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Bwsted

Bwsted

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Bwsted
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  • Sounds are really bugged for both sides right now. Sometimes, the terror radius can be very faint and you're next to the killer. Particularly noticeable inside structure. It's gonna be a more glaring issue on the new killers who have already a quiet TR.

  • It is bannable if it's done before EGC starts. As specified above, it's the taking the game hostage part that is bannable, not bodyblocking per se.

  • I've seen plenty of douchebaggery from both sides. It's the players, not the roles.

  • You won't get better unless you face better players that force you out of tour comfort zone. If that's not your cup of tea, play a few games of chest protector Bubba and take it from there.

  • I think the aura reading should be removed entirely. I have no idea how they put it there to begin with. The counter to the build is literally to do bones and the perk itself counters its counter.

    Other than that, yes the combo can be very oppressive against solo q, but the game doesn't cater to solo q anyway in it's current state and nothing leads me to think they plan on changing that.

  • Killers are already faster than survivors. A fatigue mechanic would be redundant. This isn't F13 where counselors can outrun Jason.

  • DC penalties are off. So, you'll see dc's. It's not specific to legion.

  • @Aneurysm said:

    So does botany and we'll make it stack? I always used to tell someone in my swf group off for running both

    Yes. The only exception is that we'll make it doesn't stack with itself. Meaning that if you get unhooks back-to-back you simply reset we'll make it timer to full, but you don't get additional speed on top of the 100% bonus.

  • Spam snares and hold W.

    I'm not being sarcastic.

  • Yes. In certain areas on swamp you can even faceplant head on into a tree and keep running on the spot without triggering a slam.

  • Reporting for duty! The only thing I use are blood point offerings and add-ons on a few killers who really need them (looking at you Wraith).

  • @MeltingPenguins said:

    Lunge.

    Had it not been for the tip on the loading screen, I doubt I'd ever known about it...

    For about a month (possibly more) I thought that I had to release my left click the moment I wanted to swing, otherwise I would just lunge until the end of the animation and miss the survivor.

  • I play all killers. Free licence to whine weeeeeee!

  • Because it would probably cause a totally unrelated bug where you walk into the basement and teleport outside of the map. You know, normal DbD things.

  • @Adeloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653594#Comment_1653594

    so you acknowledge that using stretched resolution give you an advantage or seeing more than the usual survivor ? With the best example being the square walls on macmillan estate : with streched you can see where the killer is going, without you cannot = huge advantage over the killer = cheating.

    What square walls? There's no way to see over walls currently, barring hacks.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654034#Comment_1654034

    For example on T L walls if you don' t see the red light and the perk lights up you know they are doubling back so you don't vault

    If you don't see the red light and the perk doesn't light up it usually means the killer is hiding it's light by looking away and is very likely to keep going so you vault

    I think that's what the op means in a nutshell. Probably gets worse the longer the loop is

    I get what you say, but it simply doesn't help for that imho. It tells them if I'm facing towards them, but it doesn't tell them were I'm going. In the example you make, even assuming spine chill triggered which I'm not sure of because I think it would be outside of the detection cone, I can still show up moonwalking from the direction where they "don't see the red light".

    @Akhaten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654034#Comment_1654034

    If you would have read the thread carefully, you would have understood that OP didn't complain about the speed increase as that is almost useless in a chase, but about the free info about the killer position and direction he is facing, making mindgames significantly harder for killers and easier to counter for survivors, without a drawback/cooldown/condition to activate.

    OP is saying that. I've heard that argument before many times, but I've never seen anyone showing an example of how spine chill could 'detect' a mind game. As I said above, looking toward something =/= going toward or even away from something.

    @xenotimebong said:

    Are there really survivors who are able to use Spine Chill to predict exactly what mindgame the killer is attempting? I’ve never known of anyone to actually do this, considering that in chase you need to be watching the killer and planning your route, it seems kind of unlikely that there are hordes of survivors with quick enough reaction times to pull this off.

    I feel like it’s much more likely that they either can see you, guess what you’ll do based on how you play, or just happened to guess a 50/50 correctly. If I’m wrong though and Spine Chill can actually be reliably used in chase, someone send me a video tutorial because it sounds like a powerful chase tool.

    No survivor is able to that, imho, because the perk simply doesn't provide that information. The only example I can think of is of survivors using spine chill to determine if the standing still spirit is phasing or faking. And even then, it's easily countered by phasing looking at the last location of the survivor. And that's because, for the third time in this post, SC tells them if I'm facing towards them, but it doesn't tell them were I'm going.

    I pretty much agree with everything you said.

  • If they implement early game collapse they'll probably add something like a slowdown cap to stacking penalties. Otherwise, it would be incredibly hard to balance.

  • While it's a pertinent observation, why would you walk across the map simply to pop a gen, especially as a low mobility killer? You'd be throwing the game by that action alone that you should avoid even with current pop timer. The issue in that case isn't PGTW. It's decision-making.

  • The Entity doesn't play favorites. It feasts on survival and death alike.

  • Scratchmarks sometimes leave patches where they don't spawn. Sounds are broken for either side.

    In other words, yes. Tracking is very hard lately.

  • You can't see over any current maze tile wall with any kind of stretched res. The fact that you could is a community urban legend. Stop believing anything content creators say for clicks.

  • Typical toxic SWF genrushing an afk killer. I fault the devs smh.

    /s

  • If BT gives no collision then the killer will know immediately if it proc'd and will simply chase humping the survivor until they get collision again. It removes the camping risk, because it could be tested immediately if BT is in play.

    It doesn't sound like a nerf to DS.

  • @Godot said:

    Pyramid Head is being nerfed so everyone is playing as him. Just went against 3 in a row.

    Don't worry, guys, Daddyslinger still exists!

    Well, I had to spend my cakes that I have on him.

  • @MrLimonka said:

    I mean, I'd see it as an advantage..

    He was healed, so not only he wasted the DS he could use for later, he also was left injured after the stun. It would turn out much worse for you if he just spent the time working on a far away gen instead.

    I agree. Very stupid play.

  • @Kind_Lemon said:

    Predator makes tracking harder. The scratch marks from being visible to being not visible because grass (which should logically show scratch marks BETTER) exists.

    Edit: it's like a mini-No Mither for killers.

    Can confirm. When I did the archive mission I couldn't follow scratch marks for the life of me. The perk definitely needs to affect them in a different way.

  • It's a known bug. One they're being very slow at fixing.

  • Every time I play Pig I always messo up trapping the first survivor and I accidentally tbag them.

  • Pop would still be perfectly viable.

    DS presents all sorts of balance issues because it's essentially a band-aid fix for built-in game mechanics that they don't want to touch either.

    The perk has just been bugged and trials were a tunnel fest. I'm sure the devs have enough data from those days and they weren't encouraging.

  • Alert is far better. Procs more often and it's very nice for looping.

  • @YaiPa said:

    tying perks to the chase mechanic is always a bad idea, considering how much trash the chase mechanic is.

    I think the devs already said they don't want to tie it to the chase mechanic exactly because it can be manipulated. Old Legion comes to mind.

  • @Deadeye said:

    I also thought about that combo already. Also looking forward to the mobility Insidious killers, hooking someone, kicking the gen beneath and finally being able to charge their power while camping the hook and still being undetectable, for example PH for the double down through the wall, Nurse for the grab, Demo/Slinger for the ranged attacks. Hell yeah, best will be the slinger with the insta down addon on 15m, or think about the Billy being undetectable and using the addon where you only hear the chainsaw within his TR?

    I looking forward to the pros being able to master this stealth capability.

    Sorry if I overreact, I just don't understand why they argue "we were afraid of it being too strong and now noticed it isn't" andthen decide to go for a 500% version of the perk, just to make sure their apprehension gets confirmed. But let's see what happens

    It's clearly the wrong way to buff the perk. They should have simply removed the highlighting aura from the gen.

  • It was a perk worth running only on Legion and Plague, who are killers who can already keep you injured at basekit. So, the healing debuff was irrelevant and the perk has effectively been buffed with the new penalty on other actions.

  • @UMCorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642891#Comment_1642891

    The only legit point I've seen is if you're going to do that to Pop, you should do that to DS as well. I have not seen one good reason why DS needs to be 60 seconds, especially in the same argument with Pop being nerfed to 45.

    I shouldn't have to set a stopwatch when someone does an unsafe hook. I should be able to punish that.

    DS is 60 seconds because that equals a hook stage, which is the time you would cut from a survivor if you tunneled them immediately. It basically forces you into breaking even.

    Now, for the record, I know DS is not exclusively anti-tunnel, but it's ALSO anti-tunnel. I'm not saying that 60 seconds are still a good choice or not. I'm just stating the logic.

    Lastly, I don't see at all how Pop and DS are linked. It just sounds like a case of whataboutism.

  • Thana actually feels like a buff.

    It's gonna be disgusting on Legion and Plague with Ruin+Undying. Get ready for a DC wave.

  • Possibly some server desync. I've seen a Nurse recently chain blink during fatigue. Dedicated servers have never worked well for Sally.

  • @Blueberry said:

    I just thought they went the complete wrong direction.

    They should've emphasized the silent gen progress part of the perk, not the explosion prevention. Making it completely silence the gen you're working on would've made for some fun builds.

    Now it's just still a perk we'll never see.

    With how broken sounds are in this game, changing technician to silence gens would probably end up in a bug making Ace sounding like Jane.

  • @Kumnut768 said:

    WHAT HAPPENED I DIDNT PLAY FOR 2 DAMN DAYS AND IT ALREADY BROKE

    So basically business as usual.

  • @musefan said:

    I played quite a few games as killer yesterday and the survivors I was facing used dead hard without any issues.

    So it's clearly not broken for everyone.

    From what I can tell it's ping dependant. With my 30 ping, as killer I always have to play around it carefully, or I will denied the hit even with some goofy delays. As survivor, I can time it perfectly and I still almost always end up exhausted on the floor.

    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642320#Comment_1642320

    To be fair, you wont notice if they got exhausted on the ground. I have situations where I chase a Survivor 3 times and the third time he uses DH, which makes it likely that it bugged out the first two times.

    Their falling animation looks different when they're exhausted on the floor. It's similari to when a survivor who's in a pointing animation gets downed.

  • The only nerf it needs is the removal of aura revealing from Undying. I don't even know why it's there. It's a classic example of the perk itself countering its counter.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640621#Comment_1640621

    I would agree with this in general, as I think someone who behaves like hot garbage in one role, would certainly not become a saint in the other. However, judging by my own experience, most people must not play both in equal measure as I simply don't see the kind of horrors from Killers that I do from Survivors. I play both roles equal, and I accept that how I'm treated as a Killer will be VERY different.

    That's likely selection bias. The ratio of 4:1 just skews perception and that's the reason why anecdotal evidence is unreliable.

    Imagine a scenario were 25% of survivors and 25% of killers are 'toxic'.

    On average, when playing killer, you would run into that bad apple every game, just because there are 4 survivors in a match and statistically on average one of them would be that one toxic guy.

    When playing survivor, though, you would run into that toxic killer only 1 every 4 trials on average, because there's only 1 killer per match.

    However, both populations would have exactly the same fraction of bad apples. If you sampled the exact same numbers of trials as killer and as survivor, you would be incorrectly lead to believe one population is worse than the other, if you just skimmed over the fact that you actually draw from one population 4 times more than the other for every single match. You can't asses based on trials, you have to assess for every single player.

    Now, imagine a similar scenario where survivor toxicity is the same as above, but 50% of killers are toxic. As killer, you would still get a toxic survivor every match on average. As survivor, though, you would still only run into a toxic killer every other match DESPITE the fact that that population has a higher fraction of bad apples. If you still assessed based on trials, you would wildly underestimate one population composition and overestimate the other.

  • WHY ARE YOU ASKING THE PEOPLE ON THIS FORUM INSTEAD OF THOSE WHO LEAD THE CHASE BACK TO THE HOOKED SURVIVOR?

    (Capital letters were intended.)

  • It's a visual bug afaik. I saw it happen with exhaustion as well. The icon stays up after the timer expires, but you're not actually affected by the status effect anymore.

  • If they're in the open or you have infection add-ons, puke on them until they get broken and the smack them.

    Otherwise, in strong areas, just spew a little bit of vomit to start the infection and then m1 immediately and rotate. This will also help with Adept, by the way, because it doubles the amount of hits you land on them.

    If it's a very strong tile were it's difficult for you to land the vomit, just puke on the vaults/pallets and chase normally. They'll get infected from interaction. You can also consider rotating immediately once they do, if the area is too strong and it's not worth committing.

    Infection on objects doesn't stay longer the more you puke, afaik. Only add-ons affect it.

    Corrupt purge is situational and a little rng dependent based on fountain spawns, if they cleanse, etc. Because it's on a timer, you simply pick it up when you have a target or when you know were a target is. Especially good if it's multiple survivors.

    Other than that, it's normal killer fundamentals.

  • No reason, honestly. Most ttv I run into are mediocre to bad.

  • @MaybeShesCrazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639790#Comment_1639790

    I play solo. Most of the time I'm doing gens alone (getting crappy BP for it too) and left to die (like just now) on a hook, at end game, after I've saved everyone else). I've noticed it on occasion but had absolutely NO idea how widespread it actually was. I'm focused saving, and doing gens - not watching what other teammates are or aren't doing to the killer.

    DCing - I hadn't seen too many. Maybe 1 every 10-20 games.

    I'm a killer main and when I play survivor it's solo. DCs don't magically become more frequent when you switch roles. Seeing ragequit hook suicides is not hard. Seeing tbaggers at the exit gates or when they loop near you is not hard. Same for flashlight clickers. The list goes on for all kind of childish behavior. The point is that it just sounds contrived that you suddenly had this epiphany when you switched roles and then you jump in here singing the praises of a seemingly oppressed minority.

    Also, try to see the whole disconnect in your story-telling and reasoning. You say you don't notice survivor toxicity when you play survivor. However, you promptly embrace and justify toxic behavior yourself by bleeding out survivors who in your eyes are 'guilty' of trying to rescue a tbagger, while they might've simply been oblivious, just like you, to the fact that that person tbagged.

    Honestly, I gave you the benefit of the doubt the first time around. Now, I just think this thread is the typical bait of you-vs-us arguments that plague this forum. No offense.

    @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639790#Comment_1639790

    I believe him. I play both Killer and Survivor in equal measure, and I can assure you that his experiences are mild compared to the average Killer day. Most of us who play Killers have become jaded to the obnoxious behaviors. I barely notice Tea-Bagging anymore, or rather it doesn't raise my blood pressure. I just coldly note it and continue with my game. The word has kind of gotten around that I do record every game I play and I do report (with video evidence) every violation. The upside of the tedious process is I get less and less salt these days. The Salty simply say "nothing" at all... no GG... no whining or whinging... nothing. I am fine with that. I wouldn't go so far as to say 75% of the Survivors I run into are obnoxious. I put the numbers at 40-50%. I'm pleased to say about 10-20% are actually quite nice in the post game.

    When I play Survivor nine out of ten Killers I play against (that can talk post game) will give me a GG, some nice feedback, and even the odd compliment. Only about one in ten does obnoxious stuff like slugging me down as the last Survivor and then tea-bags around (Ghostface) until I bleed out. This kind of person is defective, but mercifully rare. I don't get offended by being camped (not even face camped), tunneled, slugged, or being hit with a Mori. That is just the game. So as long as the Killer is polite afterwards, and isn't using hacks (oddly enough I don't think I've ever run into a Killer hack yet... they must exist but I've never seen one), we are good.

    The problem is there is a disparity, and sadly the bulk of the awfulness is Survivor side. They provide more Salt, and (so far) all the Hacks and Lag cheating I've encountered. Like it or not, we have to police our fellow Survivor players and stand up to the garbage antics. The Killer should not be the only one reporting the foul language, abuse, and such at the end of the game. Survivors who don't engage in it, but are there, should be reporting it too. More to the point, I call that stuff out when other Survivors do it, and I will remove them from my friend list instantly. I'm not going to into battle with people who behave like that because their behavior DOES reflect on me.

    I'm sorry, my dude, but your whole post is hard to follow because it just reads like a self-complacent rant. Your story lacks credibility the moment you said the following:

    When I play Survivor nine out of ten Killers I play against (that can talk post game) will give me a GG, some nice feedback, and even the odd compliment.

    I don't know in what kind of parallel universe your DbD exists, but kinda ask the Entity for me if I can join. You get a gg 9 out of 10 times by killers and survivors alike only if they won, with the odd stupid remarks the remainder of the time. When a side loses, however, you get silence, aggressiveness, or a gg, in this order.

  • Not saying I don't believe you. I'm just saying that if what you describe is so widespread and you usually play survivor, then you should have already noticed all those things coming from your fellow teammates. You really wouldn't need to play killer to see all of that.

    It's not like people don't DC or teabag when you play survivor.

  • It's a pvp game. The scare factor is going to go away fairly quickly, no matter what you do.

  • @BattleCast said:

    That window at the bar is actually a god window btw. it’s One of the very few ones left in the game, and not many people know how to run it. I actually think if you get blessed with all 3 bottom floor windows then it actually becomes an infinite when run by a very skilled survivor, but I could be wrong on this as I haven’t seen all 3 bottom floor windows spawn in a while.

    There isn’t much you can do when a set-up like that spawns other than just hoping nobody on the survivor team actually knows how to run it.

    Yes, at least as of just before the latest chapter patch it was still possible. You could have the windows as in the op drawings plus another window on the other side. I know because I recorded a game with that layout.

    Also, I just played a game on Father's Campbell with 3 windows open on the bottom floor. Absolutely disgusting.

  • I find it only works in situations where you actually don't need it anyway. In all other instances, it just becomes a liability.

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