ByeByeQ
ByeByeQ
About
- Username
- ByeByeQ
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@PaintedDeath said:
I dont believe DS should be a 5 second stun.
It's not really a 5 second stun. It's effectively 4 seconds because the survivor can't move for the first second.
That's why a 3 second stun is so laughably weak, because 2 seconds just isn't useful unless you went down right next to a pallet, window or a teammate ready to blind the killer or take a hit.
DS is not strong enough in its current form to justify it taking up a perk slot.
Maybe 5 seconds is too much, but 3 seconds is certainly not enough.
-
@Ivansanchez224 said:
Go to the other hook that’s probably like 5 inches away lmao.
You don't play killer much do you?
Hooks don't tend to be "5 inches away" from each other. (Except a recently bugged Coldwind Farm.) On large maps like Mother's Dwelling, Eyrie of Crows and others disabling a single hook can create voids in the map where if a survivor goes down there are no hooks a killer can take them to, especially near the edges of the map. An altruistic team on one of those maps can prevent hooks with Breakout, Sabotaging and good ol' body blocking.
I run Agitation on almost all my killers to combat this issue.
-
I run Agitation all the time because hook spawns can be really bad. It also makes Pain Resonance much more useable. Thrilling Tremors might not be strong but I love it with this combo.
-
@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3141821#Comment_3141821
this is so false my guy
What's false?
Wraith is in the bottom 10 killers easily. He is fine the way he is, he doesn't need changes. Currently Spine Chill and Circle of Healing decimate him. Unless he is running the best addons, he is weaksauce.
Of course he is a noob magnet, he comes with the base game. He is a great killer for noobs to learn the basics with.
I still enjoy a Wraith game myself. If I wanna go fast I can do some Windstorm and Play With Your Food. I really like using him for green and purple glyph challenges.
Sigh, I just realized you're just trolling.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3140937#Comment_3140937
Sure, I'll get good. Let me just install my auto aim hack, and do the devs' jobs for them. /s
So the devs job is to make the game easy for you? Or is it to try and make it fun for everyone?
You act like anyone can just pick up the game and start spinning killers like it's easy. It's not.
- Spinning takes some mechanical skill that some players never actually pull off well, since it requires spinning the survivor in one direction while spinning the camera in the other for it to be most effective.
- Spinning also takes timing. A survivor can't just start spinning once the killer gets near and have it be effective. They have to spin at the right moment or find the right spot on a tile to even attempt it. If they do spin to early they often just bump into the killer and stop moving and the killer gets an easy hit.
I am not a very good spinner myself, but when I make a killer miss it's the best feeling in DbD. I don't think I could enjoy playing survivor anymore at all if it was removed. I also wouldn't enjoy killer as much because they couldn't effectively dodge.
Maybe getting good is not your problem. Maybe you should go play something else like Candy Crush. The candies can't dodge you.
-
Wraith is already bottom of the barrel. He doesn't need nerfs.
Get good or run Spine Chill.
-
One thing that Reassurance will most assuredly do is remove the time constraint from unhooking a survivor in a timely fashion.
As long as the survivor can make it to within 6 metres of the hooked survivor they can extend the timer by 30 seconds. The killer will no longer be able to return to the hook to punish a late unhook or ensure the survivor goes to the next stage or die. Survivors will even be able to stay on that gen an extra second longer before going for the unhook.
This perk isn't going to just punish face campers. It will punish all killers. That's why it will be meta. (Assuming they don't nerf it hard.)
-
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3137396#Comment_3137396
Do you really think after like months of fixing it they still didnt notice how it works? It's 100% intended and if they didn't mean for it they would re-use the Bloodrush code
This is BHVR. They are notoriously cheap with bloodpoints. They also do tons of things that are not intended and fail to notice things for years. Also, they appear to have forgotten how how to do things critical to DbD, like making maps that play well. That they also use +100% instead of 2x in the main menu is huge.
If this goes live like this I'll immediately head to the LFG forum to find others with flans, cakes and BPSes and farm the bejesus out of it until they nuke it.
Mark my words. If the incentive actually goes live actually acting as 2x multiplier it will at most last 3 weeks. They will see people bragging about getting 400k+ per game and they will gasp and say: "We can't have that!" They might even kill switch it again.
-
It's because as survivor you have less control over the game.
- You might get tunneled all game. This leads to getting a bunch of Boldness points and nothing else.
- You might get ignored all game. This leads to getting a bunch of Objective points if you sit on gens. You have to go out of your way to get points in other categories like doing totems for boldness.
- You might work on gens alone. This game puts too much weight into cooperative actions. You can do 3 gens alone and an exit gate and still not max out the Objective category.
- You might not get unhooks. Short of escaping, the best way for survivors to get bloodpoints is to unhook.
- You might not escape. Escaping is worth 7k points which is a huge swing. If you don't escape you usually are getting less than 2k in the Survival category.
- The killer might have a bad game or AFK. In a game where a killer fails/neglects to injure or hook survivors it can be hard to get Altruism points. This also tends to happen in Plague games.
- Other survivors might not rescue you or sandbag you. This might lead to premature death which has a detrimental effect on your bloodpoints.
Also you didn't run Prove Thyself. That's probably the best perk in the game right now for help survivors earn more bloodpoints be game or PPM.
-
This is an awful suggestion.
- Survivors would never actually have to go to rescue another survivor off their first hook. They could just sit on their generator and let them hang.
- As soon as the killer is away from the hook the survivor would have an ~11% chance to unhook themselves for free. That's not even accounting for luck offerings or Up the Ante.
- Hooking survivors would stop giving map pressure to the killer. Why bother hooking if no one has to come to rescue them? If they slug then at least some other survivor has to get off a gen to come pick them up.
- This would lead to more slugging. If a killer manages to get a 4-slug, they should let anyone they have yet to hook bleed out on the floor if they want to guarantee the 4K.
-
How can they even be called challenges if there is no challenge? You don't even have to survive to get a silver Unbroken emblem where is the challenge in that.
You don't have to complete them in one game and you can switch to killer and do devout emblems. There are options.
They have a simple system for the archive. If it's page 1, they call for bronze emblems, page 2 silver, page 3 gold and page 4 iridescent. Since the rewards are better the challenge is harder.
-
This is just silly. A lot of the "techs" are unintended effects in the game being exploited. They should be looked at on a case by case basis.
Window tech, spinning, FOV tech, shift tech, and all other survivor techs that I currently know of are fine. They generally have a low probability of success and once they killer knows what you're up to they stop working. I'm even fine with the locker blind flashy saves. All of these techs lead to a generally fun interaction between killers and survivors. Survivors think they actually have useful tools and get a nice dopamine hit when they actually work and killers be like "Nice try but I ain't falling for that tish."
Other "techs" have a much higher probability of success and are very hard to counter:
Blight's hug "tech" I consider an exploit straight up. It should be removed for the same reason Dead Hard got nerfed; it's far too powerful and versatile. The counterplay to it is completely unintuitive and can leave survivors lying on the ground often wondering how that was even possible or "oh he used that stupid exploit again." Even if a survivor knows how to counter a hugging Blight, the Blight can often bump into something and take another shot at the survivor in the same set of rushes.
Heal tech is another stupid one. I do think survivors should have a reliable way to block killers from picking up, perhaps being able to body block in a certain position, but heal tech is just stupid. It often just leads to the killer feeling robbed at the gate when they definitely should have been able to pick up. Also the hit box for survivors is so broken when healing a downed survivor and that just leads to frustration as well.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3140755#Comment_3140755
Uh, yes? They should still have to press the attack button, but they should get the hit if they're close enough. Don't you think all this is a little ridiculous? The game always forces killers to hit the body blocking survivor instead of the one that they want when they go for a lunge and it gives them a short one because the blocker is closer. And yet when you lunge at point-blank range, the game allows you to overshoot the survivor with your lunge? All I ask is for a little bit of consistency, which 360ing denies.
Most of the time if the survivor has to resort to spinning you are in a great position to get a hit. Even if you miss, most of the time you will get the hit in the next few seconds. So 90% or more of the time you are still getting a hit. It creates an interesting interaction between the players, unlike if the hit is 100% guaranteed.
Get good. They did.
-
@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3140856#Comment_3140856
That’s what I’m saying.. lol. They aren’t patching the hug tech.
Oh?
-
Save the Best for Last is so good right now.
-
Agitation and Adrenaline.
-
@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3140769#Comment_3140769
The thread is about buffs, not nerfs, that's why "no change" as they dont need buffs.
You did not make that clear in the title or in the OP.
-
The Nurse - No need to change
The Blight - No need to change
I can't even take this list seriously, especially when your avatar is the Nurse.
Nurse at minimum needs:
- Make any attack where she uses 2 or more blinks count as a special attack.
- Make it so if she blinks through a falling pallet she gets intercepted and pallet stunned.
- Make it so that if she gets hit with a pallet during her fatigue the fatigue is interrupted, the rest of her fatigue negated and she gets pallet stunned.
Blight at minimum needs an addon pass. Compound 33, Alchemy Ring and Adrenaline Vial should all get looked at. If hug exploit can be fixed it should be.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3063045#Comment_3063045
No, the hitboxes did function properly, for the first time in a long time. Survivors could no longer just spin their joystick and reliably deny a killer their rightful attack. Removing the animations entirely and going back the old ones was complete overkill.
What do you want to happen? If the killer gets in range they should get a hit 100% of the time?
That's really boring.
Also old spinning was way worse than it is now.
-
I don't give the killer free kills. I want that 7k survival points and I don't want to tank my MMR. I get too many new or bad teammates as it is.
I also don't tea bag, click or hang around unnecessarily.
-
@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3118260#Comment_3118260
The rating drop is pretty telling, you would think the developers would perk up and start listening.
The only way BHVR will listen is if it has a noticeable effect on sales. The Wesker chapter is going to sell better than poutines in Montreal at lunchtime, that's all they care about. A few percentage point drop in their score on only one of their platforms means nothing to them.
-
That is so brutal. Pharmacy is a dead perk. It should always make chest searches faster and quieter, then it would at least be marginally useful.
Old Pharmacy with Appraisal used to be amazing. I doubt it was intended but every time you rummaged a chest before completing your actual first unlocking you got a green med-kit every time.
-
I remember playing right after the movement update and it was boring from both sides.
The survivor movement was so awful that it didn't just kill spinning, it killed almost all techs survivors could use to dodge a swing. Window techs, corner-spin techs, FOV techs, etc. well all off the table at that time. The killer would swing and get a hit and that was the end of the story.
Survivors need to be able to do something to try to make the killer miss or just extend the chase by a few seconds even if it is a low probability thing like spinning or other silly "techs." It keeps chases interesting.
I say this as a killer main too. Show me your best moves baby!
-
As a killer, when I get sent to maps like RPD, the Game or GoJ, I usually assume it's done with malicious intent. If these get used they get no quarter, unless they want a quarter ounce of salt.
All other maps... we cool, I don't care. They might just be using offerings to break up a 4 swamp streak or something.
-
This would be cool but the Slinger would have to suffer an extended reel animation like knocking the wood off the harpoon or something. An animation that could be affected by Brutal Strength but not reloading addons.
-
This chapter might improve queue times if the matchmaking incentives return.
-
I actually enjoy going against these types of players. They're not doing generators and they are taking risks. Often they get into the locker healthy and leave my shoulder injured, they got a fancy save and I still got to injure them, that's a win-win. Once you're on to them you can almost always find an opportunity to mess up their plans.
-
I actually like this idea, as a perk.
Once per game the killer could take back a completed generator. The killer has to complete a kick that takes 5.4 seconds and has a unique global alert sound for survivors and the gen count rises by 1. The generator loses 33% of it's progress and regresses at 200% until it is touched by a survivor.
This perk could not be used if the gates are powered.
-
I really like this idea. A small but good change.
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/341796/give-boons-a-directional-thunderclap
How about no?
Boons can be relit as long as there are bones. Hexes should work the same way.
They need to both play by the same rules.
This is ridiculous. Killers and survivors have never played by the same rules. Totems have never operated that way either as survivors have never received a notification that a hex has lit, be it Pentimento or NOED while killers have always gotten a boon thunder alert.
-
They could do something like generate maybe 6 scourge hooks that have 2 uses each before becoming regular hooks.
-
I'd love to see a DbD 2.
I just don't want it made by BHVR.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3138849#Comment_3138849
But you can't even do that a lot of the time. Are you seeing these gens?
And sometimes I can do it at 5 gens left. What's your point?
-
By BHVR's own logic in removing the bloodpoint bonus from BBQ and WGLF they should remove Prove Thyself's bloodpoint bonus. This would reduce its usage rate from players like myself who only run it to easily max out the Objective category and earn 10k BP easily. Hopefully they'd buff scoring in the Objective category to compensate.
I agree on the maps. BHVR's last 4 outings in map creation are the worst maps in the game. Soon it'll be 5 when we get 2 awful RPDs.
-
Some time between when the realms freeze over and never, so you best learn to be patient.
-
In a normal game, usually no.
If the survivors brought streamers, cakes or flans I'll give hatch if I don't let them all go.
Sometimes survivors can also win the "hatch lottery" when the hatch spawns near them and I feel generous or giving hatch is just more convenient that hooking them.
-
Midwich is the strongest Nurse map in DBD.
-
It might be the worst strategy but if I can 2 hook everyone before killing them all I certainly feel like I had a good round where I accomplished something rather than taking the easy way out.
-
Can please you just answer the OP's question?
Please share with us why you love DbD so much.
-
I always imagined the All-Kill chapter presented the opportunity to create one of the darkest maps in DbD. Chasing shadows silhouetted against fire and neon. Places lit by flickering fluorescents. Places with loud unique footsteps like puddles, sleeping homeless people, piles of garbage and broken glass to offset the lessened lighting.
Truly a missed opportunity.
-
Gen spawns and hook spawns are still awful in DbD. One of the biggest RNG elements in the game on every map.
Sometimes gens can spawn too close together and the killer gets a really strong 3 or 4 gen. Sometimes the gens spawn spread out and the killer doesn't have a very good opportunity to defend gens at all.
Sometimes in certain sections of maps the killer downs someone they only have 1 hook they can possibly carry a downed survivor to. Destroying 1 hook can create massive dead zones. On multi-floor maps like the Game or RPD it can happen where there is no hook at all the killer can carry a survivor to, even with Agitation. Sometimes (especially on Coldwind recently) the killer gets a close easily campable group of hooks. Scourge hook exacerbates this RNG; sometimes the killer gets no Scourge hooks at all in a game and in others every hook is a Scourge Hook.
-
I think SoloQs do need something to help them out that SWFs don't get.
But Kindred is arguably too strong. Some even call it a meta perk.
Base kit Empathic Connection and something to help them hold on to 1st stage (like a 5 second Self-Reassurance) a little bit longer while that late rescuer comes running would be where I'd like to see them start.
-
I play a lot of SoloQ... or well I used to before 6.1.0. I loved to be a hero. Even if it meant my own death I would generally try to save and help my team as much as I could.
When I play solo survivor now... 7k is a bigger incentive to leave my team to die...
-
I'll admit to having some funny moments thanks to the zombies. I've also had some extremely stupid and frustrating moment thanks to the zombies as well. Both go for both sides.
They could delete the zombies and I wouldn't miss them, even if Nemesis didn't get an offsetting buff. The problem is that without the zombies, it's hard to give Nemesis a full slate of addons.
-
Will I buy it at launch? No.
Might I buy it eventually? Yes, after it goes on sale and if another game doesn't steal me away first.
-
I continue to play DbD because:
- I still find moments of fun or joy in DbD.
- I enjoy the chase and there is still no game out there that is a better chase game.
- I can enjoy DbD without paying anything. I haven't spent a cent on DbD since buying the first RE chapter and am waiting for Pinhead to go 50% off before spending again. Yes, I will wait for RE2 to go on sale before buying it, Reassurance and Wesker be damned.
- I remember a time before Rifts/Archives when DbD was on the path to greatness, instead of where it is headed now.
- And frankly, I am addicted and invested.
I don't like DbD and BHVR. If BHVR treated DbD and the community with respect I would happily pay much more money to enjoy the game. As it stands now, if another company managed to produce a better and more polished chase game, I'd drop DbD in a heartbeat and never look back. However, competitors have yet to focus on the chase aspect enough.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3137702#Comment_3137702
Sources to prove she’s overpowered. No proof = meaningless.
https://forum.deadbydaylight.com/en/discussion/comment/3137962#Comment_3137962
A solo survivor got over 400 escapes in a row, is solo survivor busted? Or is it maybe, gee, almost, super good players will be better than what matchmaking can match them against almost always? Wow, gee, I sure can’t tell what will happen when a semi frequent comp player using hyper strong builds goes all out in pubs.
You mean someone claimed to get 400 escapes in a row as a solo survivor. There is a huge difference between claiming a feat like that and being able to prove it beyond a doubt. If you actually believe that, you truly are gullible.
-
This raises an interesting possibility.
If there are only 2 survivors left alive the killer should be able to open the gate to make the game end sooner.
In this case the killer can't tank their MMR.
-
In their eyes it's clearly not a disaster. There is no drop in the player base. No one is actually leaving the game, according to Steam Charts.
They'll get nice boost when Wesker drops and the shareholders get paid, they don't need to care about us.
-
@Nathan13 said:
After 10 minutes of survivors doing nothing I think maybe the entity should make the survivors scream and reveal their locations for 3 seconds.
10 minutes might as well be 10 years.
-
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3137210#Comment_3137210
Sorry to step on your doubts,that IS how they work and how they continue to work on the PTB,unlike the bloodhunt.
Wow. I doubt that's intended. Enjoy it while it lasts.
