Bwsted
Bwsted
About
- Username
- Bwsted
- Joined
- Visits
- 7,609
- Last Active
Comments
-
I opened the game and the add-on description still says the phasing sound is heard by all the survivors. Which doesn't make sense with the patch notes.
I guess someone will have to go ahead and test it.
EDIT: unless the patch notes mean that it doesn't impact the audio for the Spirit's POV? Which I don't think happened anyway. I am confusion.
-
@CosmicParagon said:
Undetectable grants immunity to the proximity part of Spine Chill, it only activates with unbroken LOS in that case
Undetectable only disables the TR indicator. The perk icon still lights up when within 36m and if there's also LoS the action buff applies.
Not sure what sequence of event the OP experienced, but within these parameters, that's how the perk works, or should've worked.
-
@TeabaggingGhostface said:
Event offerings that do a thing in an event should be bp offerings outside of the associated event
I like this idea.
-
There are many variables that don't transpire from just the result of a few games.
Maybe post a video of what you consider a typical match and we can brainstorm something that could change things for better.
@KMainEZ said:
Its definitely gotten harder out here. I've gone from consistent 3-4k games with the odd loss, to having to sweat for a 3k since the update - and they happen a lot less frequently than before. Personally i think the HUD buff was necessary but im of the mind that killers need something now. Map changes in their favour would be a good start imo. New meta shake up would also be great. Im sure the devs are working on something
Your experience suggests that you are experiencing balanced kill rates now and overly favorable trials before.
-
@eastrock87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/363662/pov-you-have-upset-a-streamer
You are being sarcastic, you do not actually love/enjoy these things, you actually hate that this is happening.
This^ post is straight outta The Big Bang Theory. Sheldon, is this you?
-
@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/363581/uncounterable-things
do like me
I just stopped playing and I'm not going back until the killers get their well-deserved buffs
Really, you stopped playing? And here we were all thinking you were on that insane soloq escape streak where you didn't even have to break a sweat since your games were so chill.
-
@JimmyCasket said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337259#Comment_3337259
Which is why you should be punished for letting him hit you. As you said, and I said previously, he's not good at chase, so this change would be unaffecting of most matches. So why not make it?
You're already punished if he hits you...
-
Isn't it the point of 3 different guards that they have different strengths? His is area lockdown, not chasing.
-
Didn't you know? I mean, where have you been in the last 7 years? 🙄🤣
-
@Toaster427 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336765#Comment_3336765
we were really thinking he'd just get tired of doing it and start chasing us, apparently he was more suborn than we were lol.
But on that same point, why are we as survivors obligated to to just go kill ourselves, couldn't the same be said to the killer wasting his time and refusing to chase anyone?
You have no obligation to hand out free kills. If you tried to repair, you were fine as far as rules are concerned. If the stalemate is worth investing your time, it's a decision that is yours to make and nobody else's business.
-
Both sides have an obligation to try to progress the game. 3 genning is fine. ONLY holding the 3 gen is not. The killer's objective is to kill, not saving the gens forever.
See this:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/521124/#Comment_521124
-
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336629#Comment_3336629
I love how people here throw in their side thirsts along with their suggestions.
Jolly good stuff!
There's no side here. Myers is hot as well.
-
The hud was change for soloq to bring them more in line with certain info swf have anyway without buffing the latter.
Blindness already affects soloq disproportionally more than swf. Your suggestion would just add to the same problem.
-
I agree. Remove it with Knight as well and we're golden.
Vittorio should stay, though, because he's hot.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336258#Comment_3336258
Inner Healing wasn't gamebreaking either, but that got killswitched.
There's a bugged props spawn on Lery's right now. You can get totems, Pig boxes, cages, Freddy's clocks, TVs etc. there and it's unreachable due to invisible wall.
What's the over-under they'll killswitch the map? Because last time totems were bugged on Lery's they stayed like that for months. And on Coldwind. And on Midwhich.
-
That's old undying on steroids, they will never do it.
Remember Me absolutely not. With high mobility killer you would effectively get in situations where survivors couldn't progress gates faster than you can push them off of it. And they already tested regressed switches and said no go.
That FTD could effectively get in situations where it's uncleanseable with certain builds.
The others look fine. I have mixed feelings on the Insidious one. I think I would make it that you get your TR back when you're within 8m from the hook.
-
@Dbdfan398 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336354#Comment_3336354
If theyre not making other cosmetics, how are you meant to buy them to show that....
Well, you can always buy those Haddie heads where if you use a magnifying lens and you squint really hard, you will a small chance to notice the earrings are slightly differently colored...
-
@Gandor said:
2 days ago playing with friends. Killer comes to 97% gen. Both need to let go. Both get impossible skillchecks. Now gen is 77%. At the same game the same generator exploded by this random skillcheck once more. It definitely feels like way more then 7%
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334998#Comment_3334998
I had a game earlier on Coal Tower where THREE times I had this happen lol and I was only stopping momentarily to avoid PR, which the killer didn't even have as i saw in endgame. If it's 7% then i had the worst luck. I did wonder if the killer had to double check to make sure he hadn't equipped PR since he kept getting explosions upon hooking lol
@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334724#Comment_3334724
it happens in both circumstances. Otzdarva made a video on this, although him claiming that these type of skillchecks only appear at around 7% is hillarious. It happens a lot more often, and it frustrates me every single time.
Want to heal a teammate? Sure, boom, now the killer will come while we heal!
I would argue that 7% is not a small chance at all, especially when that applies to 4 people independently.
Also, default skill check chance is what? 8% ? That means you have essentially the same chance of getting an impossibile skill check when leaving as you do getting a nomal one when you stay on repair. Now, think about how many of those you get and the picture becomes clearer.
@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334893#Comment_3334893
So I play on console. I noticed a few days after the gen changes to 90s patch that because I had "auto sprint" on by default from the options menu, if I held L1 (My sprint button) to get off a gen, the gen would blow up like 90% of the time. So I looked for a solution to stop it cause it was really annoying me at the time, I then realised that if I just pressed Square (the same button to get onto the gen and where your animation is walking off the gen) it would never blow up.
Hope I cleared up any confusion for anyone.
That's very interesting. Thanks for sharing. Although, I'm not entirely sure I understand. Do you have that option enabled that you press the repair button to get on the gen and then you don't have to hold it down to repair? (I forget how it's called in the menu, action toggle or something).
So, essentially, if you just press the repair button again you leave the gen preventing the skill check. Is that what you meant?
-
The official discord server has a section for people looking for swf.
-
How do you make something that you experience repeatedly scary again? No devs have a magic wand to bypasses brain mechanics.
And fun is subjective. I mean, look at the Knight, some people find him fun.
-
The problem is not the survival/kill ratio itself, but how you get there and the snowbally nature of the game.
Ideally, a match would have lots of hooks after lots of chases and the kill numbers would average out to 50%, net of trials with DC's and suicides, per MMR bracket.
Quite the tall order.
-
This would kill altruism altogether, since you need to heal to go for saves against killers guarding the hook. And with hook grabs being a think you would need to send two people for the rescue. That's a minimum of two healings burned right there.
It's basically forcing a gen-before-friends meta.
There's a reason why nothing came out of that test
-
I've seen cracked players on almost all characters. The rare legendaries are the exception, simply because the sample size is so small.
I'd say, whenever there's a big licence that attracts lots of new players (i.e. RE), those tend to be the characters this thread is looking for.
-
The problem is that mangled itself is the culprit. There would be a lot of stuff they'd have to killswitch. I wouldn't bet my used socks they'll ever do that.
Look, for example, at Knight players all going for that teleport gen grab exploit and he isn't killswitched either because of the archives. I doubt they even ban for that bullshit. If they let that fly, do you really believe they care about you having to hold m1 forever?
-
It's a hack. Not very common anymore, but it's existed for years.
-
The skin name vs the actual suit vs the fact he is the DEATHslinger is probably all a convoluted pun. Look up Ace of Spades death card on Google.
-
You need to use a controller. If you don't push the stick all the way you move slower.
-
so the next time you see another survivor complaining about soloq, you know either they are lying or the problem in skills
There's indeed someone lying about soloq in this thread, but they ain't the people complaining about it... and I wouldn't be surprised if the person in question did have skill issues as well.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335422#Comment_3335422
Pretty much. Several months ago BHVR did a variety of MMR testing and gathered feedback before releasing the results. If I'm recalling correctly, the more accurate the SBMM, the longer the queue times. Those games were alot more fairer and closer in terms of skill, but there were queue times of like 10-15 mins.
Dowsey had more than 2 hours queue on Twins in the original test run.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335094#Comment_3335094
I don't know. There has been so many games where I've walked away with 2K (wasn't a tunnel or anything) Still had good hook distribution and I still haven't got a pip. Mind you these 3 or 4 games are spread between killer and survivor.
Pipping is more about using a killer who does well in emblems rather than winning or losing. I have safety pipped at iri with 0k.
Hook everyone, possibly get 9 hooks, delay the game at least 9 min, win a lot of chases i.e. you just need to land a hit, and you'll be fine.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335081#Comment_3335081
Tell me your secret. Most days I only get time to play 3 or 4 matches and I hardly reach Iri. When I was playing 4 to 5 hours a day that's when I was getting to Iri.
If you run strong add ons on Wraith and regression, you can probably do it very handily. Or Legion as well, you can pip even on mediocre games.
-
The mystery went away after 10 hours of gameplay, followed by any sense of immersion or fear. It wasn't the icons that took those away. It was repeated exposure that did it.
-
They're bugged right now, especially at pallets.
-
The effects should simply be swapped. Normal skill checks should work like current Overcharge and follow you around, while Overcharge should autofail if you gen tap. Simple change and the code already exists.
Probably, too logical, though. We should nerf Potential Energy instead. And Pig, of course.
-
There are wallhacks and other cheats for this game and pretty much any other online game.
It's impossible to say if he was using, or just really good at tracking without any footage and even that might be inconclusive, because it's a subtle cheat. You often catch them for something else. I know that some hackers make you crash your game if you try to spectate them, but that doesn't help if the suspect is the killer.
Wuth that being said, I can tell you that I definitely went against a wallhacking Deathslinger on Lery's a few weeks ago and I thought he was really sketchy, but I had no smokin' gun. Until I camped the dropped god pallet at office, which he tried to mind game, until he finally decided to teleport on top of it and kick my booty. So, I nailed him for something different.
Also went against a sketchy Yui today. Literally always in position so that I couldn't even catch a glimpse of her around corner, no matter how much I hid my red light. I thought to myself "does she have anonymous mode?" I checked and she did. So, that's another telltale, even if still inconclusive.
-
Yeah, can confirm. It seems like when you are in one of the aisles that connect to the corner where basement spawned, hook logic doesn't take into consideration verticality, nor access to the courtyard. So, you can have an entire floor without hooks only because they spawned above (or below) it, or in the center map. But you won't make it anywhere because you have to get detours to change floor or go outside.
In my experience, the worse case is when the deadzone is on the first floor. A down not even deep in the corner makes it literally impossible to hook.
-
Not a nerf, just shaking up the meta kappa
-
@Ghouled_Mojo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331077#Comment_3331077
I was sent to pinhead hell. Lol. I guess that’s an escape from the entity’s realm.
Clearly the Entity giving you a sign. Jokes aside, this patch broke things left and right.
-
I understand the frustration, because I wouldn't want to play this game either if I got those terrible maps as often as you do.
I think the issue with map design is that at this point the game has become so large there's no feasible way to make maps and powers so they're at least usable across the board. It seems implied the devs consider the map offerings, especially with the introduction of sacrificial wards, to be a pick/ban system and if one doesn't want a bad map, they're expected to resort to that.
Granted, that doesn't excuse how maps like Borgo still make it out of beta testing, but alas here we are anyway.
P.S. I don't know how you can play Nurse at all with her chase music blasting into overdrive giving me tinnitus. I couldn't bear more than one trial.
-
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329832#Comment_3329832
BHVR should adapt what most arena mmo's are doing: identify the 5 most popular perks on both side and nerf them by mostly tweaking the numbers and buff the 5 least played perks. Monitor for gross gamebreaking stuff, but otherwise let everything stick. Rinse and repeat every month, while ignoring last month changed perks in the process which perks to buff/nerf next.
Then you get a fluid and changing meta with the player base constantly evaluating what's strong now and finding new and interesting ways to use what they got.
There are two issues with that:
- BHVR is not proactive at monitoring for any issues, let alone gamebreaking ones, nor at acting upon those issues. We've had broken totem spots both for killers and survivors, perks that were bugged for ages, exploits, spots where survivors couldn't get picked up, afk Pig, afk Pinhead etc. Those are all examples that stayed, or still are in the game for months at hand and sometimes even years.
- Some of those perks are blocked behind a paywall. So, that rises a moral hazard issue where dlc perks could get intentionally overtuned on rotation and left as is until that cow is milked dry. The whole Eruption affair comes dangerously close to represent an example of such practice.
-
There used to be many visual bugs with the end result icons. However, you're not dead until the whole sacrificial animation play out. So, for example if the killer dc'd during that window, you will correctly be awarded the escape.
-
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330404#Comment_3330404
Mending and recovering are both healing effects for me.
They aren't by game mechanics, which is what counts, not our generic notion of the words.
-
My advice is not what you look for maybe, but it's realistic. Don't fixate on going to iri 1 solo. It's not that it's impossible, I've done it multiple times as have countless other player. But once you hit iri the pip requirements are so high that you're basically competing with your teammates for pips, while also crossing your fingers that the killer plays well but also not too well. Add to that ragequits, afk's, bugs, power designs that hurt certain emblems etc. and you suddenly have to hope that RNGesus is on your side as you ride tidal waves of variance. Or simply play so much that you eventually get there.
Not really worth the aggravation for the minor bp reward difference.
Iri 1 is more reasonable, as long as you understand the power and how to play for emblems.
-
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330260#Comment_3330260
Haven´t seen it affecting exit gates yet. As it says sometimes. If so, then it should be reported as bug. But the rest on the list seems to be pretty intentional.
From what do you deduce they're prettily intentional, since either Sloppy's and Mangled descriptions refer only to healing actions, which none on that list is?
@Solomonkane said:
Is it sloppy thats causing it or mangled in general?
Mangled.
-
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329919#Comment_3329919
But there is a buff. It's easier tonambush survs with them now as the orb isn't visible 100% of the time anymore. Tried him today after the rework and used the miniona very effectively bybsending orb intonahack from one side, bodyblocking the opposite doow as knight so my minion hit them and I followed up for the down lol.
Technically, you can't bodyblock a survivor who's being hunted. So, if they just run through you they would've got hit once at most. It's good to know in case you go against a survivor who's wise to it.
-
@Firellius said:
It really can't take much more nerfing before it goes the way of practically all other survivor perks and drops to a 0% pickrate.
It might be their goal, though. Their concept of meta shake up is just that.
Anyway, I think they'll go with another healing speed nerf, or a re-blessing time penalty of sort.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329894#Comment_3329894
Yeah, for a perk that's apparently easily counterable and perfectly fine it sure does have a lot of hardcore defenders and people across social media upset that it's being nerfed. I mean, I too feel like fighting on behalf of apparent mediocre perks to be a valuable use of my time. Oh wait, I don't, because no one spends valuable time defending actual mediocre perks.
I was actually watching DbD league and I was shocked to see comp squads in the GRAND FINALS getting hit with Eruption.
@Snowflake_Syndrome said:
Who complained about Merciless Storm?
The special skill checks are ass on previous generation consoles.
There was also an issue with its interaction with pain res, were you could get the skill checks for a long time. Nothing really that couldn't be fixed with simple straightforward logic, or not changed at all even. But then, enter BHVR.
@Brimp said:
Honestly the whole complaining about pain reso and dead mans was just not logical. You literally see the aura of a survivor before they are considered "hooked" by the game. Like sure they lose the aura after they get picked up but you know the general location to it and as soon as you see them get flung off the killers shoulder you let go.
The problem was not pain res. The problem has always been DMS on a handful of killers specifically who can push survivors off multiple gens in a matter of seconds.
-
So, are you telling Mikaelas are actually going to do gens now, or will they find another way to be useless?
-
It's way too loud. I played her today and I was done after one trial.
Maybe they want to mask sounds for her, but I'm not going to go deaf for that.
If they don't want her to track by sound, then muffle them, but don't shot music at volume of a nuke going off right into my eardrums.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329421#Comment_3329421
That's fine, if that's how they want to win.
At least I'm not slugged on the ground for 3 minutes and 45 seconds, then forced up so that I can help the Killer 4K.
You should probably ask a mod, but this might actually count as griefing because he was holding you in the match. If he bled you out, or simply hooked you after the long slug, that would be fine. But going for the forced wiggle out repeatedly is probably hostage taking because it stops the bleed timer.