke the phase by walking away with Fixated.
-
@SwampDaddy said:
It's honestly just a pure and blatant exploit. It's very unsportsmanlike and to be body blocked by survivors is not even fair for the killer. The strategy for survivors is to NOT get caught and to figure out how to unhook and survive. But preventing the gameplay of the killer by exploiting the inability to move when someone is in front of you, even when you can't see them just puts the favor in the hands of the survivor and that's not acceptable. The survivor is struggling. It's not really a kneejerk reaction to stop and look all around for the crouching survivor that is blocking your path, not to mention every swing you take decreases the time the survivor needs to struggle. This seriously needs to be addressed.
It's not an exploit in the least. It's very much an intended mechanic. Perks like Mad Grit or Starstruck are designed with that in mind.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2239670#Comment_2239670
I'd argue you could actually remove the scratchmarks. She moves faster than Legion, has access to her power more often than Legion and can hear survivors breathing, footsteps and grunts of pain better than Legion. Yet Legion doesnt see scratchmarks OR blood while in frenzy.
Considering Legion mains still perform fine despite the lack of blood and scratchmarks, we could easily just remove the scratchmarks from Spirit too. Spirit mains use mother daughter ring more which removes the scratchmarks anyway, so why not simply remove it from her basekit? Makes it a bit easier to counterplay Spirit while she is phasing.
Just to be clear, Mother Daughter Ring doesn't remove scratch marks. It prevents new marks from spawning while in phase. But old marks are very much visible in her power and, given the speed boost effect of the add on, survivors can barely make distance from the point where their trail ends.
-
I would sign for that in a heart beat, as long as the extra overheat penalty was reduced accordingly. Engravings never needed a double downside which was shadow added with the heat mechanic. There was already the slower charge speed.
One engraving is pretty much mandatory to have a chance to curve competent survivors.
However, I could understand if other people wouldn't like the change, due to the slow charge.
In alternative, I would be content if engravings were simply made lower rarity instead to brown and yellow. I doubt they'd be popular anyway, but my oh my I'd run doubles every game. Brrrrrrr!
-
So, worse Wraith?
-
@Dodgingbears said:
https://forum.deadbydaylight.com/en/discussion/comment/2239375#Comment_2239375
Almost without exception all great or longtime dbd players play both side to some extent. He has videos on both. I personally saw him as a survivor main, but it could have just been the youtube algorithm feeding me that info.
He was most definitely a killer main. He played more survivor later on when he got together some very good teammates to SWF with.
@Mtom912 said:
https://forum.deadbydaylight.com/en/discussion/comment/2236191#Comment_2236191
definitely not, his anti stream sniping screen, is more known as the queue dodging screen in OCE whenever he gets decent survivors, and I doubt goose would play comp
Well, I was trying not to go there...
Anyway, regarding the last bit, he was going to play survivor in Hexy's tournament (killer was going to be DeviB iirc). Then the team was excluded due to ping.
-
The Trickster is too oppressive in the right hands https://forum.deadbydaylight.com/en/discussion/254058/trickster-a-killer-with-so-much-potential-an-oppressive-killer-in-the-right-hands
Therefore, he needs to keep his lullaby for balance reasons.
@Zesty said:
https://forum.deadbydaylight.com/en/discussion/comment/2240710#Comment_2240710
But is is an unwanted disadvantage for people who play him.
Any disadvantage is unwanted when one is directly affected by it. Billy's charge time, Nurse's fatigue, Huntress' wind up, etc.
Literally everything that is negative is unwanted.
-
How would you condition a Spirit in the span of a trial? Every survivor is a 1v1 in a chase and they die in 3 hooks. One can't play the long con, there's not enough opportunities to do it. They also have little feedback to even begin to grasp if their conditioning is even beginning to work.
When injured, everything just goes out the window. That we agree on. The counterplay would be to play as safe as possible and delay the first hit, but we loop back (pun intended) to the same issue. Running survivors breath more heavily and even if healthy they're easily echo located.
I love the depth of your essay. I disagree with your conclusions.
-
@KoboldsInATrenchcoat said:
Shoot I forgot about that sorry, like the moment I make this damn post I realize I didn’t put that in. I usually like the stealth oriented types and have taken a liking to hit and run play styles
It's easily Wraith. Even Hag, although less stealthy.
-
@Aneurysm said:
To be fair, you have to be a very skilled killer to play Spirit. The timing on her phase attack is extremely subtle, without a solid grasp on your mouse to use it, which the typical killer simply is unable to do, you're going to 0k. There's also Spirit's mindgames that you have to take into account, do you use your phase at a pallet to hit the person on the other side, or do you simply do nothing and wait for the survivor to do it on their own? The best Spirit mains understand this stuff; they have the intellectual capacity to truly appriciate the precise timing of Spirit's m2, to realise that its not just a "boring power with little to no counterplay", they show SKILL in the GAME.
This looks like one of Zubat chat copy pastas. High quality, if you ask me.
-
I guess you've been out of the loop lately.
The argument is no (meaningful) counterplays, not counters.
And Iron Will with Lucky Break are better than Fixated for that.
-
These are not QoL. These are buffs and some of them pretty substantial.
-
1) to get my last bbq stack
2) alt+tab, chrome, YouTube.com
-
Just for context, we're talking essentially about dull totems, because hexes give a mapwide notification anyway when cleansed.
And if we're talking about dulls, we're talking basically about NOED and tangentially about stuff like Undying or Thrill.
Now, the power of NOED is twofold. There's the obvious snowball potential in the endgame. But it's also a slowdown perk in disguise, in the sense that it takes survivors off gens as a preemptive counter. This slowdown effect is exponentially stronger against solos, who don't only know how many totems are left, but they're also susceptible to duplicate efforts when searching areas that have already been checked. Basically, massive inefficiency.
As it stands now, totems as a side objective for a solo mean running around as a headless chicken wasting massive amounts of time. Free pressure. Or using a perk slot, with no guarantee that someone else uses it as well (solos don't know their teammates perks) and even then, they'll still check areas that have already been cleared.
A basekit counter would at least make it so that solos stopped looking for totems once they're all gone and maybe push them off gens if they see they're falling back on cleansing. The latter would even benefit the killer. They would still be massively inefficient in searching and nowhere near SWF level. For these reasons, I'd label a basekit totem counter as a small buff, more for QoL purposes.
Why don't we have that then? Because the reality is that if you use NOED, you don't want it pre-cleansed. You want survivors to run around aimlessly wasting as much time as possible and then you want NOED to always proc when push comes to shove. Which will happen if you miss even one totem. So, then you can just say "do bones". Which kinda sounds like "just apply pressure to gens" to my ears. But I digress.
Maybe we can ask @Almo as head of the balance team and a fervid NOED user why a totem counter was added to a perk instead of the new Hud, essentially neglecting all solos once again. What do the numbers tell us?
-
Sprint Burst if you want only the best.
Lithe is very good in a Houdini build.
Balanced Landing is fun, but it's better used with a map offering (not Haddonfield trash please).
Head On for the memes.
Smash Hit is bad, not reccomended.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2236384#Comment_2236384
kate is homophobic and david is a bi icon im sorry i dont make the rules
How is she homophobic? She even has a Village People cosmetic.
-
If you want perks that benefit you first, you're still looking at meta perks. Survivor perks are not that big of a mystery, imo.
Just go Iron Will, DS, UB and SB or DH and a medkit.
Wanna keep your DS while being able to heal because your rescuers run away? Then just throw in Inner Strength.
Not confident being chased? Then look no farther than Lucky Break.
Wanna avoid the killer as much as possible? Spine Chill with Fixated.
Want to escape ez? Take a key with a hatch offering. GG baby teammates.
-
Legend has it that's it called groaning storehouse after the groans of the killer every time the survivors run to the main building.
Fun fact: there's always another window spawning in the back and one of those is arguably as strong if not stronger than the main window.
Funnier fact: after the rework, the pallets inside were removed, but they later added one back in.
@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/2235217#Comment_2235217
Come and get them, Europe 5pm - 9pm.
Yeah, but not earlier than that time, unless you wanna face the real survivors who will push your ######### in.
Such a funny server EU is. It goes from rank 1s to 21s in a matter of an hour in the afternoons.
-
@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2233877#Comment_2233877
My definition of viable is able to win with that character.
Therefore, every killer is viable, but not every killer is good.
Your definition is completely futile then.
There's no auto loss mechanic in dbd, for killers or survivors. Anyone and anything can win. You're just stating the obvious and passing it off for viability.
-
@OopsAllHexes said:
So what? If the Killer dedicates 4 entire slots to gen defense perks, they should be rewarded.
The DBD community actively fears doing anything interesting with perks because of specific situations because they hate change, it's honestly impressive on how no other community has this fear and desire for stagnancy.
The issue is power creep. That's why stackability (is that even a word?) is being limited via various conditions, i.e. cooldowns, basic hits, etc.
-
@Masterninja said:
A good addition could be if you are breaking yourself or someone It bienes your aura for all the aura killer perks.
This^. The perk would be much better if it blocked auras. Otherwise, no decent survivors heals in TR unless they're ready to take aggro, which goes against the logic if the perk. Iron Will would superior regardless.
Regarding the silencing of other characters, it looks intentional, considering they receive the perk buff notification in the hud.
-
He had more than 9k hours last time I watched him. I'd want a change too.
@VESSEL said:
https://forum.deadbydaylight.com/en/discussion/comment/2233446#Comment_2233446
Yeah I guess that;s true. Still, I wanted to watch more of him. That guy had a 200 game Plague winstreak. He was insane.
Unless he did another one, I remember it was 116.
However, let's not go there.