Crowman
Crowman
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- Crowman
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@Snowbawlzzz said:
I have seen one hacker in all my time on DBD
Console players would have you think that there's a hacker every 3 games
To be fair, it's probably because it's not hard to find people posting about a hacker they encountered whether it's on this forum, on the reddit, or even on youtube videos.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1495884#Comment_1495884
Whatever you want to tell yourself is the reason you sometimes lose as killer. Facts, logic, evidence, examples, any of those would be nice here.
I'm not making excuses for why I've lost killer games. It's just what I've noticed from solo survivor games I've played.
I play mostly solo survivor when I play survivor and I can tell you that if survivors don't mess around and just work on gens assuming the chased survivor can actually loop a killer for a decent time, the gens will be done before the killer has killed anyone unless they mori tunnel. Doesn't really help that there's not that many maps that are straight up bad for the survivor compared to ones that are bad for killer since most maps tend to have a good amount of resources for the survivors.
Plus my experience with playing killer I can even say that sweat survivor squads who do only gens aren't that common either. Many survivors will still rush to hook save and immediately heal instead of getting gens done which is easy to snowball off of.
I would say most lost games are the killers fault. It's just I also recognize that optimal survivor play is difficult to beat without the survivors making mistakes for the killer to capitalize on.
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@Mak0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1495975#Comment_1495975
It's hilarious how people don't consider how boring and miserable survivor (especially solo) already is before crying NERF GEN SPEEDS.
Especially when the devs have already stated they are planning to add an early game system. IMO it's really all the game needs as well since really all killers need to is a bit of breathing room at the start of the game.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1494261#Comment_1494261
Nice myth. If that were true, why would survivors ever lose? They just need to pump gens and run in a straight line to win, how could they play worse than that?
Because a lot of survivors try to do other things besides doing just gens. People with flashlights love to try to go for flashlight saves for example.
You'll rarely encounter a team of extremely optimal survivors who sit on gens when not being chased, but when you do it's basically impossible to win unless the survivors themselves mess up.
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@R52G said:
Am I the only one who didn’t feel like Leatherface needed the rework? I’m red rank survivor and everytime I’d get stuck with a Leatherface of purple rank or higher my team would get decimated. I feel like all this did was give him more power that he honestly didn’t need tbh.
The main issue with old Leatherface was he didn't really do much different than Billy. Leatherface could down multiple survivors with his chainsaw, but outside of being right there as a survivor goes for the unhook there wasn't many situations where that happened. Plus Leatherface's chainsaw had a lot of slowdown when charging and took a little bit to speed up that he really just had to breathing down the survivor's neck for the chainsaw hit otherwise the survivor would just outrun him.
Billy was just straight better than Leatherface (unless you wanted to camp hooks) so Leatherface needed some kind of change to make him more distinct. Which I think the rework did well as now Leatherface can now chase and down multiple survivors with his chainsaw on a single power use.
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I like picking out charms for survivor and killers that I feel fit the character or build I'm running.
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Thanatophobia is really only good on legion, because of how quickly Legion can injure all 4 survivors. Even then 4 stacks of thana is only 16% action speed slowdown which is still very easy to power through. The main reason Legion runs Thana is that it gives survivors a reason to heal each other against Legion.
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I see no reason why they would add anything to Huntress' base kit. She already has to reload at lockers so there are already limits to her power. At most they might adjust the number of hatchets she can hold, but even then I would say that is unlikely.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1491090#Comment_1491090
That's a very minor advantage point over BBQ isn't it? And the new aura system kinda adds to it but then when it's fixed this advantage will disappear.
BBQ on the other hand can give you exact location of survivor even when they are healing or hiding and also gives you 100% more BP.
It's a preference thing really.
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Sometimes it can be hard to notice survivor auras behind generators. Thrilling does let you know which gens are currently being working on to pressure by highlighting gens not being worked on.
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The best you can do is try to create pressure by slugging. But that's also hoping the survivors in this situation are not carrying unbreakable as well.
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@JFF said:
https://forum.deadbydaylight.com/en/discussion/comment/1490730#Comment_1490730
There's a thing called shrine, you should check it out! (it's located in upper section in store) or you could spend in-game currency called shards to buy the killer and get the teachable within 2-3 hours of playtime. I'm giving advice to guy that struggles with lockers, unless you have better idea or suggestion, please refrain from pointless sarcastic comments. :o)
Jane can also just be brought with shards and doesn't need to be brought with real money.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1488309#Comment_1488309
The question is: Why has only the description been changed?
I recall seeing Peanits say they accidentally pushed text for some of the add-on changes they were working on that weren't ready in time for the patch but will be ready for the first hotfix.
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Only the text has been changed. Their effects aren't any different than what the patch notes say they are.
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@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/1487453#Comment_1487453
So these are the changes coming with the hotfix? How were these already found?
The add-on text in the game has been changed. They still have the effects they went live with yesterday.
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I compiled an imgur album I posted to the subreddit as well with all the text changes I saw.
https://imgur.com/a/WN4gNbB -
After a few games you get used to the timing of chainsaw chaining so it's really not something you need to focus too heavily on. Also there's a sound effect when you use the last charge so you know you can't chain anymore.
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Everyday objects don't overheat under normal use. It's only excessive and constant use that cause objects to overheat. It would be a problem if the chainsaw overheated under normal use.
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@AhoyWolf said:
I must agree, but I'm scared that the devs hear that the overheat mechanic doesn't do anything and they will "fix it".
I would hope that would be the goal of having overheat is to prevent excessive saw use. Ideally the goal should be that experienced Billys should rarely ever overheat. The one thing overheat does punish is that Billys who camped with their saw out as they'll end up overheating giving survivors a chance to save.
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Well the mid-chapter was focused on changing the two chainsaw killers. I wouldn't say it's only killer improvements as there are nerf to both Leatherface and Billy as well.
Not to mention survivor and survivor perk bug fixes as well.
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They never promised they would change the add-ons for this patch.
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@IIITweedleIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1481947#Comment_1481947
Because the idea that it IS a square. You as a killer have to corral and anticipate the survivor. Break walks before a chase and cut them off. It's not that hard even for a M1. And I'm not talking about holes to drop down. There are holes to go up on 2nd floor as well. There's a courtyard to cut the whole building in half. A Killer has a faster speed than survivors. Use perks that cut down terror radius. Perks that stall gen speed. The problems aren't problems until the gamer makes them problems. Use Bloodlust to your advantage.
Killers are only slightly faster than survivors. The difference being 0.4 or 0.6 m/s. It can take minutes to chase someone down the halls simply due the small amount of distance you make each second.
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@IIITweedleIII said:
Wow, it's hard to. Believe how many KILLERS say they have trouble with a 2 story ring around the rosey map. Which seem dont bother pre-breaking for future references.
Ya all do realise there are holes on the floors to fall through right?
The issue is more that the map is just a hold w simulator. Killers may move faster than survivors, but not much faster so a survivor with distance can take a minute to catch up to for just the first hit.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1479597#Comment_1479597
So even more so going with "theme" for an obsession perk, no other killer perk except maybe Rancor helps survivors in any way. So why should Dying Light give a benefit at all? I thought the general idea is that you don't want to be the obsession as a survivor.
Save the Best for Last can be generally good for the obsession as it means the killer is less likely to hit them to lose stacks. Granted things like exposed or power hits can get around that.
Play with Your Food incentives the killer to lose chase with the obsession which means the obsession won't get downed as much.
Dying Light fits well with the rest of Myers perks being obsession perks that incentives you to avoid interacting with the obsession til the end. I wouldn't say the idea of being the obsession is a bad thing.
I think the real problem is that obsession not only ignores the effect and gets a benefit, but you also lose the perk if you kill the obsession. Which means there is never a right move when it comes to dealing with the obsession.
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@White_Owl said:
I think it made more sense with the old Dying Light, when the buff pushed the survivor to make the choice of being stealthy to avoid to penalyze the team or being altruistic and get use of it. Now I honestly think it's not needed.
Old Dying Light had an a theme, even if that theme was pretty bad for game health. One person becomes the light of hope for survivors and when they die everyone else loses hope.
Now it's just a mutation of what the old perk was going for and failing to hit the same theme.
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@Dead_by_Gadfly Dying Light does not make the obsession open the exit gate faster. The perk states that it increases action speed of healing and unhook other survivors by 33%.
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I think it mostly exists because it was what Dying Light did before it got reworked. Old dying light made the obsession have faster altruistic actions, but when killed severely debuffs the rest of the team's action speed.
You could remove the faster altruistic action speed from Dying Light and it still wouldn't be a good perk imo, because the perk is just a win more perk. It won't help you if the survivors just rush gens before you can stacks for any significant slowdown.
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Even though Deathslinger can end chases fast, Deathslinger still takes longer than other fast chasers due to the time it takes to reel in survivors. Deathslinger can also struggle to snowball as well since he has to reload after each shot and the gun range is limited. Means even if he downs a survivors and someone was nearby he might still let them go if his gun isn't loaded.
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Once you realize legion has iri button there's little reason to just leave the gen, especially when Legion in Feral Frenzy can't down you and can't grab you off a gen.
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The MMR system is suppose to be live on the xbox which would mean the ranks aren't being used for matchmaking and instead it's a hidden value.
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Just because a killer's power works well with certain perks isn't really enough to prevent players from using those perks on those killers.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1470877#Comment_1470877
shortcuts through the, what? just teleport through the closed walls or something?
Clearly it just means you have to play nurse who is bugged on the map and can't even teleport down hallways.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1470561#Comment_1470561
You had to hit great skill checks. All the time. 24/7. Without taking into consideration any other variable that effected skillchecks. Hitting regular would stall progression. Everyone just hunted down the totem.
Jeese, it's like I'm in an alternate timeline or something. Nobody had time for teammates who weren't perfect.
And skillchecks are completely random you can work on a generator and get 0 skillchecks the entire time or you can get thrown 10 in a row because the game decides it doesn't like you. Old ruin has the same issue that Lullaby has in that the perk is only as strong as rng allows it to be. Old ruin could completely prevent gens from getting done if the survivors weren't good at hitting greats consistently and the game throws a ton of skillchecks at them, but on the other hand get good players who can get hit consistent greats and rng that throws a couple of skillchecks and the perk may as well not even exist that game.
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@Frareid88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1470383#Comment_1470383
Hypocrisy at its finest
As much as it sucks to be left on the ground for 4 minutes the game will end. This is what makes it not a hostage situation.
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Considering with the lack of an early game for killers and gen speed being as fast as it is, I don't particular fault killers for running NOED. Most of the time NOED ends securing 1 kill in my experience which is more of a pity kill.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1463812#Comment_1463812
Also, I'm still of the opinion that if 3 gens pop before you get a single hook, you just aren't very good at the game. I've played both sides in red ranks (although my killer isn't there any more because I prefer survivor) and I have never had that happen. If you're in a chase that long, you're doing something wrong. I'm sorry XD
Unless you get a map with very weak pallets (like Hawkins) or low number of pallet spawns (like Shelter Woods) or you are playing a killer that can effectively ignore pallets, all a survivor has to do is throw the pallet and run to the next one. Plus you still have to hit them twice unless you are running an instant down killer. That can easily take up enough time for a single gen to be done and if the survivors are split up that's 3 gens.
If you drop chase to chase someone else, two other survivors are still working on gens and now the 3rd guy is just going to hop on a gen himself and the cycle repeats again.
It's really not about being bad in the situation where survivors are fully committed to doing gens above everything else. Most games aren't like that, but they do happen.
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This video honestly isn't a good evidence of gen rushing. Tru3 is literally letting his viewers control his actions such as "not using his power for 15 seconds" or "looking up for 5 seconds" which certainly didn't help him.
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@LiunUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1460838#Comment_1460838
has lullaby ever worked for anyone? the moment survivors touch a gen they know you have it. i have never gotten passed 2 stacks
I've gotten 5 stacks before. It still suffers a similar problem with old ruin in that it's really dependent on whether or not survivors get skillchecks and survivors missing skillchecks. Sure it's easier to miss skillchecks if you don't the warning, but if you pay attention to the center of the screen it's not hard to miss them.
Ideally Lullaby would be great on stealth killers who can take advantage of the fact survivors won't hear their TR and are likely too busy focused for the skillchecks they might not notice you approaching. But keeping the totem alive on most maps is certainly tough.
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Genrushing is when survivors decide to only do gens. This means they won't heal, they'll leave survivors on hooks for as long as they can on their current hook state, they'll prolong chases by not looping but just using pallets to buy time as everyone else cranks out gens. Also they are going to be working on generators separately because it's more efficient.
The mistake a lot of killer make is assuming that just because gens got done quickly is that the survivors are gen rushing. Sometimes killers just don't apply enough pressure and survivor do the only thing they can do. That doesn't mean survivor are gen rushing. The thing is actual gen rush teams are very rare as there's not much reward in doing 5 gens as quickly as possible and escaping. Pretty much only 4 man SWF groups who really just want to win games play this way.
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@Sinister0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1461093#Comment_1461093
I don't think this video proves your point tbh. The guy isn't play against decent survivors.
Even if you think he does, the video still isn't good for your point since he talks about beating OhTofu at 2mins onwards (who used an ebony mori with billy) with his mates and beat him because they 'genrushed'.
I don't like the term 'genrushing' as if there is anything else for survivors to do. I blame the Devs for nerfing ruin and not doing anything about why its used so much (this early game EGC could be next year for all we know).
Genrushing is a bit more specific than just survivors doing gens. Actual genrushing really isn't that common, because it requires a bit of coordination and rather boring survivor gameplay.
What a genrush requires survivors to do is not heal, keep hooked survivors on a hook for as long as they can before the next hook state, work on gens solo, drops pallets and run to the next pallet as it's much more of a time waster than trying to loop a single pallet.
You really won't see genrushing from anything other than a 4 man swf group who really wants a guaranteed 4 man escape every game.
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1461119#Comment_1461119
Yet I love how he said in a stream OhTofu isn't that great 😂
It's funny how much you move the goalposts you never have to admit gen rushing is a real thing.
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I like how the video you link the guy literally boast about how him and his squad won against OhTofu by gen rushing him.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/1460894#Comment_1460894
What kind of games are you playing that have a 4k in 2-3 minutes? Do you go afk and wait to die? Do you down and hook yourself? WHEN does this happen?
It happens when a killer downs a survivor and all 3 survivors swarm like flies because they want to get a flashlight or pallet save. Then they all stick around to pick each up in front of the killer instead of moving away to do gens.
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@chase131119 said:
Gen rushing is imbalanced, but a killer killing an entire team in two minutes is "the survivors were just really bad"
It's really not possible to down all 4 survivors within the first 2 minutes of a game unless they all intentionally stick around.
@KRG said:
https://forum.deadbydaylight.com/en/discussion/173533/why-is-gen-rushing-still-possible
Genrushing is not a thing. I'm sorry but you really need to learn how to spread pressure on a team and that's how you stop "genrushing".
Genrushing is absolutely a thing. If a team of survivors commit to working on gens separately, the killer will struggle to apply pressure to stop gens from popping.
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@Alify said:
https://forum.deadbydaylight.com/en/discussion/comment/1456526#Comment_1456526
I thought I'm only one who likes it
To be fair, the map is pretty cool looking and has some neat easter eggs. The problem is I find games on the map to be rather boring playing as either a survivor or killer, because the map doesn't offer much to play around and really becomes how can long you hold w.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1456520#Comment_1456520
Only two staircases to the upper levels is ridiculous. There needs to be at least 4. The straightaways are dumb as hell, and the breakable walls are stupid as #########
There are technically 4 staircases. The one in the bathroom requires the killer to break both breakable walls. The other is in other corner of the map that I think can be accessed without the killer breaking walls, but navigating that area with the walls up always confuses me.
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@Dehitay said:
######### is going on? Why are most of the posts implying this would be a nerf to killers? Was there an edit to the original post that I missed? I can't see how insta downs at the hook would be anything but a major buff to killers.
The creator is asking to remove the ability for killers to grab survivors in the middle of a hook save hence removing their ability to "instadown" survivors going for a save.
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Because the one thing this game needs is more survivors unhooking in your face immediately after you hook a survivor.
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Doctor and Legion would be terrible, because you can't mend until you snap out of T3 Madness. It would be really hard for the survivors ever get anything done.
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To be fair, an add-on shouldn't require an perk to be useful. Add-ons are about improving a killer's power.
And even then if a survivor is flashlighting you they move slower so the extra movement speed isn't even useful in the situation you aren't animation locked while being flashlighted.