Bwsted
Bwsted
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1894458#Comment_1894458
And one of my teammates plays in the same room on another TV which helps but still takes time so don't tell me what I play against like you live in my house an know all my opponents cuz if you do start chipping in on rent
Get triggered much? Blindness doesn't work against SWFs on comms. Unless they're ranks 20s, which sounds like it's your case.
Just my 2 cents (you can use them for the rent btw).
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/221558/unpopular-opinion-swf-will-kill-this-game
I used to feel The same way about swf but they do make you better and Survivor should be allowed to play with their friends. I want to thank the person yesterday in a post I'm sorry I can't remember your name but you told me a build and I just tried it and I loved it work beautiful against swf. Third seal knockout and infectious Fourth perk I can't remember what you said but I personally ran BBQ as I'm leveling up killers. Bubba was the one who had the belt now I only ran it in the Green version and it still worked great can't wait to see what it does with maxed perks also going to try his add on where the chainsaw Hides auras as well.
Blindness is the one thing that's completely worthless against SWF on comms. I suppose you think you go against SWFs more than you actually do.
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I do agree that it escalates too much. A lower cap would work plenty well for deterrence without as harsh side effects.
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It was used in tournaments. In pubs players preferred BBQ because bloodpoints and tinkerer because it works well against solos and less coordinated teams.
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This is a horror-themed cat-and-mouse game. The scare factor inevitably wanes after repeated exposure.
When that's gone, the only thing to retain players is through engaging gameplay. It's not a matter of second chances. It's a matter of being able to take meaningul part in gameplay instead of being removed from the match at your first encounter with the opposition. F13 and Deathgarden are examples of why the model you propose doesn't work. Old moris had the same issues.
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@EvilJoshy said:
I don't think it's needed or appreciated. It feels like a slap to the face when you consider the other issues they could be working on. They could have worked on a new HUD so they don't have to balance the actual game?
Well, if they're gonna change things nobody asked for, they could've at least changed them for the better.
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1892491#Comment_1892491
for the survivor or the killer or both?
Both
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hooking (especially PH)? Survivors dont have that
There are a lot of survivor perks linked to hooks... and they too don't work off PH cages...
And survivors' have simply different activation conditions, because well... survivors perform different actions from killers.
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I wouldn't say I mained them, but I really played a ######### load of the Twins, because I P3 maxed out and spent all the big BP offerings at each prestige level.
I second the sentiment of the poster above, they're super ######### boring.
You essentially camp every time, even if unitentionally. Then you slug constantly and basically every match is dragged out for 20 min. If the survivors fight back, that is. Victor can be buggy, but once you get used to the sensitivity and how far back you have to be to go over pallets and windows, then you get a free hit on almost every tile in the game and there's nothing the survivors can do. Which is pretty dull for the killer as well, because there's actually very little depth to it.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1890567#Comment_1890567
that is the exploit.
i have 20 ping so it isn't me that is the issue. My ping also highlight that grabs are survivor client based or it would work every time, just like killer hits work every time even though from the survivors pov it is nowhere near them when the killer has high ping.
Unless the survivors are tampering with their connection, then it's no exploit. It's simply the game performing poorly.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1890121#Comment_1890121
This is not done by brightness. You simply put graphics quality on low and the red stain glitches through walls
Putting the game graphics on low is cheating and should be bannable.
/s
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Ignoring enforceability issues, i.e. how would you even stop people from adjusting their monitor settings, if you talk about NVIDIA filters, the devs could've had them disabled at any time. And they haven't. Pretty damning evidence there's nothing bannable. If you even needed any for such a trivial issue.
@Withered8 said:
I've never seen any other game where ppl have considered bans for increasing ur lighting or changing it up. Just why?
It's DbD. We even have a monitor setting rulebook that says using your equipment within its normal functionality makes you a contemptible cheater and you should be banned to the basement with Insidious Bubba facecamping you.
@Gore_Nargai said:
https://forum.deadbydaylight.com/en/discussion/comment/1890106#Comment_1890106
Making not able to modify the files of the game.
right now is incredible easy to do so, that's why the people who cheats have this stupidly powerful abilities of flying and throwing axes at the speed of light
Files can be modified via hacking, that's not BHVR's fault. Game files alteration can be detected and result in a ban. It's like that in basically every game that has an anti-cheat system.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1889668#Comment_1889668
That's not true (unless something was changed recently that I'm not aware of - if so, I'll be glad to change my point of view upon sources provided)
Head on stun is validated basing on killer position at the point of time when survivor initiates jump-out-of-locker animation, but applied once it is finished wherever the killer is at that moment. The validation itself is survivor-sided, which sometimes results in questionable stuns from your perspective as a killer. For the very same reason, it does not override melee hits and if you are fast/lucky/laggy enough, you can hit the survivor mid animation.
I've not re-tested it recently. So, it might very well have changed fwiw. This was back at the beginning of 2020 and it was very consistent.
As killer, I stood still in a spot and checked if it was out of stun range by trying to head on. Then, from the same spot, we tested by walking forward once the animation had already started, but not finished. That would stun me every time.
Then, we tested in the same fashion, but this time lunging into the survivor. That as well resulted in a stun without the survivor taking damage.
Lastly, we tried by swinging when being right up to the locker and as soon as the animation started. Again, same results as above.
I don't doubt that with lag it could've been possible to hit the survivor. But we all know how DbD handles latency.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1889680#Comment_1889680
then you get a dc penalty lol. it's been happening to me frequently that if there's at least 3 crossplay icons and not all of them are ready by 15 seconds i dodge cuz queue times aren't an issue and therefore it's not worth the risk. still sucks to have to find a new lobby because of the danger
Your first statement is incorrect.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1889675#Comment_1889675
what do you do if they do a last second swap?
I've had very very few of those. Maybe I'm lucky. Anyway, my game tends to mysteriously crash when that happens. It must be a RAM problem for sure...
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You can simply dodge the lobby. Queue times are not an issue. Keys are confirmed for a nerf. It's just a matter of patience at this point.
I too am seeing keys more often recently. However, if I don't feel like dealing with it, I just skip to another lobby in no time. If you do take the key lobby, then just accept the decision you made for yourself and go with it.
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@QwQw said:
I only hate Head On because of how buggy it is. I'll bait the Head On, watch the survivor jump out of the locker, swing at them, and then get stunned by some invisible force.
The hitbox persists for as long as the animation plays out and for whatever reason it overrides melee attacks. Not sure about projectiles.
That may look buggy, but it always works like that and it's very consistent. It's just the way it was designed. Why? Because. You have to stay back until the animation is over and only after you lunge. Or, better still, instead of lunging you get close spamming space bar for when they jump back in.
Also, for whatever other reasons, it's the only exhaustion perk that doesn't make you exhausted by simply going for the activation trigger, i.e. fast vaulting out of the locker. You actually have to stun the killer. It makes no sense whatsoever, especially for devs who are obsessed with 'consistency'.
Back to the OP, I've gone against Head On squads. While it might be frustrating, they're very inefficient teams. They almost exclusively get away with it if the killer tilts. Which, to be fair, is probably the whole point of the strategy. Full meta perks are much stronger and by a long shot.
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And suddenly, he became SSSSS+ tier. All praise the Clown.
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@The_Krapper said:
I may get scoffed at for suggesting this but I also wouldn't use shadowborn if you currently are or add ons until you master the nurse at her base level, some people become so reliant on recharge add ons or add ons like pocketwatch that they feel they can't use the nurse unless they have them, same goes for shadowborn people being so used to the FOV being wide on nurse and huntress so much that they can't take it out of their build without being handicapped and that's the last thing you want is to have to backtrack and teach yourself to live without the crutch when you could've started that way.
I don't think there's anything to scoff at in what you say. The thing is, Shadowborn is just a luxury perk on Nurse, imho. People use it because it's objectively nice to have. But in the end, Nurse does work just as fine without it, so you can invest the slot in something else. All the best Nurses I've ever seen don't use the perk. So, in the long run, I agree one with you the better choice is to not become dependent on it.
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I did use Plaid Flannel to learn Nurse. When you take it off, it's normal that your blinks aren't gonna be spot-on. After all, if you take the training wheels off your bike, you're going to sway a little bit at first until you get used to it, aren't you?
FWIW, I used the add-on for about 20 games before removing it. YMMV depending on how long the trials last and therefore on how often you are able to blink and thus practice.
There's also the issue that the add-on is also often used incorrectly.
The way to do it right is to look slightly above the horizon, charge and immediately blink as soon as the indicator is where you want to blink to. Do not charge, then look around and up and down to adjust the position and to blink only afterward. The first method will give you a more accurate feeling of the charge time and blinking by muscle memory. The second method just becomes a game of putting the indicator where you want by moving around the mouse and it doesn't replicate what actual blinking feels like.
I'd say for your games with the add-on and the first handful without, it may also help if you focus less on the survivors and more on your destination until you get more confident. I.e. you see where the survivor's going, you pick the spot where you want to blink to and try to land as accurately as possible, regardless of what the survivor does meanwhile.
You won't be able to play reactively to survivors until you can land your blinks. So, it's better to focus on the latter without getting too distracted by the former.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1882431#Comment_1882431
Imagine that with borrowed time and soul guard lol
If it worked as OP would like to, I imagine it would just mend you, if you're rescued with BT and get hit. Deep Wound counts as a health state.
It would definitely stack well with Soul Guard, though.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1882431#Comment_1882431
Peanits confirmed it works for deliverance but you have to wait the extra 30 seconds after deliverances broken runs out.
I didn't know that. It didn't use to work with it, afaik. Regardless, thanks for correcting me. I'd say it's still not worth stacking, unfortunately.
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Grim pantry and Ormond are currently his worst maps as far as phantom collision is concerned. Ormond has also been reworked recently. So, I have no clue if they actually plan to revisit it to address the issue.
My 3 wishes to fix Blight:
- Raise his POV
- Fix the collisionless props
- Make his hit detection cone normal
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It's centered on snowballing off Devour. So, you have the right idea of getting as many early hooks as possible despite gens flying.
In general, you don't get stunned too often as Clown, because good survivors pre-drop if you use bottles optimally. You could replace Enduring with STBFL. Or even Infectious for the big snowball slug fest once you have 3 tokens.
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It's been like that for a few weeks at least. It's very quite and it bugs hard in indoor maps.
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No, it does nothing. You can VPN to another continent and test is for yourself. You won't have a single hit denied even if you get massive ping.
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@Jejune said:
This perk is already situational with a requirement. Even with the upcoming buff its not good enough to be run.
If you got healed 1 health state no matter what after 30/20s cooldown then it could be acceptable.
Also idk if second wind stacks with deliverance, but if it doesnt it should. You should get healed after you broken timer runs out.
So, do you mean being healed 1 health state even if you get downed? Because the issue I see with that is that you gain the broken status effect. So, the killer would know that once you get downed they just need to camp you for a few seconds to smack you back down again once second wind picks you up.
EDIT: no, it doesn't stack with deliverance currently.
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- Slightly increasing speed when chasing a marked survivor.
-Marked survivors can no longer fast vault for the duration.
I understand you're literally the Ghost Face Main, but try to be more objective. These effects would be like giving to GF buffed Clown's power on top of his own. Now he'd get 45 seconds uninterrupted haste (basically afterpiece antidote on steroids) plus he'd force medium vaults (tonic), a one hit down and possibly undetectable if he's not revealed.
The add-ons can be buffed, but your suggestion is not remotely balanced.
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1880032#Comment_1880032
Yeah, Crossplay is off.
I waited 5min after that canceled match (screenshot) to search for another match, so I wouldn’t be in his lobby, and I got him again! The same guy! It’s seriously starting to drive me crazy, tbh
There’s got to be more killers in the area playing on a weekend morning.
I’m going to have to turn on crossplay just so I can play against a different killer for a change, smh
You keep getting the same players because you have crossplay switched off, which means that you'll only be matched against other players on your platform who've switched it off as well.
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If you recorded, that's reportable for taking the game hostage since it took place before EGC and for a long period of time. You would have to report in-game and then send a ticket with the footage.
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For that to be meaningful they would have to be matched against each other several times, which is unlikely given the players' pool and how matchmaking works (or doesn't work).
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Everybody complains, not just survivors. Just have a look at the front page.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1879615#Comment_1879615
But neither is nurse, and spirit has an extremely extended lunge after phase.
Spirit's lunge works according to mechanics. The range of the lunge is correlated to the speed at the moment of initiating the action and the Spirit retains her speed boost after de-phasing. The caveat is that if the killer has a default speed below 115 then it's temporarily set at that value when the lunge starts (with a notable exception detailed below).
In the end, the devs say it's for consistency, but there's obviously a case-by-case decision behind it.
Take the biggest offenders of them all aka Myers. In T1 and T3 he doesn't have a normal lunge, yet they count as basic attacks.
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Nice one. Instead we'll get the new UI. Rough one.
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This would be OP without any other restrictions.
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@Zozzy said:
they literally said "people hate change" and "it will take time to get use to"
I hope they prove me wrong and don't release it, but with wording like that it doubt they will. Just because we get use to something doesn't mean we like it or that it is good.
Well, if we go by the immediate precedent set by the last patch, then it's hard to be optimistic.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1878580#Comment_1878580
I'm not talking about survivor mains, it's the devs that defend it.
Yeah, I know what you meant. I was just stating that not even the users defend it to the point the devs do.
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I'm not colorblind but I wholeheartedly support this. Especially, after the PTB and seeing the status effect icon, which was perfectly fine and nobody ever complained about, being changed to a red circle slapped on another red circle. I genuinely thought it was a troll job. I mean, that's basic design common sense, not even venturing into accessibility territory.
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@[Deleted User] said:
Because the devs seem to think statistics are more important than overall player's enjoyment. Object is an extremely unfun perk to go against. You'll never find a killer player that loads into a game, sees a OoO user and says "ohh, this is going to be fun!".
I don't care if the perk fits the theme of the Halloween DLC, it's broken.
I don't think I've ever heard even survivor mains say that the perk was fine. Maybe trying to defend it for solo q, but never saying it was fine.
@Slashstreetboy said:
I´m convinced they leave Object to spite the community as some form of "payback" for all the backlash Ethan recieved for his statements regarding the perk. The only other reason I could think of would be just lazyness/indifference towards the player satisfaction.
I don't think so. They genuinely think they know better than everybody else. They've defended stuff that is obnoxious for either side. And I don't mean game mechanics in the greater scheme of things which would require a huge overhaul to change, but more at the micro level where they could easily be fixed for a better experience.
At the end of the day, it's their game and they can do as they please with it. We can only vote with our wallets.
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No. Hop in a lobby without an obsession and see how without DS tunneling goes.
You don't tunnel someone who DS'd you because of DS, but because they don't have it anymore.
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Your logic is flawed. You didn't even tell us how those games ended.
Ruin can be ignored if the killer doesn't give survivors a reason to cleanse it. That's in its nature, because the hex does nothing if survivors aren't pushed off generators.
The issue with Undying wasn't that survivors weren't cleansing, but that they'd potentially have to cleanse the same totem up to 4 times plus Undying as well, if it was down to 2 totems and they lost the 50/50.
If in 10 games Ruin wasn't touched at all, chances are you didn't give them a reason to. And I suspect that's the case by your comment about Ruin being touched usually when you have them in a 3 gen.
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I'm a killer main. I'd say yours is not necessarily confirmation bias. More like in this forum one tends to remember the more vocal and opinionated posts.
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@KayTwoAyy said:
Climbing to Rank 1 as a solo survivor--for the most part--relies on you assuming that your teammates are (a) in a SWF and (b) not very good at the game.
What does this mean?
- Don't be overly altruistic. Your teammates are on comms, and will likely be the ones going for unhook
- Do not greed gens (even if the killer has pop). You can pip in a 4k 5gen, just as you can depip with a 4-man escape. Dying to complete a generator will not help you pip.
- Don't hide. You need to take aggro away from your teammates, because as mentioned above they're "(b) not very good at the game." If you hide every time the killer comes over to your gen, you won't be awarded chase points, and he'll probably just go down your teammate in 5 seconds.
- Run Windows of Opportunity. WoO is the single best solo survivor perk you can run (even if you already know the loops). Solo squads are usually less efficient than SWFs, and require you to loop the killer for significantly longer periods of time. WoO gives you the information you need to chain strong loops together, and keep the killer preoccupied long enough for your team to complete objectives.
- Don't run Decisive Strike. Seriously, its a wasted perk slot. DS is not going to save you from a depip. If you are farmed off hook and the killer picks you up, it is tactically advantageous for them to tunnel you out of the game after eating DS. If they respect the DS, well then you didn't need DS in the first place.
- Don't go down near basement. Being hooked in basement is a fast-track to depipping as a solo survivor. Hard chance your team is equipped to save you, and even less chance the killer lets you make it out alive. Recognize where the basement is each game and do everything in your power to avoid going down near it. ...and on that note, if a teammate is hooked in the basement--refer to my first point about being altruistic. Going for an unhook in basement will probably just get yah killed.
These are not hard and fast rules, and situational awareness is required to recognize when you should break from this advice. But if reaching rank one is your goal, this should help you get there.
Surprised at someone mentioning Windows of Opportunity. It's really the most underrated solo perk, because of the unjustified stigma that associates it to beginners. But in solo accidentally running to a deadzone because the meghead camped half the pallets on the map in the first 2 min is how I go down most often.
For DS, I'd say it's still worth running up to purple ranks included to guarantee an obsession. In the red ranks, someone else will usually have it anyway.
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Come to EU. Excellent queues for killers and survivors. Unless late at night. But that's when you should be sleeping anyway, you naughty.
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@[Deleted User] said:
I should add Demogorgon is dependent on only brown addons as they are his strongest ones and it's super easy to just have a pile of them. So I don't know if that counts or not.
He's not dependent on add-ons at all.
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Dead hard IS the bug.
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@scenekiller said:
Good morning guys,
I've been playing this game since about September 2019, not sure how many hours in total but I'm a bit over level 5 devotion, for context.
I've played around with perks constantly and I never run any metas, but the one perk I've 100% never pulled out of my build is Spine Chill. My biggest weakness in the game is directional awareness, so I do use it to keep track of the killer approaching me as I'm bad at determining where they're coming from (unless they're in a complete dead zone, obviously).
I was wondering if anybody had tips for training myself to get comfortable without this perk? I want to free up a slot for other things and not have to rely on this to cover my weakness anymore.
The perk doesn't tell you from what direction they're approaching.
To answer your question:
- position yourself to have better field of view when working your gens.
- turn your camera around to check your surroundings and especially line-of-sight blockers that could be used for a sneaky approach.
- use your hears for sound cues. Every killer has some.
- pay attention to the hud to see if a teammate is being chased or ceases to be chased (health status change, obsession indicator).
To smooth the transition, you can replace the perk with Bond.
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So the main problem with the game is that killers are underpowered and have no real means of winning.
If the main problem is connected to "winning", then you need to state what your definition of 'win' is. Otherwise, the whole discussion is up in the air.
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Ok, suggest a nerf then.
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It's interesting, but I can see an issue if you run Thrill of the Hunt. If its effect gets transferred to Undying along side any other hexes, then all of a sudden we might have a Devour/Ruin etc. that effectively protect themselves.
Marginal scenario, but one that must be figured out.