CheyeneKL
CheyeneKL
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I'm pretending that the reason the Switch has the update delayed has something to do with cross progression finally actually coming along. Let me live in my delusion, thank you β€
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@Dehitay said:
I might not mind this survivor buff if it didn't come with other powerful survivor buffs but not a single survivor nerf or killer buff when the killer is already at a disadvantage in general. They really could afford to do something about SWF after 4 years now.
Maps have been getting nerfed for survivors consistently across the board... perhaps with the exception of the Game, but that map was considered killer sided for a very long time. So it's not like they haven't been nerfing survivors lately. DS also got a huge nerf, too.
I'm perfectly fine with this change- I personally never benefitted from laggy hits through pallets because I have decent internet. And going back to how maps have been nerfed, I think it's only fair that on the maps that have very few pallets/almost exclusively unsafe pallets, those pallets should be reliable rather than being worthless against laggers.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/268335/vpn-wifi-is-the-new-meta-for-killers
The hits aren't BS, you're just playing badly. Survivors have been blaming mechanics since DBD launched; for a while it was blamed on Killer hosting the game, then that got fixed and they blamed dedicated servers. It's neither of those things - they just aren't as good as they think.
This is such a... misinformed thing to say LOL
Sure, some survivors will blame the bad latency boogeyman, just like some killers will blame anyone but themselves. But a good part of the time, people who complain about laggy killer hits have good reason to complain. If you spend enough time on DBD, you'll run into tons of killers with horrible internet, and some who are VPNing. I have to wonder if you spend much time on survivor, if you genuinely believe it's not much of an issue...? Like have you never pre-dropped a pallet and gotten hit anyways? That is NOT uncommon, and it is NOT due to the survivor playing badly. You shouldn't be getting hit there.
I myself live in Florida, and I end up going against a LOT of South American based killers. No idea what the internet is like out there, but 70% of the time I have an issue with bad hits during a game, when I click on the killer's profile in the end game chat, they're based in either Mexico or somewhere in SA. I've literally had killers defend their bad internet and say they'll never upgrade it- they KNOW it's a problem and they don't care lmfao
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It's pretty annoying. Like... I get it. Who knows why exactly they're delaying it on Switch, but yeah. RIP to my friend who plays on Switch who will be forced to take a break (she wanted a break anyways, thanks to poor performance on Switch frustrating her) and to me on the one day a week I play on Switch LMAO
I'm more annoyed about the fact that they have put off implementing cross progression between Switch and PC multiple different times. I've been waiting so long to be able to have all my leveled up survivors and killers, cosmetics, and charms available on my PC account, since I started out on Switch. I guess I also get that, because it sounds like it involves more companies than just BHVR, but it's sort of weird how they've put out approximate dates for the release and just not delivered on their word LOL
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@EvilJoshy said:
My swf has our version of Jack except he isn't drunk -.- We have a rule where the first 20 secs of the match he has to hide in a locker so he isn't found first.
LMFAOOOOO
One of my friends ALWAYS gets found first- we used to yell at him all the time to hide a little bit and STOP MAKING SCRATCH MARKS SO EARLY IN THE GAME! It was brutal when he started playing but now we don't mind when he gets found first, cause he can actually run the killer for a good bit now.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2385285#Comment_2385285
Show me one post of this that was made since the last few months
I get LOTS of killers whining about DS in post game chat when they get hit by it in end game. Like, I'm sorry that the severely nerfed perk did what it is supposed to do. I had a killer DC with literal seconds left before he would have been out of the game anyways after he got hit by DS at the exit gate (for tunnel visioning the survivor that just got unhooked rather than going for someone else). People get so tripped up on obsessing over defining it as solely an "anti tunnel" perk that they get mad when they FEEL like they didn't tunnel and still got hit by it.
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@solidhex said:
Honestly, against average survivors i don't find this map very problematic except for the annoying "oh killer comes i jump out of the window"-thing which costs time but you can sometimes bait it. Maybe it's because i play mostly stealth killers idk. To play this map and the loops well as survivor you actually need some knowledge (house of pain, myers house) which loops are strong and how to run them, in my experience the average survivor doesn't know that and runs to the unsafe pallets on the street. (Against strong survivors this map is hell of course)
Personally I think braindead maps that give survivors 30 pallets in a row are more annoying (Ormond, Cowshed, the Game).
I don't think Haddonfield is as problematic as a lot of players make it out to be π€·π»ββοΈ certainly not to the point that it's worth DCing as soon as they spawn in and get the map on random.
Against good survivors, sure (but that's bound to be an issue on any map that isn't considered super balanced/somewhat killer sided anyways).
Bad to even average/decent survivors won't give you much trouble on Haddonfield, but like you mentioned, they'll be much more annoying on the Game or another map that has a plethora of pallets.
I've introduced a lot of people to DBD, and as baby survivors, 9 times out of 10 they initially HATE Haddonfield to the point that they groan and complain when they get the map. I just laugh and tell them they'll understand once they're better at the game.
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Even with maximum fog, it's just a little bit of wisp blowing around on the map. It's virtually useless... unless I'm playing survivor and see that the killer put it on- then I know I'm about to go against either Hag, Trapper, or a stealth killer, because sometimes they like to pretend that it will actually do something and obscure their traps or themselves while stalking ππ LMAOOO
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@Huge_Bush said:
Devs don't want to make her attractive. They want her to be as unattractive as possible to play in order to discourage players from selecting her without outright deleting her.
Do you and others really think that? Genuine question, not being snarky, if it sounds that way LOL
Is it cause Nurse is kind of too good for where the game is at, or something like that?
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2381827#Comment_2381827
Yea never worry about that when you get threatened with a report. That goes for any game. As long as youβre playing fair, you never have anything to worry about. Devs are usually good about taking false reports into consideration when they design their report system. They know players could be mistaken. The report system in this particular game does absolutely nothing to those that deserve it, unfortunately.
I appreciate you!
I won't be nervous the next time something like this happens π
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@Marc_go_solo said:
I wouldn't worry. In order to prove a hack happened, the Deathslinger would need to show video footage of this. If that's the case, if Steve went down, then the last gen went and he got up, that will back up Adrenaline. Otherwise, the others may have been either some issue he experienced his end, or he's just bitter and making it up.
Either way, he has to prove it beyond doubt, and if your boyfriend wasn't cheating, then it's a 1,000,000 to 1 he'll have any repercussion. Did he report the Deathslinger for falsely reporting him?
I was worried that he did somehow have footage, despite the fact that for the survivors, Steve truly only went down twice the entire game, and got up once with Adrenaline. I know the game can look pretty different on the killer's screen sometimes due to latency- when I get hit through a pre dropped pallet it obviously didn't look like i was on the other side before the hit on the killer's screen.
I ended up chalking it up to bad internet latency on his part, with maybe the newer hit validation stuff coming into play? I mentioned in another comment that Otz has a video where he played with survivors in another continent- at one point he hits a survivor, the survivors yells, but the hit doesn't end up registering after all. I'm thinking that must have happened to the Deathslinger, just with a down instead of a hit.
And nah, he didn't report him- he thought the whole thing was hilarious. I'm a worrier, though, and prior to creating this thread I didn't really know how BHVR handled hacking reports! In any case, it's it's a few weeks and nothing has happened to anyone in the match π
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@MadLordJack said:
Okay. Well, hackers leave footprints in the logs, so your BF will be fine. Or he won't and you'll have an interesting conversation, either way it's pretty foolproof. The in-game report flags the logs, the official report w/evidence shows the reporter isn't trolling, the subsequent uncovered game logs tell if it's hacking or not.
And yes, there's been a spate of wierd behaviour thanks to the slightly on-fire code, so people are doubtless paranoid. This story reeks of it, and someone unable to admit the real issue.
Thanks for the little bit of clarification! Nice to hear a little more about how they handle reports like this.
I play on his PC occasionally when I'm over at his house and there definitely isn't anything going on with hacking hahaha!
I commented on the killer's profile asking about it and we had a short conversation- he still insisted there was hacking but unfortunately stopped replying when I asked him if what happened was similar to a video I sent him where Otz hit a survivor and had the hit taken back due to latency on his side. I replied to another commenter in more detail about it, but the killer played weirdly enough for a rank 2 that it totally would make sense that he was just having major internet issues.
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@KerJuice said:
Does him reporting you, have you concerned?
It did when it happened, despite the fact that nobody was cheating in the match, just cause I wasn't sure how BHVR handled hacking reports. We have a lot of hours in the game but neither of us have ever been accused of hacking before. This was a few weeks ago (thread just got dug up because I was replying to comments I missed while I was away from the forum for a bit) and nothing happened to anyone who was playing in that match, so I'm not really concerned much at all anymore!
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@Bravo0413 said:
Girl brags about moment where her boyfriends build makes a deathslinger angry to the point of reporting!
Um, anyways...
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/265740/boyfriend-got-accused-of-hacking-last-night
It has been happening on consoles...killer downs a player and then 10 seconds later it re-adjusts and they are running away. It has happened numerous times when I am playing trapper. Or I score a hit and wipe my weapon but nope survivor is running away like nothing.
Oh really? That's super interesting. The killer was PC, but I'd assume that it isn't an issue exclusive to console. This must be related to the newer hit validation stuff... which if it is, kind of weird for BHVR not to explain in a little more detail how it would work...?
@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2355572#Comment_2355572
Was the killer running into walls or swinging at things from far away from your perspective? Then yeah it is the dedicated server lags
He wasn't running into walls, didn't really LOOK like the usual laggy killer (I used to play on switch... you see some crazy stuff from the undocked wifi hotspot Switch killers LMAO) but he played badly enough and missed enough swings that I was incredibly surprised to find out he was a rank 2 streamer (who unfortunately was not live). At that point I figured he was either drunk or he was having some lag/latency issues because I very rarely run into killers who miss like he was missing, unless the survivor is incredibly good at juking killers. I am not, so it wouldn't surprise me if it turns out he was just having some internet issues.
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I haven't played any matches with it since I've mainly been playing survivor lately, but I've seen plenty of killers using it. Had a game against a Huntress where she sniped someone across the map within the first ten seconds LMAO
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I think they do this on mobile?
And for everyone talking about lobby dodging, I'd rather have survivors be able to lobby dodge someone with garbage perks than have them throw in game because they don't like how someone is playing.
If anything, they should add an in-game feature on the menu that shows survivor perks to other survivors (not cluttering up the UI, just when you press escape to see the map/survivor names/ping). I'd be happy with that even if they didn't let me see in the pregame lobby.
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If you decide the value of Soul Guard based on how often you'll get it to proc, it's maybe a little low value (as opposed to DS/BT/any exhaustion perk, perks you'll get usage from nearly every game with ease) BUT, when you DO get use out of it, it can be game changing. So the value of it is very inconsistent, but has a high ceiling, if that makes sense?
One of the guys I play with often in a 4 man loves to run UB+SG, and while he probably only gets use out of it once every 10 matches, there's usually a lot of value from being able to use it in those games. It's definitely turned a few games from beyond-a-doubt losing to winning... sometimes even a whole 4 man escape, at that.
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You know you don't have to comment if you have nothing nice to say and can leave that for the people who actually would like to have a constructive conversation, right?
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@EldritchElise87 said:
One time a group tried to report me for having an "invisible totem" hack because they couldn't find ruin.
Yeah some people just arn't worth listening to.
Bro sometimes I SWEAR the totems don't spawn in some games for how difficult they are to find LMAOOOO
I've personally run into a few killers who I was suspicious of but never bothered to report since I was unsure. I once ran into a Wraith (without All Seeing) who seemed to always know where people were (he pulled up to a Kate in a random locker when he would have absolutely no real way of knowing she was in there) AND he had double Haunted Grounds (well before Blight was ever added to the game), even showing as having two perk slots taken by Haunted Grounds in the post game screen. He acted a little coy in post game chat when I asked him about it, too π€―
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@FrndlyChnswSalzmn said:
Over the years i've been called a hacker probably hundreds of times. Nothing will happen; people just be salty when they lose.
I figured probably not, it was my first time having someone accuse us of hacking tho so I was slightly unsure LOL
@Ruma said:
Someone once sent me this message: ,,You played extremely good but i am still gping to report you, just to be sure."
I just said: ,,Thanks."
That's actually really funny LOL
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Hey man, at least you don't have to feel the emotional obligation to go hook trade for one person in particular on the team regardless of whether you wanted the 5k blood points for escaping or not ππ
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@Mr_K said:
Sounds like a clasic case of stream sniping.
LMAOOO I WISH he had been live for our match!
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I've found it very rarely, too. Played on it maybe 3 times since the rework??? I haven't even gotten to fully explore the house LOL
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@Luciferr_2nd said:
Some people find it easier to blame their opponent for "hacking" instead of admitting their mistakes....
Hope y'all are having good matches
It was the first time any of us got accused of hacking! He himself played a little weird so I legitimately was wondering if he somehow saw something ridiculously different on his screen.
And yessir!
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@BioX said:
Tldr but thanks for sharing
No need to comment then? Some people enjoy reading stories from games π₯Άπ₯Ά don't have to be a rude person
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/2341801#Comment_2341801
I disagree on the self heal thing. Self heal implies your not being tunneled so you don't need it. Just saying π€·
I think it really, really doesn't matter. The fastest self heal you can get is like, 8 seconds with Inner Strength? Maybe something slightly slower with a medkit + healing build? And the only "game progression" it enables is not wasting 16 seconds of a teammate's time while they go do something else- chances are that if those 16 seconds were THAT valuable to them, they weren't gonna bother healing the unhooked guy, anyways. Plus, unless you're a killer with a one-hit down ability/have a one hit ability active, having DS still active on a fully healed person doesn't matter because healing time+chase time is more than likely going to outlast the DS timer if the survivor is any good at all.
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It's getting moved to the PTB discussion board
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2342018#Comment_2342018
Yes. With the exception of For the People all of those take time. Even then, you are a fully healthy survivor at that point and have all of the advantages of it.
But why would that bother you or even matter?? By the time you down a fully healed survivor, DS has more than likely run out, because you don't just have to hit them once and then slug or pick up. You have to hit them twice and unless they're not very good at running, heal time+chase time= no more active DS.
It just doesn't make sense to me that any killer would be upset over DS still being active on fully healed survivors.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2341801#Comment_2341801
Of course there's a reason for it. It's an anti-tunnel perk. If you had time to be fully healed, you weren't being tunnled.
-For the People
-Making a locker play in chase while having Inner Strength active
-Being given a syringe by the unhooked
-Insanely fast heal from someone running a healing build/We'll Make It
Do you still stand by your point?
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They just need to bite the bullet and split it into 2 different maps. That alone would probably fix crashing issues that are still plaguing it, and alleviate the issues of it being too big that everyone has been complaining about.
I have no opinion on the map as I only got it once on the PTB (seriously- and I played like... 8 hours that day lmfao) against a tunneling camper who didn't let me explore it, and every single time I've gotten it on the live build, it has DC'd either the killer or another survivor, so I don't get to play on it.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2341801#Comment_2341801
And that is why I first proposed:
https://forum.deadbydaylight.com/en/discussion/comment/2341735#Comment_2341735
And then remembered its strength in endgame which not only applies to tunneler but also for fair killer like me that first go for the 8 hooks before killing someone.
If we make it activate on every unhook then there should be compensation in egc, otherwise we could just let the game end once the gates are open when more than two survivor are alive and have bt/Ds that can Bodyblock and switch.
No yeah, I saw that other reply of yours, and I made sure I clarified in my reply that I was speaking solely on DS as it is now, not on your hypothetical change to it. If DS changed to activate twice then yeah, deactivating at EGC start makes sense and would only be fair. But as it stands, I think DS shines brightest in the end game.
I think your hypothetical change would be pretty good, but I also think the backlash would be something to be feared by BHVR, even though it makes sense that survivors should have SOMETHING to combat unpleasant killer behavior, in my opinion.
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Not looking forward to his buff at all βΉ the add on where he only needs 7 knives to injure is noticeably more oppressive (and it's literally ONE single knife less!), can't imagine what it will be like with 6 knives being the default now.
The sad part is that he will still be encouraged to camp/heavy proxy camp hooks and tunnel afterwards (even more so, now that he needs fewer knives to get you down) while being forced to ignore gens for the most part due to his poor map control. It will just be frustrating gameplay on both sides, especially for good survivors who feel like there is no counterplay to his power on certain loops.
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@Exxodus21 said:
It should also deactivate if the survivor is fully healed. Other than that it's perfect.
There's literally no reason for this. There honestly isn't even a reason for DS to deactivate upon self-heals, either, while we're at it.
@burt0r said:
But it should still deactivate in egc. Combine DS, bt and more than 2 survivor alive and killer without late late game perks could just go afk sometimes.
Where DS is currently, I see no reason for it to deactivate in end game. It's basically the only good use for DS at this point because it's the only time you'll actually be able to use it to get away from a tunneler lmaooo
Obviously, yeah, it's a losing situation for the killer because he can't avoid the DS if they're close enough to crawl out before it deactivates, but as long as DS remains a single use perk that is active a maximum of 2 minutes per trial while still having slugging counterplay/doesn't REALLY stop tunneling (outside of end game), I think the end game stuff is what it is and still is fairly situational compared to how old DS was.
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I agree that it's too weak. It never really stopped tunneling- especially not against the strongest killers (Nurse and Spirit do NOT care about DS! Weirdly enough, despite their relative strength as killers, I find both of the top two to be the most rampant tunnelers which makes it even more frustrating to go against them. But I digress). Even against some of the weaker killers, it still doesn't really fulfill its alleged intended purpose unless it happens with an exit gate ready for you to dash out of, because otherwise people tend to tunnel through DS anyways.
I don't necessarily think the DS change was bad/wrong/unnecessary, but I think it really turned it into an extremely situational perk in most circumstances, all without compensating for the fact that it was being brought into line for the idea the community had that it was intended to strictly be an anti-tunnel perk. It really doesn't stop tunneling unless the killer decides to be nice and stop pressuring you.
IMO, I think that all it needs is what you mentioned- a Self Preservation type effect. No scratch marks, no injured sounds, at least for the duration of the stun, maybe a couple seconds longer (nothing more than 10s, maybe not even more than 5-7s?). That way, it gives you more of a chance to actually get away from a real-deal tunnel situation, without it being TOO crazy of a change.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311997#Comment_2311997
I was never mentioning that Blight need a buff or smaller maps. Killers like Blight, Nurse, Spirit or even Oni are totally fine even on huge maps like Red forest. I was talking about Killers that dont have the mobility and has to run just with W.
And the majority of Maps are big maps, we just have about 8 small maps out of 36 maps.
Is it not okay... in a game that has a TON of RNG... that some maps simply will not favor certain killers? In a prior post you said "imagine wanting to play a relaxed game of Pig and you get Red Forest". You have the option to put on a map offering. There is no guarantee that you will get it (since survivors can contest) but if you're that pressed over certain maps, there really is no reason not to do so. I'll usually just be cool with whatever map I'm on, but if I'm tired of getting particular maps/just want to have an easier time on a favorite map/good map for me, I'll toss on the offering for it and tell RNG to kick rocks.
It's not the end all be all of solutions, but it's THERE for when you want an easier game.
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Did that not get patched out? I kind of doubt it is reportable but it definitely seems like it is right on the cusp of something that could be reported. In any case, I haven't seen this happen since a patch or two ago.
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Coming from someone who usually plays in a 4 man (have a LOT of friends who play survivor π), honestly the best defense against efficiently done gens, in my opinion, would be
1. Picking out a 3 gen/backup 3 gen early on and committing to making sure it isn't lost (unless you can trade a lot of pressure at a hook). You can't always pull one off, but trying at least lightly to ensure one can pay dividends in late game 100%.
2. At least SOME form of gen slowdown- Corrupt is OK but you have to commit to not letting people distract you from the open gen area while Corrupt is up (i.e., don't hard chase someone who is very obviously leading you away towards the blocked gens unless you're quite sure you can down him QUICKLY).
Ruin+Undying is still good on killers who are fast and can make good use of it- if you can protect totems well (Hag, Trapper, etc) it's also good. Ruin+Undying is actually my personal least favorite gen slowdown perk combination to go against, especially if you get lucky with good totem spawns. Some killers really don't let you finish more than one or two gens before you're forced to find Ruin if you want to stop wasting time working on a gen only to have it regress.
I think Tinkerer is great with any gen perk (especially Ruin or Pop) but a lot of lesser skilled killers let the Tinkerer notification get to them and cause them to drop chases rather than finish them out, but that's player skill related tbh.
3. Sloppy Butcher! If you can keep survivors injured (especially with a hit and run playstyle) you'll have the weaker players (almost always the ones glued to gens) on the team wasting time on heals, or ready to go down very quickly when you do pull up on them working on gens while injured. Can't tell you how many times my friends and I have lost a game simply because the killer was good at keeping everyone injured and splitting pressure often enough to make my friends who are weaker at looping (but still average to above average at chases/stealth) feel like they HAVE to heal.
4. And finally... if all else fails, NOED ππ
I think hyper focusing on gen speed isn't really wise for most killers. For every trial, all five gens are MEANT to be completed (so that the 2 escaped/2 killed balance can be reached) and every killer has the option to get his hooks even after gates are powered or EGC has started. Forcing hook trades/camping/tunneling/etc will always be an option (no matter how unpleasant it is for players) and gen speeds matter naught with that LOL
But yeah. It can be tough to keep up with an efficient team cranking on gens, but that doesn't mean there aren't ways around it. Sometimes you're just screwed against a better team (and honestly, I don't subscribe to the idea that just because you're playing killer means you should get even at least one kill against a team of players who are vastly more skilled/that it is the game's fault if you can't secure a kill against a team of players who outclass you in every way. And vice versa, obv) but I really think that comes down more to skill differences rather than the game being too poorly designed or something like that. If you choose to chase the guy who was tbagging from the start AND took too long to down... gen speeds are NOT the problem there, u kno?
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2215608#Comment_2215608
They aren't even compareable to Trappers Traps in power though. He can set up his traps where he needs them to be, and they can immediately down a survivor if the trapper gets to the trapped survivor fast enough. The zombies only infect a survivor, or injure them when they are infected, and they are very slow and easily avoidable.
The only time they really get effective is when they chase survivors off of gens or when they are at pallets while a survivor is being chased.
They actually CAN down you, too. I'd be less disturbed over them (even with the body blocking they're very capable of) if that wasn't the case, but they infect, injure, body block, camp gens, camp hooks (that one is lowkey hilarious though) and down you.
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Oh man... finally... a perk powerful enough to replace DS! Slap Inner Strength on with it and you might as well have the next DS+UB!
Nah, but fr. It's not that powerful imo. Hex perks have always been a gamble, and a really dedicated totem hunter was always going to find your totems. The only weird thing about this perk is that it completely overshadows Small Game (it's like... the DLC privileged version of it I guess LOL) right after SG got a buff. Detective's Hunch is also similarly useful. I don't think it will be game breaking at all and it still will have the survivor wasting time going back and forth on a map since it shows the totem furthest away.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2215994#Comment_2215994
Well considering it is the PTB - Did you post your concern in the PTB forum? Or are you just going to complain here where it won't be seen by those who actually are involved with the PTB and any possible changes. That is the entire point of the PTB - to gain feedback and to be made aware of any possible bugs before the chapter goes live in 21 days.
Would you like to check my post history, perhaps?
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2215951#Comment_2215951
Guess you can always DC if you face Nemesis. :) I for one am looking forward to facing Nemesis and his zombie friends on Live as I enjoyed them a lot on PTB.
Uhh... nice talking points?
Have you gotten body blocked in a chase by them yet? Or are you just extremely lucky? They weren't fun to deal with in tight hallways or when they blocked the only vault you could have taken. It's not enjoyable to have a chase cut down by something neither you nor the killer are really able to control.
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@Jasix said:
I mean if you want to get technical - it's quite similar to Plague puking on pallets, windows, gens - if you interact you get infected.
Adding new features to the game is a good thing - and I for one thought the zombies added an extra layer of horror after a few matches in PTB.
I think it is absolutely on brand for RE to add zombies.
Plague's vomit infected pallets/windows/etc don't down you and don't body block you.
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Yes, holy cow. Worst thing I've heard about DBD since I started playing. The amount of salty killers I get as a survivor is crazy. I don't play killer as much but I'm actually going to be scared to play killer because then I'm dealing with, not one, not two, but FOUR people who could be mad enough to report.
I don't even play toxic at all, either, but it doesn't stop people from getting angry at the end sometimes.
I hope it won't be what I think it will be like but omg literally so worried that it will be AWFUL
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2213223#Comment_2213223
The hypotheticals were referring to normal matches, where a spirit who wants to win is not going to run yellows, but instead she'll run green or even purple. With added duration it leaves the spirit with more time to get the survivor in chase and leaves survivors with an even less predictable guess. Hence making much less of a 50/50 and more of a 70/30.
58 seconds average with the 2nd strongest killer in the game against a comp survivor on a good killer map starting with a god pallet and lots of pallets predropped. Perks on killer don't matter because what spirit runs chase perks.
Honestly I don't see how that is short especially if we start to factor in comp teammates etc. More importantly it's good to understand that chase time does not equal how much counterplay a killer has.
And yes, there also were LONGER chases than the average due to how averages work.
Also, I don't think she has valid counters either, but you cannot say that 58 seconds is short and use that time to show how she doesn't have counters..
I think you're still missing the point. 58 seconds is not a short chase at all, but everyone is outlining WHY his chase was so long and why it isn't feasible for it to be considered actual counterplay against a good Spirit- nobody cares if you have even a 75 second chase against a Spirit if you're only lasting that long BECAUSE you are using all the good resources to the point that nobody else will have anything for their chase. The game isn't won for the survivors until they're at the exit gate and more than just the first chase matters for survival. Even once the last gen is completed, survivors still need resources and a Spirit WILL be steamrolling you in a chase after your first teammate predropped every single good pallet on the map.
Also, this was done in a laboratory setting and there is no way Hiron would be able to chase like that without running the Spirit past any of his teammates on gens. No smart or good Spirit would tunnel a chase so hard that they wouldn't break off to smack up someone else who was more poorly positioned (especially after the first chased survivor used a technique similar to Hiron, as far as it goes with pre dropping. Why not break off to chase the guy who is now forced to work on a gen in a deadzone?).
And again, Hiron is a competitive player. Your average - above average players will not be able to successfully employ this tactic against a good Spirit without throwing the game for the rest of the teammates. Even if Scott is an incredibly good killer player and the average Spirit main won't be able to end chases as quickly as he can, it really doesn't take much to get to a good enough level with Spirit to be nearly as effective at ending chases (in comparison to someone like Nurse or Blight- you have to learn their powers well to be oppressively godlike). Personally? I LOVE going against average level/slightly above average to good level Spirits. If you don't have Stridor/don't know how to buy great headphones and turn your volume up high enough that you constantly know where I am without any counterplay from my side, it feels fair. I can make plays with unusual pathing/confusing scratch marks whenever I get a lucky guess on whether you are actually phasing or not, all without having to make the game a hold W/predrop pallet simulator. It's fun, it's satisfying to come out on top of a mind game, and it doesn't reduce you to boring, mindless chases that are completely focused on just lasting as long as possible, even if it means literally holding in a straight line past pre dropped pallets.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2187238#Comment_2187238
On maps like Suffocation Pit when you're hooked in the corner. No it isn't...definitely not enough on Coldwind either. Majority of the time of it happening is someone going down by trading with me then the Killer just follows me and downs me at the 12 second mark.
Like... you SHOULD be able to make it somewhere within 12 seconds... I guess I get why people are roasting you about 12 seconds not really being enough anymore, but there honestly are scenarios where 12 seconds doesn't seem to be enough time. I think if you plan out your chases well enough, 12 seconds should nearly always be enough, but I've definitely had matches where I got hooked in a corner dead zone, and to get out of there I have to bypass some random debris (no pallet), a hill, and then get to like... a pallet gym with the pallet already gone LOL
I mostly only feel like 12s isn't enough in the rare cases where the killer has STBFL and has several stacks of it + being forced to run in dead zones.
Despite that, I don't really think the nerf aspect of the change to BT is that bad at all, and the buff is incredibly good and far outweighs the bad. IMO it's more an issue with how maps tend to spawn now. I played a game on Suffocation Pit where the shack side of the map had a hill on one side of shack, and a complete dead zone on the other side with a gen. And when I mean dead zone, I mean DEAD ZONE. There literally weren't even more than like... 4 or 5 trees. I even took a clip of it but I may have deleted it recently to clear up some space. Whenever I play on Wretched Shop I also notice that same issue- there are so many spots on the map where there is just absolutely NOTHING to work with, and yet there are hooks and gens over there (thus requiring that you end up spending time in those dead zones)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2179751#Comment_2179751
switch were going to get it but then uh... yeah i guess we just gotta wait a bit longer?
Just a liiiiiiittle bit longer, you know? My boyfriend has re-bought some of the DLC he already had on Switch, but I refuse to do so lmao
Every update I hope for a note saying that cross progression from Switch has been enabled, but no dice. We ARE halfway through the 2nd quarter of the year, though, which is when they recently said that it would finally come through, but... I'm honestly not holding my breath lmaooo
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2179725#Comment_2179725
It's been a solid year since I moved to PC and still no news of Cross Progression for Xbox, I can understand why no PS because Sony is weird about it. But I refuse to believe MS said no. They aren't that type of company anymore.
Really miss my Rift 1-4 and shop cosmetics, I had a ton of them. Not to mention all those maxed out killers. Felt kind of cheated that Switch got it despite being released for significantly less time.
Huh? Switch got it? I think you mean... well, I don't know. But I've been waiting about a year for it to be released lmao
At this point, I wouldn't even be surprised if they said "yeah... actually... no... we aren't doing cross progression. Sorry!"
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2167208#Comment_2167208
You can see that a killer is a lower rank if gens fly by and they don't even get one hook and get looped right?
Not necessarily??? I've gone against a TON of red rank killers who have 3 or even 4 gens gone by the time they get their first hook. I think I get what you mean, though- there ARE usually tell-tale signs of when a killer is most likely low rank. But you'd be surprised how often that "low rank" killer turns out to be red or at least purple rank, so I just never assume unless it's really, really obvious.
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Nah I agree with you. I honestly thought 90s would be too much, but 45s is just way too little. Because it isn't 45s- it's more like 20s of usefulness. 35s max if yo I have a good heal set up. You basically have to dedicate part of your build to get the best use out of it. A lot of perks in the game do heavily benefit from synergizing with other perks, but they also tend to either be multi use, or have another benefit (i.e. UB is single use but it allows you to recover 35% faster, thus allowing teammates to pick you up much faster, and allowing great synergy with other slug perks (Flip Flop, Soul Guard, Power Struggle, etc). A perk like DS is only single use, but the effect is powerful enough that it warrants only being used once (although I do wish it hid scratch marks for a couple of seconds after the stun to truly aid in getting away from the killer, since currently, DS doesn't really do THAT much to stop a tunneler). Is Lucky Break really powerful enough to warrant being basically a single use perk? I'm not very sure about that. Maybe so, but honestly LB is quite well countered by Nurse's Calling + Sloppy Butcher (don't even need to combine them) or even just a hit and run playstyle. If LB paused while healing, it would be just fine at 45s.
As is, I mostly see LB being used by rat Blendettes who love to play stealthy. It's otherwise not worth taking into a trial over any of the old meta perks like DS, UB, BT, any exhaustion perk, etc. I think 90s LB, as over-long the timer was, would have found its way into the meta, but 45s just falls a little bit short.