Avatar

Bwsted

Bwsted

About

Username
Bwsted
Joined
Visits
7,609
Last Active

Comments

  • The counter to ruin/undying is SWF. Have fun.

  • I'm not sure there's much to explain.

    People lose => People get salty.

    It's been like this since forever in every kind of competition.

    Videogames only exacerbate the issue because it's easy to talk smack behind a screen.

  • 90% of the replies completely missed the point.

    Hit validation is on for all kind of attacks. What you should be asking is what your ping is. If it's really good, this kind of hits should be rejected. Theoretically.

    Hint: hit validation doesn't work as advertised. I did some archives myself and as someone with a 32 ping in lobbies, I still got ridiculous hits from the usual laggers. I will post a video later with some examples.

  • It's up to you. There's no win/tie/loss condition except we know the game is being balanced for 2k2e and that the emblem system will be symbolic once MMR comes back. I'd say you did very well regardless.

  • @gatsby said:

    I’m 90% sure that they’ll just rework the jump rope and swing chains add-ons to be useless. And probably change the default sleep timer from 60 seconds to 90 seconds.

    I think they'll touch the snare spam as well.

  • They were retired in early 2020 because they were too buggy.

  • I've been accused of hacking because I grabbed a survivor from a locker. Not because I knew they were there, but because "I couldn't move. You blocked me. Reported for hacking".

  • The shortage of killers is anecdotal. Queues vary throughout the day.

    The game is unbalanced because Killer has a much higher skill cap than Survivor. You have to understand the macro-level map pressure, chase juggling and hook pressure. But also the micro-level interactions with 1v1 chase, map design and different perk interactions. Not to mention using the specific killer power, which can change drastically depending on who you're trying to learn.

    Everything you mentioned needs to be understood by (good) survivors as well. Decision-making and awareness are core skills regardless of role, just as 1v1.

    Survivors tend to team up with friends and play with voice chat.

    SOURCE: you. Survivor is by default a solo role as well, you know?

    and even if they don't, they have perks like Bond and using their eyes to see how other players succeed.

    I just needed to use aura perks to become a pro survivor. I can't believe I've never thought about that. Eye-opening.

    With Killer its either dive right in and learn the hard way from a repeated cycle of failures or do tons of video research on Killer to gain the knowledge from other people, either way you'll struggle much more. And spend much more time learning the basic and advanced knowledge for Killer than most Survivors will for their role.

    That whole paragraph is extremely biased and unfounded. Learning players are in the same boat, regardless of the preferred role. And the resources to improve their gameplay are of the same kind.

    Killers have a higher skill cap because there are many different powers. But you don't need to be a jack of all trades and you can simply focus on your favorites. That lowers the skill ceiling.

    Being a (good) survivor has a big skill cap as well. This is not 2016-17 DbD anymore. Survivors too also face a variety of powers and they don't have the luxury of focusing on a particular killer to practice (unless KYF).

    Proof is when killer mains like me try to play survivor and then they get decimated until they've practiced a ######### ton. If anyone thinks they can just clicky clicky their flashlight and instantly become the next Ussylis or Probbzzz or whomever, they're in for a rude awakening. They needed to use Bond alongside their flashlight (sorry, I couldn't resist).

    Being bad at the game is easy, regardless of role. Being good at the game is hard, regardless of role. Again, this is not 2016-17 DbD anymore. And queues are not indicative of anything if the sample is not significant.

  • @Aztreonam78 said:

    Ethan said Object of Obsession is a good perk.

    I believe him.

    Stats don't lie, just like hips. And Clown is underrated.

  • @HollowsGrief said:

    It's not underrated, it's trash.

    Underrated comment, unlike the perk.

  • Shadowborn, I'm all Ears, BBQ, Corrupt.

    Ping pong the loops like no others.

    @Altarf said:

    Despite pouring millions of points into him, I still have not unlocked Ruin on Blight nor Tinkerer. It's absurd. I mainly use BBQ, Pop, Discordance/Oppression and Brutal Strength/STBFL. Oppression is actually pretty good on Blight because he can take advantage of the info it gives, and I like Brutal and STBFL because Blight on console means you have to be a M1 killer a lot of the time because of how little turning capability you have, unlike pc where you can turn back and forth and like 90 degrees to the side during the lunge.

    Console Blight's lunge turn rate is extremely similar to Oni's flick removal nerf they did on his release, except you have to choose a single direction to turn in and cannot change it during. I don't think many survivors realise how gimped his lunge is on controller, because otherwise he would be near impossible to play against good teams.

    I had the opposite luck and got Ruin 3 and Tinkerer every prestige level and then in the first 40 bloodwebs of P3 with BBQ.

    I played that build almost exclusively while levelling up. Let me tell you you're not missing out on anything. Blight is supposed to be fun to play as and that build just turns him into the most boring unchallenging autopilot stuff there is.

  • @MadLordJack said:

    I generally found Autohaven maps were relatively easy for survivors to escape on unless you got Azarov's and a territorial killer. They were middle of the road, sure, but most maps are (or were, I guess) pretty survivor-sided so middle of the road still left killers in the ditch.

    I need more experience before I form a new opinion, but I can agree that they are way too dark.

    I think they were very rng dependent after patch 3.7. You could get a big wasteland or some insane setups. I agree they were survivor-sided before that point, though.

    Now, they're just black, like Yamaokas immediately after the rework. Weird trend honestly. Azarov's seems worse. I got many spawns with 4 gens on one side. Gas Heaven is kinda meh in the main building, because you can actually get a breakable wall at the front door. Wrecker's Yard can still spawns 3 gens around the basement and those on the outskirts can actually be in the middle of nowhere. Blood Lodge seems pretty strong for survivors still, but I haven't got it often enough to form an opinion.

  • Crutch is a bit hard to define. If you mean if you use the strongest stuff in the game, is it possible for that carry you to beat your opposition even if you're equally or even less skilled than them? Then the answer is yes, without a doubt.

    Just like I regularly see red rank survivors who run in a straight line, I've often seen rank 1 killers who just hold W and bloodlust. Many times I've encountered r1 killers with fewer than 200 hours. I remember one distinctly who had 110h and iirc another below 100h (I would have to check my screenshots).

    The thing is that most of that stuff is overkill in 90% of trials against soloQs, if you're a decent killer. If you're not a decent killer, then it does carry you. The recipe is simple. Throw in a bunch of slowdown stuff on a meta killer and chase. In those games I mentioned, you will simply win the war of attrition. The gens are slowed down while the pallets get used up. When that happens, you just tie up the loose ends. That's it.

    Ruin+undying is simply a combo that works in that same direction and it's more powerful than what we had before, but it's not like the strategy itself didn't already exist.

    To those downplaying ruin+undying, watch current tournaments where true 4-man depip squad seal team 6 SWF struggle against it. Now, imagine the same in pubs against uncoordinated survivors. The combo plays the match for you, that's why I don't touch it anymore.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/212379/fast-vault-and-by-fast-i-mean-fast

    Spine Chill Tier 1000

    On a serious note i'm 100% sure it's a bug related to WGLF.Something certain needs to happen and then you get the 100% increase for actions like vaulting

    Already happened to 1 of my friends

    Sounds like that old Self-care bug, only in reverse. For reference, it was a bug where when you finished self-caring, the 50% speed debuff carried over to other actions, including vaults. It was quite hilarious.

  • @DaKnight said:

    Yeah, except the problem is, mori's never boosted your rank. If anything, you depipped for using them. The same with Tombstone's. Every time I rock a tombstone at red ranks I almost always depip. And it's hilarious to me because I never cared about my rank in the first place.

    The guy called "keygun" likes keys in the game? Shocker.

    "I play fair games with survivors at my skill level" is a paid actor statement. Everyone knows this game puts literal rank 20 killers into red ranks because nobody wants to play killer.

    Playing killer feels like a job half the time. How many times do you have to kill the same person before they finally run out of second chance perks?

    The first and second sentences are not entirely correct. If you got one person out of the trial early and then played the 3v1 normally, which was essentially an ez clap at that point, then you could pip comfortably. You could even pip easier due to better gatekeeper. That's why the Ivory was the og OP mori and the Ebony was simply the overkill version that you didn't even need to use fully in order to smash the survivors.

  • I've already said it in another thread. Victor's ability is too difficult to balance. Landing a pounce is very easy even on short loops. It's basically old Legion being able to actually down you without multistabbing. On the other end, you nerf it and it becomes too weak (as I said, Legion all over again). I don't think the devs have an easy fix and the locker thing is essentially a compromise.

  • I already used moris on death hook anyway and only when I had a daily. I'm perfectly fine with the change. They way they worked was antiquated and from an age where survivors could literally never be downed if they had half a braincell. If anything, the nerf was long overdue.

    The devs already said they would change keys as well. So, expect it to happen shortly probably. And I'm fine with that too, for obvious reasons. The sooner, the better.

    These are nerfs that are necessary for the health of the game.

  • Smurfing is not bannable. And what you're describing is not even smurfing and not bannable as well.

  • The Twins are not weak. The opinions seems stuck at the PTB stage when Victor could be taken hostage and lockers granted invincibility.

    It's not like that anymore. Especially now that players have figured out how easy it is to land pounces and that they can pressure the hook and the gens. The Twins are basically old Legion on steroids, because they can actually down much faster AND they're really in more than one place at the same time.

  • @gibblywibblywoo said:

    This usually means the game didn't have enough space to spawn the minimum pallet amount without a double pallet. Thankfully its usually only once per map if that.

    also thats still insanely unsafe even with 2 pallets so its not a big deal

    That explanation makes sense only on maps that can spawn common maze tiles. So, if you get a bunch of TL walls, the game might be forced to spawn a double pallet somewhere to reach the minimum.

    However, Badham doesn't fit the bill, because it doesn't have common tiles except the shack, which has a guaranteed pallet spawn anyway. Badham is legitimately busted and it can just spawn a lot of pallets close together.

  • He needs his camera and collision with various props fixed. He's strong regardless.

    Pretty fun to play as, when you ping pong around the loops.

    Pretty dull to verse. His 180° hit cone doesn't make any sense whatsoever. If the killer gets outplayed at a tile, the survivor can't make distance, because he's immediately on you again and it's even better for him because he can land a hit in the open. So, he has the potential of never being punished for mistakes. Which is most Blights have realized by now.

    Some of his add-ons are busted and ruin/undying/tinkerer is just about one of the most boring builds I've ever used. Currently rocking Shadowborn, I'm All Ears, BBQ, Corrupt. Leaps and bounds more fun and healtier.

  • That's easy. Play Wraith and do not ever cloak. It doesn't get more pure M1 than that. The survivors won't be influenced in looping differently if you don't even tap m2. At worst, they'll just be very careful when they're on gens once they know you're a stealth killer. And that will not really do anything, because they'll just simply hear your TR anyway.

  • @RaingerPlaysDBD said:

    Happens with like all the small cars on Badham too.

    I had the same happen on Autoheaven.

  • If you're having troubles, go Lopro chains+speed limiter. Add Enduring+spirit fury and even bamboozle to make it very easy.

    Or you can even use Insidious with nurses calling and stealth camp the slug.

    • BBQ because I like bp, even if I wouldn't use the perk otherwise on some killers.
    • Corrupt Intervention because it's equip-and-forget. I don't use any other kind of slowdown and if you understand survivor spawns, CI allows you to get in chases early and control the map.
    • The last two perks are whatever I think will work well to employ a particular strat or style.
  • @TripleSteal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1797376#Comment_1797376

    It is indeed this way normally, but rn the odds are screwed.

    Ok... is there anything that isn't bugged after the last patch?

  • It's not a bug. The (green) map offerings, when burned alone, make the probability to go to the selected realm almost 100% but not quite. I think the actual value is upward of 99% nonetheless. Meaning that they can actually fail. I've seen a few times over 2k hours and it was confirmed here on the forum to be the case by design.

  • Victor is not necessarily in an obvious position and his shriek has a 12m radius when idle and it can be increased with add-ons. The moment you step into it you trigger killer instinct and the killer can switch to Victor in 0.25, meaning the survivor has no time to do anything. So, you have to enter shriek radius while already crouching. People would have to crouch to the hook from 1 & 1/2 tiles away and more likely 2 tiles at least to be safe. Not counting the waste of time, they still run the risk of being interrupted by Charlotte.

    Charlotte is not as good at camping, because the transition takes 3 seconds, but she can still circumvent BT.

  • @WishIcouldmain said:

    It is funny how people will jump to conclusions. When it's only a yellow mori or green key.

    It's simple logic and stats. The instances of cypress/shrouds/green keys are far fewer than other moris and keys. It's funny how you expect people to come to unlikely conclusions.

  • They have said they're aware of the issues, but it doesn't even seem they're planning to put it on the to-do list.

    If you want to know why they're in no rush, just look at when DS was bugged on some killers in September, or back when they had to tinker with the stun duration multiple times until they settled for 5s. We all know how those games were going and don't fool yourself into thinking they don't have plenty of stats on that period.

    DS is currently abusable, but it's also a band-aid fix for underlying game design issues. If those issues aren't addressed concomitantly, if you make DS too weak then DbD would go down the same path as Deathgarden with instantenous executions.

  • It would be a logical choice. Like, for example, getting a WLGF for healing a slug. Oh wait...

  • This is a terribly designed achievement and neither survivors nor killers should have to endure something like that.

    I'd say it's par for the course with the quality of the entire update it came with.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794885#Comment_1794885

    I know at one point they tested smaller hitboxes on her hatchets. If I remember correctly it didn't work very well. Many hatchets looked like they phased through the survivor.

    I know. And then they looked like they didn't even touch the survivors for the longest time. I'm not saying either situation is fair. I'm just saying (and this is not directed at you at all, I'm talking in general) that we shouldn't pretend that one is an issue and the other isn't.

    The devs were capable of making far more accurate weapon hitboxes with the Deathslinger. So, maybe what they weren't able to code back then with the hatchets they could now. Just food for thoughts.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794757#Comment_1794757

    That's more down to server latency, not really anyone's fault.

    But some of those object hit-boxes are not even close to the actual size of the object.

    Server latency is a factor but it almost doesn't come into play on the killer's screen. The real problem is the hatchet hitbox that is very generous and partly the survivors' hitboxes. As Huntress, unironically, a big part of the skill cap is in learning how to use hitboxes to score hits that really wouldn't make sense visually, but they do for the invisible hitboxes. You really aim to touch the hitboxes together. The survivor's and hatchet's models are only proxies. That's how hits around corners are possible by design even if both players were playing p2p on a LAN.

    I can't even say that's abusing a game mechanic, because the hitboxes are working as intended. They're just badly designed.

    As for the video in the op, the objects often don't fit the hitbox just like hatchets don't. It would be unreasonable to fix the former but not the latter. Not to mention that even if certain throws that look possible actually aren't, there are (were) spots where a hatchet could go through even when it shouldn't. Imagine all these low loops being accurate while you can still throw gymnastic-ball sized hatchets at the survivors.

    This one was a hit on a 32ms ping and you can clearly see it doesn't connect on my screen, except the hitboxes do connect and they do so legitimately, as far as how they're designed to work.


    https://youtu.be/S2hVqcs7XBQ


    @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794764#Comment_1794764

    That's down to the survivors having pill-shaped hitboxes. Most of the questionable hits I see as killer are landing a hit after someone vaulted a window.

    But when I play huntress the hits don't even look good on ~my~ end half the time. I have hatchets that clearly should miss but they still land because easy hatchet hitboxes. It's the only killer I play where I regularly scoff at the hits I am getting.

    Exactly right. If you watch closely, even killer content creators, many times you'll see the hit is registered even if on the screen it doesn't make sense. The latency is not the culprit on their screens.

  • I can't play on Autohaven even as killer. The maps are dark as pitch, I can't see for #########.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793505#Comment_1793505

    It's less people crying freddy op more the devs have stats showing he has an almost 3/4 kill rate on average each game. Significantly higher than all other killers and he's maintained this position for a year. He is legitimately overperforming and does need a change.

    This is coming from a Freddy main; he's doing far too well. I'm actually kinda excited to see what happens.

    I'm kinda skeptical that anything substantial will come out of it. The devs are good at buffing/nerfing, but re-balance almost never worked out.

    PH was meant to be re-balanced, except he can zone like before and his potd is buffed.

    Billy's overheat was meant to be a balancing feature (I'm not sure it was needed in the first place, but whatever) and they had to nerf it to be as good as non-existent.

    Spirit's vault animation and removed collision during phase=completely missed the issues with her power.

    Nurse was straight up nerfed.

  • As long as they didn't spend any real money to buy the killer, which'd support this travesty of a patch, then big thanks from me as well.

  • I do! As killer, his screams and grunts are super funny.

  • Untitled Image


    "This time around, it will be left on indefinitely."

    That aged well...

  • The Legion were tired of being called m1 killers with a power that only penalizes them. So, with the patch they made sure to fit the description to the letter.

  • I think he's gonna be very difficult to balance once they lower the pounce charge time. He's essntially gonna be a frenzy legion that can down you.

    On the other end, in his current form, some objects can neuter his attack.

    I really have no idea what they can do with it. He's broken now and he's probably gonna be broken in the future in some way or another.

  • Big nope. But I got the bugs. Bhvr is handing them out for free.

  • @kingdingelling said:

    https://forum.deadbydaylight.com/en/discussion/comment/1786487#Comment_1786487

    Well im red rank and to get a double pip u need 4x iri emblem but the devout emblem was just gold, in the discription of the devout emblem is written you need 9 or more hooks for a iri and i did 11 hooks still gold.

    The description in-game is poorly worded. For iri devout, you need all of these:

    • At least 9 hooks;
    • Hook all survivors at least once;
    • And kill ALL the survivors (bleed-outs don't count).

    I suppose you didn't get it because you didn't fulfill the last requirement.

  • You're gonna have a field day against sabo squads. Good luck breaking that hook!

  • @GoodBoyKaru said:

    Too late, my friend already gifted it to me on Steam.

    That's rough. Usually, when you get given a garbage present, at least you can regift. Not even that satisfaction this time.

  • Don't worry. In the meantime, here, buy this exclusive legendary skins the Speedy Boys for the Legion for only 15$ apiece. Show off your shiny outfits while zooming around the map at 115% zoomy speed!

  • We can do it because you're either born a killer main, or you play soloq long enough to become one.

  • @DaKnight said:

    This one is great. The emblem system looks to be bugged.

    https://us.v-cdn.net/6030815/uploads/HG1C1W4YOI9C/bug2-png.png

    https://us.v-cdn.net/6030815/uploads/7R8W84945D1U/bug1-png.png

    3k depip because I got bronze devout? It didn't count any of the hooks. 3 people died, I got like 7-8 hooks. Back to green ranks for me I guess.

    Look at the bright side, we get to derank easily AND there's gonna be hordes of perkless survivors trying to get the achievement. Good times for us killer mains!

1 … 56 57 58 59 60 … 63