Bwsted
Bwsted
About
- Username
- Bwsted
- Joined
- Visits
- 7,609
- Last Active
Comments
-
Assuming it's not bait (looks at OP's post count ----> it is), it's the player, not the role. This is a very sterile discussion. One could say, for example, that a killer main who thinks survivor mains are babies is in turn a baby himself/herself for the unfounded overgeneralization. See what I did there?
-
The graphical updates were so good that they decided they won't even let us see them.
-
@Gay Myers (Luzi) said:
He is NOT a baby. He is Charlottes twin brother. There is no baby kicking in DBD.
So, there's kicking a person who suffers from disabilities then...?
-
It does. I saw Otz and Michi test it.
-
Survivors can escape through the hatch while carrying the brother. Otz tested it on stream.
-
Undetectable is just a label for a game mechanic. It's not meant to be taken literally. It has its own in-game definition. Otherwise, we should also complain that the Blindness status effect doesn't actually make survivors unable to see #########.
Spine Chill is stronger against stalking killers. Otherwise, it's simply a good off-meta perk. Here's the kicker, though, and from a former Myers main. Against any sorts of decent survivors, the bulk of your stalk is done at a distance or when they're in areas where they can't easily block LoS. It doesn't happen when you're close and remain undetecte. You won't be able to stalk up-close aware survivors and expect them to remain ususpecting. Audio and visual cues will give you away and they'll try to counter. Spine Chill just makes them invest a perk slot for something they can do with eyes and ears. You should thank them, unless you want to face only full meta builds.
Lastly, when you walk to a generator, you can keep it at the edge of your screen. That's actually outside SC's detection cone and you'll surprise your prey.
-
@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/1737598#Comment_1737598
It’s much harder to force the lose/lose situation all the time now though, right?
Only marginally. You can still do it even at short pallets. The community had a knee-jerk reaction to the changes.
-
I agree. Hopefully, they tweak McMillan and they give it its palette back.
-
He can do the same things as before, just slightly tweaked. I don't see a difference in the fun/unfun factor because he's essentially the same killer, even a little buffed actually.
-
Maybe the survivors you're versing aren't scared (in the sense of losing, as you said), because they're just playing a casual party game aka DbD and they're not taking it as seriously as you do. Just a thought.
-
- Equip Devour Hope and Undying.
- Hook a survivor.
- Back off until Devour Hope lits up.
- Wind up a hatchet and wait.
- Toss the hatchet at the hook when the rescue happens.
BONUS: farm the achievement by playing around with the survivors when they wait inside the gates.
-
If you want to use a mori you need to sacrifice your offering for it. For as much as they're not broken, unlike the other moris, they still provide a benefit and can come in clutch in certain situations.
-
This is a cat-and-mouse game. You might be attracted by the scare factor at first, but that wears off fast as in any game. People stay for the interactions (chases, teamwork, etc.=
Your suggestions might add more scares in the short run, those will eventually wear off again, but they would break the game as it has been balanced over the years.
-
Forced penance is superior than sloppy at ensuring that survivors spread out and focus on gens. So, not only encourages optimal survivor gameplay, but it also makes sure you play the game with 3 perks.
-
Killer because I like bloodpoints.
-
@Marc_go_solo said:
It works best against those who are tunnel-visioned into getting that hook. Survivors will often waste a lot of time, observing when is best to save. This loses time which could have been allocated for generators.
However, if a team realises they're facing a camper and rock on with their objectives, it's normally a de-pip for the killer.
While this is true in general, it doesn't have to be because of tunnel vision on the rescue. It works because solo q lacks information, or because of overly altruistic SWFs. It takes advantage of the fact that if the first chase isn't overly long, then the survivors literally have to pump out all gens without wasting any time to assess the situation and the killer can almost mathematically get a guaranteed 2k by having a staring contest with their first hook and everything else is a bonus.
I'm not even factoring in meta killers, insta downs, early slowdowns like corrupt, or end game clutches like noed+bitter murmur. Because there's not enough time to do both gens and bones in this case. Add those to the mix, don't overcommit to your first chase and you can 3k/4k consistently against rank 1s except against dedicated depip squads.
It's simply a flaw in design.
-
I don't think it's rude. It's just boring. As long as you don't force, as in grief, someone who doesn't want to partake, then it's allowed.
-
That's not 'tiny'.
-
@Jacoby2041 said:
What if instead each subsequent time you are afflicted with the exhaustion status from one of your perks its duration increases by 10 seconds? (I specify "one of your perks" so something like Mindbreaker or an exhaustion addon doesn't rack up your timer super easily)
So your first use is 40, then 50, then 60, then 70, so on... this way it's not hard limited but using it a bunch becomes harder the more you use it. It makes sense, the more you exert yourself at once the longer you'll have to recover. And a mostly overlooked perk like Vigil could get some more use
Overall I don't think exhaustion perks are a super massive problem but they are 100% meta, almost everyone uses an exhaustion perk of some sort and I wouldn't mind them getting knocked down a peg. Or make some other perks worth using in their place
I can see that work only for dead hard. But it would single-handedly kill sprint burst, unless you make it on demand, which would also be undesirable.
-
There are dedicated totem perks. There's not one that allows to cleanse faster, beside general perks like resilience. But not a dedicate one. Since base cleanse time is only 14 seconds and the killer needs to invest more slots to increase it sensibly, I don't think a dedicated perk to cleanse faster would be that much interesting. A more appealing alternative would be a perk that allows to retain cleanse progress if you get interrupted.
Also, showing the aura at the beginning of the trial would be extremely unbalanced.
-
@Sonzaishinai said:
I have been having some eyebrow reasing misses latelly yes.
Not completly sure if it's the aim assist or me just getting cheeky with my lunges
I've had some snappy auto locks on every props in the game lately. I've also missed survivors right in front of me in the open a few times where my camera gets yanked slightly to side to a ghost apparently.
It's definitely gotten worse suddenly.
@Zeromadcoil said:
I've noticed a huge spike in the aim dressing screwing up my attacks. It makes 360 survivor plays nearly impossible to hit.
I'm starting to believe they shadow-nerfed the hit detection cone on non-lunge attacks, or there's some sort of shenaningans going on with desync.
-
It's not holding the game hostage in the slightest. Completely allowed.
-
@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1717930#Comment_1717930
https://forum.deadbydaylight.com/en/discussion/comment/1717926#Comment_1717926
Update: According to my friend, a new bug has arrived.
The bloodpoint cap is gone.
Some bugs are better than others!
Also, another one. Survivors who mend someone else don't have an animation, they just stand there.
-
Bushes spawn in the fence gaps on Haddonfield, walling off entire areas and making certain tiles intraversible.
I've seen this one. It costed me the only kill of the game as well 🤣
-
It happened to me on Coal Tower, but I was playing killer and I somehow got unstuck, I can't tell how exa. The new hills have all sorts of invisible hitboxes.
-
This is really a knee-jerk reaction of dbd proportions. I'd hardly call it a nerf. They should just make tier 3 uncapped range or something like 128m and it would be gtg. Even so at 96m, it should proc 99% of the time. The only fringe cases would be if you're on the edge of the map on something like mother's dwelling and a gen directly across is being worked. Even then, as soon as you moved back into the map you'd get a proc immediately.
-
Basically, a quick join option where you hop in the first lobby available regardless of role. It would still have to follow appropriate matchmaking (lol). Honestly, I'd like that a lot.
-
MMR did just that, unintentionally as it appears, and it was awful. I was being matched against survivors that I absolutely slaughtered game after game. It wasn't even remotely competitive.
A team of survivors becomes immediately weak if there's one player who's dead weight. Proof is that games that are 3v1 early, like with a mori, become immediately killer-sided.
-
Playing with bots? So, basically soloq without waiting.
-
Looks like they finally nerfed 3'genning.
/jk
-
This was definitely a change that needed to be high on priority.
/s
-
@kaeru said:
New Macmillan maps have some invisible objects. You can unintentionally bump in it with blight or hilbilly. It's annoying sometimes.
Yes. There's a spot on the outside wall of the new shack where I got caught more often than I'd like to admit, for example.
-
The no-sabo event hook is a relic of pre-rework sabo, when hook re-spawns took 3 minutes. It doesn't make sense anymore (after all, event gens can be corrupted/regressed etc.), but it's probably not a high-priority, if at all, on the change list.
-
Legio works as well, they're not bugged.
-
@GoodLookinCookin said:
Don't be charms please don't be charms.
Mark my words.
It's gonna be charms.
That you have to redeem via code.
You get the code by watching streamers.
And the codes have limited use.
-
I want it back, it made the realm unique. The reworked map are just all blending together now. McMillan looks simply like Badham with different buildings.
-
It DOESN'T work on Wraith and Hag. Just a heads-up, so you don't waste your time.
-
Bodyblocking after unhooking is just the right call if the killer wants a 1-for-1. Killers have camping basekit, survivors have BT.
If they just run at you because, let's say you were leaving and the rescue happens behind your back, then they're just making a bad play. Nothing to get upset about. Ignore them, put them on mend timer, or bodyblock them away from resources and wait out bt for some extra salt. All of these are fine.
If they bait the grab by working on gens/totems, there's a simple solution: lunge.
If they jump in and out of the locker, just fake going away and then lunge. Or eat the DS immediately. Congratulations, now you have a survivor who's gonna be extra shy and improductive once they realized they wasted their tunnel protection like a dumbass.
-
It's a good perk if you want to encourage survivors to spread out and focus on gens. Which is exactly what you shouldn't be encouraging. You get where I'm going with this.
-
Solo q is not relaxing, unless you go in with extremely low expectations.
-
Bhvr: "We see Dead by Daylight as an inclusive game and we’re always looking to improve the way we reflect those values in our game."
Also Bhvr: here guys, here's this super exclusive code-locked limited charm that you have to fight thousands of other stream viewers in typing race in order to get. We always keep your fun in mind!
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/199965/3-5-million-bp-and-no-will-o-wisp
You are just incredibly unlucky, I have also felt worse during the 4th year anniversary event where I spent an upwards of 4 million bloodpoints to get 4 cool flashlights and 5 cool med kits.
The anniversary items weren't an rng issue. They had been given eccessive rarity.
-
Just rng. I couldn't get pustula offerings on my Pig, for example. It too more than 10 webs.
-
Weird flex. Play however you want. The other players can do exactly the same, including giving up.
-
Same issue on my end. Got 0 (lol) points credited with Wraith.
-
Thank you very much!
-
Probably groaning storehouse. The doorway next to the old good window can spawn a breakable wall now, which must be broken or else the window is back to be, well, godlike.
-
@Boosted_Dwight said:
I'm ready for ya! >:)
https://us.v-cdn.net/6030815/uploads/YKEVYGC7AZJQ/ps-messages-20201019-135353.jpg
BT? Pffft. A true Chad would run Deliverance with that build. Godmode engage.
-
When you get a good return on your investment.
It's always about what you're investing (in this case, a very good pallet), what you get in exchange and what that means for the balance of pressure (you delay a hit/down) and what you lose/give up to the other side (the area becomes weaker).
I can name as many variables as you want, but the thought process is just as described above and a little common sense will guide you.
E.g.
- You're injured and dead on hook --> drop the pallet;
- It's early game and you're being first chased by an Oni --> drop the pallet;
- A Trapper is after you, you run to the shack, basement is there and you don't know if he trapped the area --> drop the pallet;
- Clown/Bubba/Billy with bamboozle --> drop the pallet;
- Wraith, you're healthy and there aren't many resources left in the area --> save the pallet;
- Etc.
-
Moris and keys are confirmed to be on the list for changes. We'll have to wait and see.
About for your points, ebonies are just the overkill version of a green mori. But green moris are the basic broken moris. 3v1 early = ggez.
