Carth
Carth
About
- Username
- Carth
- Joined
- Visits
- 6,275
- Last Active
Comments
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2816418#Comment_2816418
They turn off your TV's that wastes time, and doing so also reveals their location. And its not something as hard to track as say Plagues fountains where it can some times be a little hard to keep track which one was just used and which ones were already there, if you see a gen with no TV near it, it means some one was just there.
Also them taking it out builds 2 points of Condemned and if they stay on the gen they build it further. The TV also doesn't stay off long enough for them to stay on the gen for the full 80 seconds.
These are just my observations from PTB with the little time I spent in it, and so far it seems I was doing quite well, she punishes greed HEAVILY and I really like that about her since theres not really another killer like that.
I am legit wondering if I am being baited here. How is a .5 second animation "wasted time", it's nothing. If we wanted to 'waste time' interacting with a tv would take 10 seconds minimum and so would re-inserting a tape. Condemned is a joke, you can erase 4 stacks at any point in time. Sadako punishes greed in what way? Being able to teleport != 'punishment'. You seem to think being able to go from point A to point B instantly is a big deal. If it were truly such a big deal demo would be considered one of the best killers in the game.
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2816385#Comment_2816385
She is far from a weak killer and is actually pretty decent. Problem is from what I can gather is she has a very unique playstyle and you need to keep a lot of mental notes with her
She has what is probably the best map mobility in the game and theres an added bonus of having pretty good game delay. The game delay comes in the form of Condemned and you're able to have a pretty good idea of how much Condemned a Survivor has if you pay attention to the UI. Static on them means they have a tape and if there's no static they don't have a tape. Its almost always safe to assume that if they have a tape on them for quite some time they are probably pretty close to getting fully Condemned which leads to a kill. Survivors obviously want to avoid this and are most likely gonna have to insert the tape which is always the furthest TV from which they pulled the tape from.
She also has what is possibly the best stealth ability in the game which has literally no cooldown and has a passive phasing similar to Spirit which can definitely throw people off, and theres an indicator showing when it happens on your end meaning you can actually make plays around it.
Best map mobility in the game
you can't say this when survivors can literally hold M1 for .5 seconds and turn her mobility off. Imagine if you could interact with gas cans around the map and turn billys chainsaw off, or Blight serum, or any of the mobility killers. Mobility is worthless if you cannot use it to approach survivors and good survivors will always turn off the closest tv to the gen because 7 stacks of condemnation is hilarious to build up and 2.5 seconds of total animation time will get you the tape + put it into a new tv. The only limiter here is travel time at 4.0 M/S and a buildup rate of 1 condemnation stack per 30 seconds of holding a tape.
Want to explain to me the math of how you can build up condemnation/take advantage of her "best map mobility in game" vs a swf who turns off your tvs?
-
No wonder my survivor queues have taken so long, It's trying to find other survivors. All this time I thought killer pop was low but thanks to OP I see now its a survivor population problem.
-
"m-m-maybe killers just don't understand how to press 'w' with this killer??"
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2815231#Comment_2815231
I didn’t say I wanted broken survivor perks, I want perks that are not extremely situational like the other boons.
Yeah and NoEd should teleport you to a survivor, and save the best for last should get exposed at full stacks. These perks are far too situational.
-
@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2812220#Comment_2812220
Dude I literally only brought up stretched res because people are mad it's gone I literally say that in my post. What you're trying to say isn't the point of the post brotherman.
"Since stretched is gone"
"can we fast track that anti camp prototype"
Rrriiiighhhttt.....
-
@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2812210#Comment_2812210
Yes the dev's put time into fixing this which took resources so yes I'm asking for it to be done soon I'm not really sure what point you're trying to make to be totally honest. If you're saying I'm comparing Camping to Cheating you're incorrect. Also that is more aimed at how many people are raging because stretched is removed I'm saying if the prototype is added soon you will see more malding hence why I even said anything about stretched res.
My point is you're not asking for it in a vacuum. The entire premise of your thread title and OP is a 'tit-for-tat' that since stretched is gone they need to implement anti-camp asap.
-
@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2812191#Comment_2812191
You miss the part where the Dev's already confirmed this is coming right??
Also just to make it clear this isn't a buff more of a balancing as this playstyle is outdated and I'm refering to the classic down a survivor and facecamp them to make the match easier and slug everyone else.
The devs confirming it is coming has nothing to do with your post asking for it be done asap due to stretched res being removed.
-
"since you took out cheating can you just bake something akin to that/huge buff for survivors into the game?"
-
The game came out in 2016 and has had almost zero major updates to its core gameplay loop in that time You are either a 110/115% killer with either a bad/meme tier power or very heavy zoning/anti-loop potential. Sadako is a killer who is an all or nothing (literally get 7 stacks of her debuff and kill the survivor or it doesn't matter at all) who has TONS of counter play in that regard(popping out of a tv is only +1 , there is no natural gain over time unless you choose to grab a video tape and NOT go solve). Solving is a -4 to the counter. Explain to me how the math works where you can reliably make use of her power against anyone who has a brain and knows what she is about. If we remove her tv shenanigans she is literally a worse wraith+Fredddy.
Edit: They had SUCH good ideas with pinhead and debuffs, I don't understand why they didn't do something like nix the mori completely and make status effects happen per level so that sadako can get value out of her power the entire game + punish survivors who choose to not get rid of her debuff. Instead of that we got "hey you should really only be concerned when you are at 4+ stacks and then go solve".
-
People camp because against competent survivors unless are playing Blight/Spirit/Nurse 3 gens popping on the first hook is normal.
3/5 != 1/12.
-
Boil over era:
"Lul just slug! Let them bleed out"
"They're throwing the game if they are truly abusing boil over"
"If they are making a point to run up there...Just presssure gens??"
Killer bodyblock era:
"Impossible"
"remove pls"
"not fair for survivors!"
-
Deathslinger at high ELO had a higher kill rate(1 player played him). Nerfed strongest addons.
-
As a 110% there are infinites/pseudo-infinites you can't deal with in a reasonable amount of time and should just abandon if a good survivor is looping there(LOL just BHVR things :) )
-
Tee hee -time on wiggle for great skill checks
Tee hee also no more wiggle regression for slugs
Just BHVR things! They're so minor...besides killer kill rates arent exactly at 50.00% across the board :( we gotta reduce those kiill rates somehow
-
@ukenicky said:
If a survivor brought DS and held onto it until the end game and they get the chance to use it I see nothing wrong with that. Same goes for a survivor who brings BT with the intent to save someone else, that's fair imo because they brought that perk to help someone else rather than all selfish perks. And finally DH, this one is a bit harder to justify since it undoubtedly feels like BS to lose a hit to but it is a valid exhaustion perk that is in the game so again, if they brought it they can use it.
Just like how killer can bring strong perks of their own. If end game scenarios like this have you down I think your best bet would be to use No Way Out or maybe even more end game perks that make EGC significantly more difficult/amp up pressure on survivors. I hate NOED but heck even that is completely valid too. I use early and mid game stall perks personally but this is mostly because I don't have things like No Way Out and Bloodwarden but from my personal survivor experiences, No Way Out is incredibly painful to deal with and very effective. Also shout-out to Save The Best For Last, it makes camping in those situations into wins for you as you can much more easily trade with the reduced attack cooldown.
The problem with this is that there is literally zero killer perks comparable to the ones described. Can you imagine an Anti BT? "When a survivor safely unhooks another survivor, they are reduced to 50% move-speed for x seconds". Reverse DS? If a survivor touches a gen before being healed to full they are stunned for 20 seconds? Maybe a reverse DH? Coup De grau on a 45 second cooldown. Press ctrl to extend lunge range on your next M1.
-
@ThatOneDemoPlayer said:
Most M1 Killers have a high killrate, that's why they're not getting buffed
50% is high??
-
You can't win if its EGC and you are up against a decent team and 3+ are alive unless you have the ability to one shot down. The person on hook will be protected via BT and will body block the unhooker. Typically the speed boost from getting hit + DH/exahustion will be more than enough to get them to a gate from any point on the map and both gates will be 99%'d. The other survivors will also be trying to get in your way. If you are playing an extreme mobility killer/they move into a dead zone you have a chance otherwise it's basically a guaranteed escape. This is without even considering DS which I don't think is that good since the nerf. All you need for this is BT + smart plays on the survivor side and everyone bring an exhaustion perk.
-
This wouldn't be possible. Let's take a look at BHVRS only implementation of AI so far, zombies. Originally they horrendously tanked the performance of last gen consoles when they got added and BHVR over time improved them but we all know how terrible/awful they are currently with getting stuck inside of terrain/doing nothing the whole match. This can be vaguely hand waved away with 'they're zombies!! They're supposed to be dumb'. Now imagine how much more often a killer bot would need to recalculate to determine things - when/where to use power, determining if a more optimal path exists. I mean if the real ask of this is to introduce a freebie bloodpoint mode then sure I guess but the actual AI would be absolutely garbage tier and easily breakable.
-
@Superyoshiegg said:
The 'holding W' argument is so stupid.
Only the DBD community would complain about the opponent running in a straight line.
Wouldn't want to make it actually a challenge to catch anyone now, would we. 🙄
Challenge equals "I literally cannot chase this person because it will be a 60 second investment chase as an M1 killer, and even assuming a best case scenario for me I will trade 3 gens for 1 hook"?
-
SBMM (ignoring how good/bad the scoring logic is) only functions if there are equal numbers of players across all skill tiers. If the best players cannot find matches then you either A. have to place them in matches they will likely stomp people in or B. You make it so they never can play.
-
@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794287#Comment_2794287
When you're standing at the exit area just being a flog for no other reason than you're a flog?
My entire point is you cannot enforce a rule based on a vague justification. Is the speed limit a generic 'dont drive too fast' or is it a set concrete number because the former is too hard to enforce. The same applies to 'dont be a jerk'. What constitutes being a jerk? How do you define that in such a way that you can enforce it? standing inside the exit gates & t-bagging? Ok survivors will stand right outside of them. T-Bagging/flash light clicking? Survivors will do the next best - thing picking up/putting down items. Killers hitting you on hook? Ok now they will spin in circles in front of you.
Regardless of the rule & intention if people want to irritate you/deliver a message in game then they can easily do so.
-
Awful idea, what determines a t-bag? 2 crouches? 3? 4?
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2794208#Comment_2794208
If it’s not, then why haven’t the devs removed it after 5+ years?
Because there's not a great way to do it that doesn't feel awful/require a big change to their code that could break other things
-
How can survivors enjoy tunneling gens?
-
I'm fine with base kit BT if it means you lose collision and cannot body block for your savior/another survivor.
-
If by base kit you mean a rushed vault will turn off dead hard for survivors? sure.
I'm assuming you mean a free dash with no exhaustion tho? So a survivor could bring dead hard AND lithe? That's a huge amount of time from lithe dash + hit + dead hard for distance.
-
The problem is perks were band aids to problems that cropped up. Face camping/Tunneling/terrible base gen regression & gen tapping/Slugging/Early game pressure.
-
I mean the fact that you area comparing it to arguably the strongest survivor item at the best tiers(green/purple medkits) shows how strong it is. Also yeah, if you are playing against bad survivors who eternally try to re-boon then yeah it's not a big deal. Play against a team of smart survivors who bring it and don't play dumb and your opinion might change.
-
"new meta"
"meta shakeup"
Can still run Dead Hard, Borrowed Time, Circle of healing/x1, Boil Over/x2. Or any variety of the meta since survivors have always had 1-2 slots 'free'.
Yeah totally different games now that a bully squad swapped out their iron wills for Boil Over.
-
My guess is dead hard for distance is gone but when you press 'E' you now get a 3 second shield. If the killer hits you at any point during the shield they get stunned for 5 seconds.
-
CoH: Check
SWF: Check
Overpowered addons: Check
only 3-4 killers being viable vs a team of anyone paying attention and with good game knowledge: check
Survivor mains: "Why do the queues take so long???"
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2762439#Comment_2762439
Why? The game -isn't- a vacuum. You can't just look at the output without also considering the range restriction and time it takes to bless a totem, plus the possible counterplay of snuffing the boon. Removing the heal speed boost entirely would make it borderline useless because it would take way, WAY too much time to get any value out of it. 46 seconds base, not counting the time taken to find the totem or move into range.
And if you remove the self-care, it'd only work for swiffers.
I agree with @Gwinty : CoH should just get a range reduction. Boons should have individualised ranges, with the smallest range perks overruling the longest range perks in case of boon stacking.
And? They nuked 'tunneling' perks into the ground for killers. Why can survivors maximize gen efficiency/healing and be rewarded while literally any killer time efficiency Strat is nerfed into the grounds/extreme counters via perks/addons are provided for?
-
@Lat0 said:
They're really strong but not that broken, y'all exagerrating.
Medkits are more powerful and they don't even take slots
I wish there was a downvote option, would love to see how low negative numbers could go
-
When I slap on meme perks and run into 4x DH, 2x BT, 1x leader, 2x we'll make it, 2x CoH, 5 perks of whatever the survivors want yeah it makes me have zero desire to play the game.
-
Zombie AI is really bad. To be fair it is also probably really hard when you combine how spaghetti DBD's code already is + limitations of old consoles. If you imagine each potential point a model can stand on the map as a set of coordinates, let's just say x and y to make it easy. The zombie AI needs to determine the zombies own location on the graph (x1,y1). Determine a detected survivors position on the graph (x2,y2) and then determine a path to take to travel from x1,y1 -> x2,y2. If it's a straight line it can be really easy right but when we layer in geometry it suddenly gets really really difficult. If a zombie incorrectly paths and gets trapped/stuck do you have it recalculate a new path to navigate out? How often should it be checking to see if its stuck? We already saw with the release of nemesis the performance tank really bad so I doubt BHVR is interested in AI/improving the zombie AI after the nemesis experiment. They can probably improve it, but the 'easy' fix is probably pretty taxing to older systems.
-
Im honestly surprised this same buff didn't make its way to second hook state. Hit a great and pause the timer for x seconds! It's a silly buff that shouldn't happen. Add the skill checks to improve the accessibility for sure, but remove the greats or at least be consistent(some skill checks have greats and some don't just cause!).
-
Hex lullaby is a terrible perk as is the argument that 'new players will suffer too much' if its good. What about a new killer who gets dead hard validated and hears a scream but gets no feedback other than the survivor running off? The game does an awful job of explaining everything to players(whats a tile, whats looping, what killer power does what, what addons do what, what special effects do), limiting perks based on how bad of an experience it is to new players is how we end up with trash perks like lullaby in the first place.
-
@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2745315#Comment_2745315
"I can change my steam name to something racist"
That can be reported"
"I can hard tunnel survivors with certain skin colors/gender"
That can also be reported as harassment (albeit harder to prove).
"I can only chase survivors of certain skin colors/gender"
That can also be reported as harassment (albeit harder to prove).
I can slug out survivors of certain skin colors/gender
That can also be reported as harassment (albeit harder to prove).
Smartface isn't reportable as it's a cosmetic provided in-game. Even if it has a huge historical background to an offensive practice. People use that in conjunction with the harder to prove harassment in order to basically stick their middle-finger out at a person while playing the innocent angle "But da gaeyum let me do et" card.
I don't care about smart face being removed. This is in response to the OP trying to claim that altering camping in the name of combating racisms
-
I don't understand this weird attempt to tie in racisim/sexisim to a tool in game you don't like. You should just make a post saying you hate face camping not 'face camping is a tool to be racist and THATS a good reason to change it.' You can make this argument about -any- killer offensive action.
I can change my steam name to something racist
I can hard tunnel survivors with certain skin colors/gender
I can only chase survivors of certain skin colors/gender
I can slug out survivors of certain skin colors/gender
My point being the players who abuse the game to be racist/sexist will continue to abuse every possible thing to get their point across because at the end of the day they only care about getting reactions. Trying to nerf/remove something in the vein of 'it will combat harassment to x group' will never accomplish its goal because these types of players will just use the next best thing. What's your idea then? You can't M1 minority survivors multiple times in a row? You can't only slug minority survivors? At a certain point the solutions to harassment become more cumbersome and heavy to implement/maintain vs what it accomplishes.
-
Pinhead showed that BHVR can't actually make a strong 1v4 killer without survivors hating it and it needing a nerf. At best they can add a demo/freddy style tp.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2718937#Comment_2718937
It can be disabled after 5 gens are completed, Killers do need the ability to camp at that point.
I think the Developers already have code in Pyramid Head's cages to adjust for distance from other survivors as well as from the Killer, because when I've seen the cages used, I always see them far away from survivors as well as Killers. It's rare that the cages appear right next to survivors that I've noticed. But is that any different than when another survivor is close by and is able to unhook someone after the Killer walks away? It's not game breaking, obviously, since Killers still use Pyramid Head and still use his cages.
There is a huge difference between -choosing- to use a cage and being forced to use a cage. Go ahead and cage every survivor as Pyramid head, I guarantee you will have a bad time. Teleporting the survivor across the map is a very strategic choice to make that more often than not has downsides. Being able to pressure an area and know for a fact a survivor is going to have to get off a gen to come save is massive and a large part of killer macro play.
Giving survivors free unhooks out of the box is ridiculous, if you made it so there was no carry animation/no pickup mechanic and survivors just tpd onto a random hook across the map when they go down? Maybe? It's still weighted heavily in the survivor teams favor.
-
This is the same dev team who
+ Added pallet Vaccum
+ Added insta heals
+ Added insta blinds
+ Added killers dropping survivors instantly if blinded/stunned at any part of pickup animation
+ Added Circle of Healing
You already know it is going to be something ridiculous like a survivor moves at +25% move-speed for each consecutive hook state or something.
-
@jamally093 said:
Explain how I get hit through a window on haddin field and nit even near the window since I'm falling. Don't use the well on their screen it hit because I'm sorry I vaulted before he even was in that small room.
On Killers Screen he hits you -> Transmits hit from their client to the server -> Server passes along hit information to your client -> you lost health state.
There is no validation on windows/vaulting. Only pallet stuns & dead hard have received the new validation where the server basically gives it to whoever's action gets to the server first regardless of what happened on screens.
-
Power Creep is a helluva drug
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2714218#Comment_2714218
You're equating fun with fair for Undying. The Developers had Data showing that Undying was unbalancing the game.
Old Ruin to New Ruin was a buff. I'd much rather have New Ruin than Old Ruin.
What I don't understand, is all the hate for Dead Hard yet no one has actually produced any data showing it's OP. All it would take would be to run the 40ish different routes on random maps and compare it with other exhaustion perks to see which ones are giving the most distance.
Where does an issue become a fairness problem vs a fun problem? It's an arbitrary tag to put upon an opinion of the game 'this is a fun proble,m it needs to be addressed!' 'this is a balance problem and this is a party game, therefore it doesn't need to be addressed'. What was the data points that said undying was OP? Was it pure useage across killers at all ranks? red ranks? Does it even matter and we need to know or is it just the devs had their internal numbers and it doesn't matter outside of that?
As far as ruin went, it 100% was attributed to a 'too many people run this'. To your point about data, tons of people have recorded hundreds of games with perk useage and dead hard is usually the most common/one of the most common perks survivor side. Following the ruin change logic, DH needs to be changed so we see more a variety of exhaustion perks used. Additionally, another user posted below where raw usage stats isnt a good argument in their opinion, so I am unsure of what data points would even be good enough/universally accepted as 'this should get changed because the data says x'.
-
@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2716435#Comment_2716435
BT is only effective if the killer tunnels the person straight off hook.
If killers didn’t tunnel/camp then it would be a pointless perk
Pray tell, what do you call it when a survivor body-blocks the unhooker with Borrowed Time
-
If it's at that point you just lose. Any team worth their salt who has 3+ survivors alive at the end should make a joke out of almost every single killer on the roster assuming meta perks (Body Blocking with BT + body blocking with the team + exhaustion perks + 99'd gates). Unless you can one hit down you will be blocked and you will be unable to punish any of the blockers as they should all be at full health and almost assuredly be able to get to any exit gate with the speed boost of an injury.
-
Entirely up the survivor team as is everything in this game. What II mean by that is lets you go on a crazy chase that lasts 3 minutes and you finally go down. You see the gen count is at 5, 2 players are breaking totems and your third is rummaging in basement chest with zero gen progress done. What statement is true? The survivor team didn't take advantage of your amazing chase time or is it that killers aren't punished enough for going on long chases?
I would argue the same is true here, if the survivor team doesn't know how to react properly to a killer camping then yeah there's not a punishment at all but if the 3 remaining survivors slam gens then there is for sure a 'punishment'.
-
No. If a survivor team doesn't make good use of their perks then they shouldn't get perks for free. A survivor unhooking you at a bad time without BT should be just that, a bad call and the result is a net negative for the survivor team. Not a bad play on top of not optimizing perks resulting in a net positive. If it was its own perk, sure...but then you'd have the problem of it clashing with BT/making BT a wasted perk.