Coffeecrashing
Coffeecrashing
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3064036#Comment_3064036
i mean that's going to be a problem for all killers. Look on bright side, If you get to level 100 prestige, you can no longer prestige so you get to stay at level 50 bloodwebs. only takes 180 million BP to go 0-100 and like another 2 million BP for 20,000 BP tax. have fun doing that one without BBQ. So the reward for completing p100 is having old bloodwebs.
When I play Blight, he doesn't turn into trash if I'm not using a very specific iri addon.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3063987#Comment_3063987
Yes, let's say survivor will do that. They can do this against any killer. At least Spirit can play around bodyblock with her power.
Many spirit players think she's dependent on very specific addons, and good luck getting those after the prestige rework disaster that's being rolled out next patch.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3063936#Comment_3063936
If you are tunnelling survivor after hook, yeah OTR will work. You can go after unhooker survivor instead unhooked survivor?
If I do that, the survivor will get healed up by someone else, then will try to bodyblock, because they "don't want to waste their OTR". People were doing this to me during the PTB.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3063936#Comment_3063936
How is she not worth it anymore? You can absolutely play around directional audio with 176% speed.
Why bother? I've seen maybe 1 or 2 spirits in the past month. Clearly most other people agree with me that Spirit's garbage.
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Spirit still has the problem where survivors can hear a phasing Spirit much easier than Spirit can hear survivors. Also, OTR is going to reduce grunts of pain for up to 80 seconds at a time, and Stridor still won't be able to counter that. She's still not worth playing anymore.
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@steamed_hamzzz said:
Didn’t the Devs confirm it was a bug before?
If Blights “hug tech” is finally being treated as a bug and being addressed then what about survivors spinning
all it does is widen the gap between PC and console. It is considerably harder to counter a spin on console than it is on PC as they can crank their sensitivity up to 11 and have much sharper/ accurate movement compared to a controller
I’m not sayings it’s impossible to counter, I’m saying that console has an unfair disadvantage against PC
If we’re gonna have crossplay be the standard then shouldn’t a feature that heavily favours one side be addressed?
I think it was declared to be unintended, and they tried fixing it, but survivors claimed it made movement feel terrible, so they reverted the change and then said they were ok with it.
Survivors always want another second chance. It doesn't matter if they messed up, or were outplayed, or were caught in a deadzone. They still want some way to maybe avoid a hit, and the fixed movement made it difficult to do that. It absolutely exploits console's awful camera turn rate, aim dressing's camera yank, and killers' terrible FoV. If these three killer problems were fixed, then 360s wouldn't be an issue.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061333#Comment_3061333
Note how they didn't remove the wiggle bonus for the act of dropping itself, just removed the decay. The factors involved get ignored, like usual, in favor of the most hamfisted adjustment.
I don't understand what BHVR's goal was trying to be? Were they expecting killers to pick up the survivors anyway, so they survivors could wiggle off, because letting them bleed out would be "too boring"?
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@oxygen said:
Don't know why you'd essentially admit to engaging in player shaming, as that is very much Not Epic to say it in a diplomatic way.
Who cares what people want to use? I know too many people do, but the desired answer to that question is "No One".
People on these forums are constantly player shaming for camping and tunneling, and for using specific killers, and for using specific meta perks. I'm not sure why that's ok, but dead hard shaming is not ok?????
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Did BHVR ever give a reason for why they removed wiggle regression? It just means I'm forced to let more survivors bleed out, which is probably tedious for the survivors.
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/334031/will-the-game-even-cope-with-a-0-5-second-dh
IMO it will go back to exhausted on the floor days… with latency and delays in this game I don’t think it was the right choice
This is how we know dead hard was overbuffed. Validation was supposed to be fair for both sides. But if people never saw dead hard validation work against the survivor (being exhausted on the ground), then we know it really wasn't fair for both sides.
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@Mozic said:
They've mentioned theyre going to find ways to help make the mandatory prestige not come at the cost to access to higher tiers of addons and such - these announced changes rule, though. It covered like 80% of people's concerns coming out of the PTB on top of what was otherwise looking to be a fantastic patch, so now it's nearly perfect!
It would have been better if they didn't force us to prestige until the addon access issue was fixed. What possible reason could there be to force prestige, unless BHVR is purposely trying to make the addon grind worse?
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3058188#Comment_3058188
Old Dead Hard didn't take any skill to use because of both the distance and IFrames, so unless you only had 2 brain cells and would DH into a wall then you survived the hit and or extended the chase.
New DH only had .5 secs of endurance. That's not a very big window to get it right so survivors have to be more precise on activation.
So we will see who really are skillful or were using DH as a crutch.
Current dead hard only has 0.5 seconds of iFrames. It’s literally the same duration as live.
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@Ryuhi said:
Dead hard is literally just a fighting game parry with a 40+ second cooldown that can only be used while injured now.
Bhvr has two kinds of nerfs: gutting something completely, or buffing it to be even better than it used to be and thats somehow a nerf. Its kind of silly how dead hard especially went from one to the other during a single update.
It’s like a fighting game parry on a massively easy mode. Imagine how broken Street Fighter would be with a 0.5 second parry.
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@Swampoffering said:
https://forum.deadbydaylight.com/en/discussion/comment/3058140#Comment_3058140
Are you sure you are playing DBD?
Almost all my games are Blight or Nurse. And some people figured out you can dead hard towards a rushing Blight, which means they don’t even need to wait for Blight to attack.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3058136#Comment_3058136
Tbh I'm fine with it the issue I had was the DH for distance plus IFrames.....now DH will take more skill to use .5 secs is not alot of time...even if they use it on reaction they might still get hit because of the time.
But it’s not more skill than before. The current dead hard is .5 seconds. Dead hard in the next patch will be .5 seconds. It’s the same duration.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3058161#Comment_3058161
I don't even pay attention to that noise but you do you.
If survivors are waiting for a killer lunge noise, before they press their dead hard button, then trying to fake a lunge doesn’t work to bait their dead hard.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3058133#Comment_3058133
There are so many ways you can force it aside from waiting it out. Jagged movements can trick survivors into using it. I do it by quickly looking up as legion and it's almost guaranteed to work. Similar thing with cloak faking as wraith, faking punishment with PH and so on.
Jagged movements and looking up don’t give the killer lunge noise. BHVR should remove the killer lunge noises if they want dead hard on reaction to still be in the game. Why do killers make a specific “you should dead hard now” sound when they lunge?
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@[Deleted User] said:
damn killers will really not stop complaining about DH, the perk could do nothing and they'd still say it was too strong :')
It was so very rare that people used dead hard for distance against me. I’d say 10% of the time, at most? 5% of the time?
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@skylerbound said:
So today I had three matches where I had an angry teammate at end game chat. A lot of it had to do with miscommunication but also the strategy vs being a "team" player(as told to me today). Two of those matches my teammates were angry about "not hook trading" and the other not going for a save at egc.
The ladder the argument was "I was in chase, you should have saved." The details that is none of the exits were open, and the dredge did quickly drop chase to go back to the hook. Strategy dictates prioritizing the door for two of us to escape as the hook timer was not long enough to open a gate and safely rescue without hook trading. Mind you, looking at the profiles of this person, she was mad cause her duo partner was the one on the hook.
The former on hook trading - I can understand doing this if we are gong to make it as last minute as possible to get the maximum amount of time on gens to punish the killer for proxying. Problem is that in both of these matches the three of the "hook traded" so frequently that I was the only one doing gens and did not go "for my turn" as I was the only one doing gens... I did 4 solo in one of those matches and was the sole person to escape that match as I prioritized the objective instead of being on the hook.
I know we don't have voice comms and it's hard to organize these types of saves. But at the same time, being strategic is not being selfish. In a lot of matches today, I was camped and proxy'd and I was left on hook to die so 3 of my teammates could escape. I did not take it personally or get upset at my teammates. In these matches because there were no strategy from my teammates only 1 or 2 of us escaped. Sometimes it's ok to be the sacrificial goat.
Have any of you experienced something similar?
If you had voice comms with those teammates, there still would have been people being angry. They just would have been screaming their demands through their microphone repeatedly, especially if you still didn’t agree with their demands.
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@Crowman said:
The distance part got nerfed which is what a lot of complaints towards the perk was on. The perk is now solely meant for dodging attacks and now that's a problem too?
What do you want Dead Hard to do then?
The dodging part itself isn’t a problem. It’s the fact the survivors can dodge on reaction to a killer lunge, that’s a problem. It would be fine if dead hard could dodge hits, as long as it wasn’t a sure thing on reaction.
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@TheSubstitute said:
Why shouldn't survivors with a good reaction time be able to use it as a counter?
Because it tells many killers they should just stop using their power if a survivor is injured, and just walk up to touch range. And if they are in a situation where there isn’t enough time to get in touch range, too bad for the killer.
We were told we were supposed to be able to anticipate and bait dead hard. I still want BHVR to give us the official method to do this? Are they honestly telling killers to stop using their power so they can bait dead hard? Is there some super dev secret we don’t know about, that allows killers to use their lunge on injured survivors?
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@kaneyboy said:
I mean I was getting hit down with an active 1 second DH- was it really necessary to nerf again.. they already destroyed it enough
It has zero effect on people using dead hard on reaction to a killer lunge. And people currently do this with a 0.5 second dead hard.
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@thrawn3054 said:
They why the ######### would anyone ever use it?
A survivor perk shouldn’t invalidate killer lunges, just because a survivor has good reaction time.
A survivor should have to predict a killer lunge, instead of getting an automatic extra health state because they have good reaction time.
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I thought killers were supposed to be encouraged to kick generators more? With the overcharge nerf, there aren’t any generator kicking perks worth playing anymore. Wasting two perk slots for a nerfed overcharge and call of brine doesn’t seem worth it anymore, and I certainly don’t want to play overcharge by itself.
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Finding ideas to punish camping is very easy, and people on these forums have already thought of a bunch of different ways to punish camping.
The problem is thinking of ways to compensating killers if camping were removed. A lot of killers camp because they feel it's quicker to find someone be staying near a hooked survivor, than it is to find someone by patrolling the generators. How are you going to fix that? How are you going to give confidence to killers, that if they leave a hooked survivor to walk around the map, that they will find another survivor?
And a lot of killers camp, because they feel like they need to tunnel that survivor out of the game, because there isn't enough time in the game to spread the hooks evenly between all 4 survivors. How are you going to fix that? Do you plan on forcing maps to be smaller? Do you plan on making it much easier for killers to find hidden survivors? Do you plan on changing maps so chases are forced to end earlier?
TD;LR Are you going to put effort into figuring out how to balance the game if camping were removed, or do you just want to punish the killer, and tell them to deal with it?
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Controllers are forbidden from having a decent camera turn rate, which makes 360s way more powerful against console killers than mouse and keyboard PC killers.
On PC, with a half decent DPI, killers can spin their camera to follow a survivor that is doing a 360. Controllers can’t do that at all, so 360s are massively unfair to console killers.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3048032#Comment_3048032
Okay tell that to the pc blights actively doing flicks beyond 90° because it still exists.
https://forum.deadbydaylight.com/en/discussion/comment/3048033#Comment_3048033
Either or, I dont mind which just want it equal for all players
There are scenarios where Blight turns more than 90 degrees, that are intended.
Some involve a desync between the move vector and look vector, some involve pre-turning and object sliding, and some involve the fact that pressing or holding M1 will automatically set your move vector to your look vector even if it’s more than a 90 degree difference. These are all intended mechanics.
BHVR said jflicks were unintended, but they never said that Blight should be always forbidden from turning over 90 degrees.
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@EntitySpawn said:
Title.
I'm not saying blight is too strong or anything but I feel these 2 aspects boost him way higher than anything else and I'm curious if others agree?
While all platforms can slide of objects and help get hits round certain corners, tiles etc. Only PC players seem to be able to go past the 90° flick without.
(Encase some players dont know you can slide off objects, while doing so turn your camera to face the object while still sliding which gives you a preemptive turn and then after the slide you can swing for an additional 90°)
Now this has been said to be getting changed/fixed as apparently the devs say its unintended but that now makes the gap between PC and console players even more different as pc players can still bypass the 90° cap.
Personally I dont care if its kept or removed, I just ask all platforms are made equal no matter what. Especially when the ability to flick more is stronger than anything else as it gets hits you normally wouldn't get.
I shouldn't be able to verse a blight and tell which platform they are playing on because they arent equal. I wonder if the devs can see which platforms perform better which each killer
That's not what BHVR said they were going to fix. Hug Tech is an event that only happens at the very specific points in time when Blight presses his M2 button. Sliding on objects at any other points in the game when Blight isn't pressing the M2 button is completely unrelated to Hug Tech.
Also, BHVR already released a patch that limits the effects of DPI on Blight's turning. You're arguing with outdated information.
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@Kaitsja said:
Spine Chill is one of those perks where no matter how you nerfed it, it'd be garbage. After all, the only reason people ran it was either due to the lack of accessibility options for hearing (those of whom are a minority for this game), to hard-counter stealth killers or for a vault speed build.
Iron Will needed a small nerf, and the exhaustion side of it just seems silly. It would've been fine to just reduce it to 95%, which would've effectively been silent but still allowed Spirit to actually be playable.
Self-care didn't need to be gutted like that, and now it's only encouraged people to substitute it with CoH or Medkits. The item efficiency could've been removed and nobody would bat an eye, but to completely gut the perk was just needless.
I think most people used spine chill to make it easier to pre leave generators and hide before the killer reaches the generator. It didn't matter if it was a stealth killer, because many killers wouldn't crabwalk for 37 meters to every generator, so spine chill would very often let you know if the killer was moving towards your generator.
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@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/3047463#Comment_3047463
Edit: It's hardly a strong perk...
A lot of people set off birds, especially if they aren't in the terror radius. And calm spirit allows survivors to walk or run to a hiding spot, which can make it much more annoying to find that survivor.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3047299#Comment_3047299
So you want me to say that a 30% debuff to basically all other "side objectives" is a perfect downside for a Perk that makes you a bit stealthier? It literally doesn't do anything to chests, it still does make the loud sound when you open it, so good luck stealthing with that.
Booning in the Killer's face is a terrible idea, since they can just snuff it right away, also it doesn't make the boon totem silent. So the only use for this is to boon totems near the Killer (if you don't do that what's the point of making it silent?), but the Killer can still hear the boon when it activates, so you just wasted extra time for nothing.
I can only see it being useful for cleansing hex totems that aren't really that visible (so on different floors / behind stuff), otherwise it's completely useless and you're better without it.
Calm Spirit permanently removes an entire killer tracking method, for the entire game. It absolutely deserves a downside.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3046624#Comment_3046624
I hope that Calm Spirit won't stay in the PTB version when the patch goes live, since it's universally agreed upon that the negative isn't worth the positives at all.
The only good parts of the PTB were the changes to Calm Spirit, Iron Will, and Spine Chill. Calm Spirit permanently removes an entire killer tracking method, for the entire game. It absolutely deserves a downside.
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Console survivors that have cross mode off are playing on easy mode, because some of the killers are trash when they are stuck using a controller.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3046812#Comment_3046812
Why think so small?
Every single character should get a scoops ahoy outfit. Including Vecna.
I would play Scoops Ahoy Hopper lol
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Can there be a Scoops Ahoy Robin outfit, so that we can see 2-person teams playing Robin and Steve with Scoops Ahoy outfits?
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My "perk grind" for the last chapter involved unlocking Darkness Reveled on the Dredge, while purposely keeping Dredge's other two perks locked. Then I did a few bloodwebs on Blight and Nurse to give them the new perk. That was my entire perk grind for the last chapter, and it was pretty much done on day 1 or 2 of the chapter. Besides that, my entire grind are addons, which this grind rework flat out made worse.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3037268#Comment_3037268
That's a different discussion altogether to me. I mainly care that DH for distance is likely not feasible anymore.
Yeah, the dead hard for distance was never my primary concern. As a Blight and Nurse main, about 95% of the time when survivors used a dead hard, it was completely un-counterable for me because I was forced into a situation where I needed to lunge. The actual “dead hard for distance” scenarios were extremely rare for me. And it’s probably similar for a lot of other Blight or Nurse killers, so the perk didn’t really lose anything against them, and instead got a huge buff because killers get punished even more when they hit a dead hard.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3037242#Comment_3037242
The two generally-considered best Killers in the game? Seems fine to me.
How is this supposed to shake up the meta, if high MMR survivors are likely to keep using it, because they’re well aware that Blight and Nurse are punished even more with the new dead hard, and Blight and Nurse have zero counterplay when they are using their power if they aren’t pixel perfect (which happens the majority of the time).
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3037224#Comment_3037224
At high MMR, players know not to haphazardly lunge if there's a chance the Survivor might have DH.
Some killers are more reliant on lunges than others. If Blight is using his power, he very often is slightly off because of survivor movement, and will need to lunge. Nurse also will often need to lunge after a blink because of survivor movement. Against those two killers, dead hard on reaction is very often a free health state.
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At high MMR, new dead hard is a buff. It can still be used on reaction to a killer’s lunge, and if the killer lunges, the survivor gets even more free distance than before. It’s also a buff against some killer powers like huntress, because you can easily dead hard on reaction to the hatchet noise, and get a free speed boost with distance.
Remember that high risk high reward doesn’t work at high MMR, where the survivors can reliably get the high reward part, and their timing is so good that they don’t really have the high risk part anymore.
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Also, we still haven’t been given any clue of how killers are supposed to be compensated if solo q is buffed.
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It still looks like a 0 frame startup. Can survivors still use it on reaction to a killer lunge? Will it still be impossible to bait dead hard on those survivors?
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3029604#Comment_3029604
Old Dead Hard had not any counter when you use it for distance. But now it is for 1 second and you can not use it for vaults. Looks baitable to me.
It still has no counter for distance when survivors are allowed to use it on reaction to a killer lunge. Who cares if there is an animation of the survivor is waiting for the killer to start swinging it’s weapon?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3029605#Comment_3029605
I agree, but at this time I'd rather have this than whatever the hell that other option with the LOS was.
I wonder if it will only light up when the killer is looking in your direction or just by being in the terror radius? And if it will still have a cooldown? Devs?
Can it at least be looking directly in the survivors direction, instead of “is in the field of view on my monitor”, so I’m not forced to crabwalk 33 meters to every generator? I’m ok with awkwardly moving diagonally if I can still see if any survivors are running away, but being forced to walk completely sideways or backward for 33 meters fells terrible.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3029558#Comment_3029558
Isn´t that exactly how people claimed, that you could just wait DH out before the change?
No. We’re claiming some people can dead hard on reaction to a killer’s lunge, meaning you can’t bait it out at all with those survivors. Those survivors are waiting for the killer to lunge, so there’s no baiting.
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Yes. Most killers only need to crabwalk 33 meters to every single generator instead of crabwalking 37 meters.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/3029583#Comment_3029583
will killers still have to crab walk once they are within terror radius of a surv?
Yes. Instead of needing to crabwalk 37 meters, most killers will only need to crabwalk 33 meters.
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Will people still be able to use it on reaction to a killer lunge? Because of people can use it on reaction, then it’s still dead hard for distance on those survivors.
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@HexDevourAvocado said:
https://forum.deadbydaylight.com/en/discussion/comment/3029057#Comment_3029057
Parental guidance has no cooldown and Bite the bullet is unlimited with self-care .
If you honestly believe those perks are just as good as the current iron will, then use those other perks and be happy that you have a “just as good” solution.
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None of this explains why they buffed borrowed time. It doesn't matter if less people would use it, they still buffed one of the most frequently used meta perks.
By that logic, they should have buffed pain resonance, and told everyone that because the game will have more base kit slowdown, that less people would fell the need to use pain resonance.