Deadeye
Deadeye
About
- Username
- Deadeye
- Joined
- Visits
- 3,930
- Last Active
Comments
-
I even ask myself if people are just trolling or have a really bad perception. Had a Huntress with Iri Heads some weeks ago complaining about gen rush and being forced to tunnel "3 gens done by first hook" while the first guy actually was hooked at 5 gens and killed after the first was done...
-
I dont play Hag that often. Pls report here, so others havin the bug can upvote, so your report gets attention from devs
-
@Carlosylu said:
This is the Bubba vid, in a short loop, you can see the Bubba's "mind glitch" where he's used to survivors early dropping pallets, which makes him rev the chainsaw, use that at your advantage to get the most proffit from loops.
Is that an old Bubba video? With new movement speed, this loop is simply not long enough to go for. You get one lap, then you need to drop the pallet or get downed, and the pallet is gone because 3 stacks is enough to get around the loop and destroy it. And until you reach the next pallet, normally 2 stacks have recovered
-
First of all, if you face a decent Blight (there are some already, trained by PTB) then the stiff lunge is the only counterplay I can think of at the moment. After missing such a lunge, the cooldown is pretty short, so you are even unlikely to get into cover afterwards in several situations.
On size I agree. He is as small as hag. And combined with the speed in his power, it is the most annoying thing to deal with. And I think that changing the camera position (or size of the killer) is nothing that would give experienced Blight gamers a big advantage either.
Third imo correlates with first. Part of counterplay. Don't design the power so that it is super easy to hit. You don't want a second Spirit here.
Not sure about the last part. Regarding the low cooldown I think this is not necessary, when the camera is fixed
-
Forget about Ace and David. David maybe takes on with the Legion while the other two rock the demon party. Just give Ash his boomstick and 3 seasons of time to get the job done
-
@Woodywool said:
https://forum.deadbydaylight.com/en/discussion/comment/1608628#Comment_1608628
The fan fact is that on PTB 4.2.0 Freddy was bugged and the devs didn't recommend to play as him on PTB
darn, already forgot about that. But I even voted for "new maps too dark" from a survivor POV.
-
@batax90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1608635#Comment_1608635
Master billy and you can 1 shot survivor travel to gen at the speed of sound. Mastrr blight and you can hit a survivor enter a fatigue state and you repeat that process
@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1608635#Comment_1608635
That only is the case on open maps like coldwind for billy, most maps however do have obstacles and do not allow anymore for easy zooming there. Billy/blight all struggle when survivors do play efficient.
If you take a look how OhTofu smashes teams atm with Blight, then it does not seem that tragic that he has no insta down. And he is occassionally even faster in map travelling. Sure just state now, where everyone needs to learn how to play against him, but he doesn't seem too bad in chases.
Also not talking about addonless or perkless, he definitely needs some support to be that strong. But only the value he can get out of Tinkerer sometimes is insane. And with Hex:Ruin being good on mobile killers, Ruin + Undying can be brutal on him
-
@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1608534#Comment_1608534
Yes. A team of survivors that does split up and each do a diffrent gen is a problem for legion, but to be fair for what killer isn't that a problem?
Billy and Blight :P If you master them, you have instant chases and return to gens at same speed.
-
There was even a survey about if maps were too dark or too bright. Wonder why they do these when they are not noticed. I can't imagine that everyone voted for "all fine"
-
@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/189389/hex-blood-favor-buff
To op think about it you could lock Evey single pallet and the perk can stay up ages as well as showing survivors on it thanks to undying this would legit make games unplayable as there would be no escape counterplays
Not really OP, as it has a cooldown and you need to smack quite a lot of peole to fully block all pallets on the map
-
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1605456#Comment_1605456
no they don't go look at the patch note history, values are usually not specific, things get left out, and in general its vague and mainly focuses on what they fixed and not what they changed. edit: im not talking about mid chapter patches but killers releasing after the ptb.
take the silent hill patch notes 4.0.0 they list a TON of bug fixes but thats kinda it, the perk values where changed but anything addon related is left out and most of the changes are just blood point modifiers.
my point is these patch notes are the best they have released in regard to the changes the killer went through in the ptb and they provide actual numbers for all the changes.
Not sure what you mean. There are numbers for the addons, but I heard the perks where changed, which is not listed at all in the current patch notes. What addons were changed with Silent Hill? Silent Hill chapter contained perk changes including numbers listed in the patch notes.
I took a further look and Stranger Things for example had updates containing numbers, showing changes to base power AND addons. Sooooo....I think this is not a premiere.
-
I think they always list in the patch notes what they changed from PTB to live
-
@Lentoro said:
https://forum.deadbydaylight.com/en/discussion/comment/1600234#Comment_1600234
You're not taking into account that his shock takes an extra second to take effect. He has a 1 second charge time and an additional second of detonation delay before the shock hits you. So if you dodge, you can technically manage to unhook.
If you dodge you most likely have to at least get to the hook which also costs you time. I had that scenario now 3 times and never could do anything, even after dodging
-
@Pipefish said:
https://forum.deadbydaylight.com/en/discussion/comment/1604681#Comment_1604681
Yeah there are so many times a survivor gets slugged and rehooked right after getting unhooked so that is definitely an important one too. I try to make sure at least one person in my SWF is running it for that reason. 😅
I'm just collecting stats on my games (from both sides) and the double hooking is actually super rare. Most of the times it is slugging and they are healed up again
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604307#Comment_1604307
It doesn't. Not until I've had a hands-on experience at least. It's supposed to emulate jumping off of walls & ceilings, that sort of mobile killer, but clearly the game has its limitations or else they would have gone for that. His ability is "silly" because people choose to perceive it that way.
A dev himself called him like that on his stream. Sooooo not too sure about the "jump off walls" thing. Also doesn't explain why you cannot attack on the first charge.
-
It will be patched
-
It should only count for altrusitic actions. Being able to prevent gen grabs while BT is active sounds seriously broken.
-
You keep 2 surviors off gens, legit. I hate when survivors loop hooks or 90% gens
-
Removal XD
I don't like the pinball power at all. And seems completely random from the idea. All powers make sense in any way, why the Blight cannot attack or gets a fatigue when not crushing his head into walls looks stupid to me. I don't like the design nor gameplay.
But he definitely needs hitbox fixes
@danielmaster87 said:
#1 change is for people to stop calling him ping pong boy. Unpopular opinion, I know. But as someone who takes this game seriously, you can see why that annoys me.
If you take this game seriously, then his playstyle should annoy you
-
@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1602976#Comment_1602976
It was meant to ease tension and contribute levity, the fact that everything blends in Yamoaka... if you want to over analize it, it was a comment on a specific map design... But still just for levity. Is humor not allowed on the forum? If so, I'll turn to a condescending, assuming person like you... Wouldn't wanna break the rules
Well, probably that wasn't too obvious. Was more formulated like a typical "you have this problem, I have that problem, so get over it unless my problem is solved" whjich is not uncommon on this forum
-
@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1603801#Comment_1603801
sigh you know what?
go for it.
go run into the campers face and go hookfarm your mate. im sure nothing will ever go wrong. there is literally no way such an actoin could ever backfire on you.
you got this. i believe in you.
sigh just ignore my arguments. gotcha...
The only reason why this is not working is that all 3 survivors swarm the hook and do no gens at all. I've seen it work often enough, also in rare cases without SWF. I didn't say "ez counterplay" or whatever, I just told you that with BT against regular killers it makes sense to go for an exchange...
-
@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1603738#Comment_1603738
you lose time while running towards them, you lose time while waiting for an opening from the killers side to occur, you lose time unhooking and trading the hook, you lose time with the unhooked mending (or in worst case even going down, which is a gg) and you lose time with them escaping the scene and finding a gen, possibly healing.
usually you're better off just doing gens.
Running takes about 10-15 seconds. compared to the additional 60 seconds it is worth it. If you have BT to do the exchange. Fiunding gens is a thing you always face, also when ignoring the person on hook. another reason to buy as much time as possible
-
@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1602111#Comment_1602111
i assumed so.
thats why i includes the second point, which covered said scenario.
also those "legendary plays" you mention end up with the camper winning the game in 9 out of 10 cases. and even if fyou just hook exchange, you lose precious gen time AND give the killer tons of bonus points.
please just do gens.
some killers simply arent ment to allow hookfarms to happen, Doc is one of those. dont try it, do gens instead.
You don't lose gen time as you have 4 survivors in teh game for a longer time. This is more "resource" available to actually finish 5 gens and probably totems to counter NOED
-
@voorheesgt said:
As killer can I just say... I'm tired of all my generators getting camped on Yaomoka?
Damn invisible survivors campin my gens...
So what does this contribute to the thread? Or should we read between the lines that you want to be allowed to force death on first hook because you dislike "genrush"?
-
@mistar_z said:
its pretty actually, you just need to time it. it has a charge time and a delay, as well as a cooldown. you can bait it the same way you can fake an m1 from any other killer.
that's exactly what is not working. charge time and cooldown is better than the time you are stunned or need to finish the unhook
-
@cranzer said:
Flashlight blind, side step shock, unhook.
Did you try that? I think he can simply look down and still hit you as the beam shows him where to shock
-
@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1602108#Comment_1602108
well its still at least a bit of effort, clowns gas is just for free
You need to aim with that as well. Bigger "hitbox" of course but bad clowns miss with that too. Huntress is just depending on good throws or you will simply have bad games overall. If you play her at least decent, then your first hit will be by hatchets at 80% of all chases
-
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1600891#Comment_1600891
No no, forget about bt, forget about unhooking
Do gens and leave. Leaving the camped on on the hook
If every camper only got 1 or 2 kills all the time they would stop using it as their go to strategy
That's what my advice is normally as well. The thing is, doc can even block the attempt to unhook. So not even an exchange/BT/legendary play possible. That sucks
-
@Mister_xD said:
try one of these:
1) dont unhook mid chase
2) do gens if he wont leave the hook (like you should with any camping killer)
1) you probably already got that I'm talking about a camping doc right?
2) every other killer except Bubba can be outplayed with BT for the hook exchange. Unfortunately, they tried to cap that by revving tantrum, but reenabled it by giving him more chainsaw speed, so the third swing gives the second hit... If the BT thing works out, you could even get out with all 4 if you can manage to exchange after every 50 seconds (I know, most likely only possible with SWF, but possible). But doc can simply block you from even attempt the unhook. Sooo there is no legendary play possible.
-
@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1600186#Comment_1600186
but i think that they should be a bit harder to apply, clowns gas is a joke but huntresses throw is alot harder to do
I wouldnt say that because hatchet hits are a Huntress' every day work
-
@Sonzaishinai said:
Same as with any camping killer
Do gens and get out
I know it's boring, but if you feed campers kills it's only going to make them do it more
@InnCognito said:
With that killer and most other killers a person has to expect a killer to go out of their way to camp at some point if generators are being completed fast. Depending on the time of the day and the quality of general matches. I'd make the decision to bring BORROWED time.
If the killer camps. Just REPORT them for inactivity, or not participating in match. Most reports do nothing. But w/e,
@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1600235#Comment_1600235
Don't unhook with a camping killer. simple.
The thing is, against any other killer the BT exchange works. It only didn't work against Bubba as he can simply down you before or get both, also land a double hit to counter BT. But new Doc is able to just cancel your attempt to unhook.
-
@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1600186#Comment_1600186
exhaustion addons are the only counterplay to exhaustion perks, there should be more of them and every killer should have acces to them
So why did they remove it from Doc with the rework?
-
@PleassBuiltInNoed said:
dont unhook infront of the doc?
Brilliant... I'm talking about camping doc
-
@Khar said:
Timing or diversion. You coukd fake an unhook and try to dodge it. Another teammate can unhook once someone else is shocked.
Timing and dodging doesn't really work. If he misses you once, he is up fast enough to grab you, and also he just has a 1s charge time while unhooking takes 1.2 seconds, so he can easily just interrupt you again. So the only counter to this crap is swarm unhooking? Which gives the killer possibly like multiple survivors on madness 3 for free?
I think this needs some tweaking
-
@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1599750#Comment_1599750
still doesnt feel like it would be enough to be a purple addon
a good example of how strong purple addon should be are all purple addons of spirit except for dried cherry blossom
I think exhaustion addons should be removed completely from the game. Therefore even a 10 second exhaustion addon would be strong enough to be purple. That Huntress gets it on brown and clown on yellow addons is siomply a joke.
On the other hands exhaustion perks are also a joke, since there are so many and at least the first time you cannot guess what will happen, and even on second attempt when you know (if you remember every perk for every survivor correctly) then you still can't counter them in most cases (except Dead Hard)
-
@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1599619#Comment_1599619
yeah, for 10 seconds when mended lmao
you never stay around the person you just hit with your power to down them, you got for other people to injure them aswell and by the time you do that that first guy is already mended and will run away
10 seconds is useless
He said "Being in deep wound" not after finishing mending. And "never" is pretty wrong, normally you chase the last person you hit during Frenzy. This is only not the case when you go for a Killer Instinct target and don't reach it in time
-
And that Huntress doesn't use hatchets but whales is long known and called baby mode since it is a thing. There are a lot of people asking for optimization. The problem here is not only latency but also that the hitbox is a ball and not a box, for a reason I have already forgotten but seemed rather like an excuse than an explanation
-
Because Slinger can shoot through holes in walls and insta max speed harpoons without any noticeable feedback and PHs shots are area (meaning multi hits possible) shots going through walls
-
PH is NOW considered to be a strong killer (remembering that most people yelled out that his M2 is bs) because killers become better in knowing when to use M2, how and when to fake it and the overall timing, granting like hits every 10 seconds. At least I barely notice PHs getting to bloodlust 1.
-
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1594985#Comment_1594985
I don't need to make the stats when i actively see a self care losing the game for people. Gotta love using perks like Kindered, Bond, Empathy, Aftercare. Ever been on a hook watching the self care actively healing themselves while close by and hit struggle because they care more about a 32 second heal than rescuing someone? Killers not close, but let me heal when you get 2 hooked. Why would i need to record stats when I've seen this behavior for thousands of hours 🤣
That's what I talk about every time. People see a glimpse of a scene and think they know everything. I iterally said to you "it is not sufficent to point at a person just selfcaring and say 'there, bad'"
It still stands that it is not the perk but the player losing the game, and the player doesn't need selfcare to do so. I have seen people being injured and crouching around near my hook being afraid of the killer, just waiting for my second stage doing nothing. And people selfcaring to get me off the hook in time and take a protection hit after that. Which then is a good selfcare player. Again: the power of the perk is to heal yourself WHEN YOU NEED IT, not to heal yourself as often as possible. You CAN waste time and kill your team by selfcaring, but you could also simply do NOTHING instead, and there are enough bad survivors out there that do so.
EDIT: And you need to record it as I already said like a thousand times, once again for you: it is human habit to remember negative experience way better than positive. You can play with 10 selfcare users and one of them playing bad letting someone die on hook while selfcaring. Enough for a human to just say "there, AGAIN bad behaviour" and forget about the 9 other quite positive games, you never say "oh, the exceptional good selfcare player" for 9 times. Meaning your experience just blends out 90% of the "stats". You need to check after EVERY game who had selfcare, who played well and who not and then see IN TOTAL how many of the selfcare users actually played bad. You might think that you are the allknowing, never wrong judging pro player, but I can tell you you're not and you do judgements on the fly without all the facts necessary as everyone else, no matter how many hours you have
-
@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1596201#Comment_1596201
I saw an interesting idea somewhere, it suggested to make them insta down only if they were fully wind up and it increased the wind up time slightly.
I think that is not enough to be fair
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1596067#Comment_1596067
Yep, the stronger killers force out error consistently and rapidly. I do not agree, you should always strive for perfect play even if you do not ever reach it and try to play the best of your ability with the tools that you are given on both sides. I also don't see any problem with matchmaking or survivor skill-level, mainly problems with emblems in defining winning/losing at times. The game is survivor sided, Its just that many survivors aren't very good, which as result makes a lot of killers really underwhelming for the most part against good teams.
Of course you should try to improve. But you say that the 'perfect gameplay' is the current state of the game. You said "In my opinion, every hit you take as survivor is a mistake on your part" and I think that is simply wrong.
A lot of killers are underwhelming might be correct, but definitely not those that got reworked. I hope you don't say "get your own opinion and not point at streamers" but several streamers are actually a pretty good reference. Like Tofu doesn't even kick gens most of the time because he applies more pressure by chasing efficiently or Otz struggling against multiple Unbreakable/DS/whatever and still manage to get the 4k. And they do this with every killer, not only the loop countering top list killers.
But this gets a bit offtopic, we were coming here by talking about Selfcare being bad/good which is already not related to the 9 top most used survivor perks. While looking at that list it is clear that 6 of these 9 perks are second chance perks, plus Spinechill and Iron Will to dodge the killer. And this is not just recently the meta for survivors. Which is actually probably the reason why killers needed this hard buff recently.
-
Had several threads about this. Add either a min distance like on slinger, so you cannot use them at loops or make the hatchet count not stackable, so you definitely only have one isnta hatchet. Problem solved
-
My thought is that you should put some points and separate sentences in your text. Besides that you should inform yourself about what it means as a killer to lose pressure and then rethink.
-
At first, your suggestions seem all fine :) Except that I would like to have event cosmetics not be available in store. They do soooo many cosmetics and I think it will not be a neck breaker if they keep 5% of them exclusive to those who spent time explicitly to get them.
I think they should create some kind of sandbox at first with exchangeable items, so they can simply just redesign the alternative objectives and replace the old ones. Or reuse them. Including the currency system, or, especially the currency system, that you get when completing event objectives. I don't like how totally unrelated the events and rifts are and the progress you get when they put the currency into the rift.
It would of course limit the event styles a bit, meaning you will always get either event gens/hooks or event objectives that are once flowers, once lanterns or whatever that you have to collect and take out (or just collect). But for me that's fine if it helps reducing the bugs and effort to create events.
And just two things to mention: compared to the recent rift bound events, the 4th year anniversary event was again a cool event. And pls don't say "make xyz great again". It makes me shiver ;)
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1595045#Comment_1595045
my #1 fear when playing killer against survivors is against survivors that do not heal and play the game is very ironclad way. It shows very high degree of confidence in playing survivor and it is very skillful. In my opinion, every hit you take as survivor is a mistake on your part and I think one of the major reasons to why survivor has trouble in piping in some games has to do with benevolent emblem. Its too based off killers actions rather than your skills as survivor and it makes very little sense to "build-up" mistakes to pip(win) in the game. The overall theme is that your playing in a mindset that looks to omit error from your play rather than encourage mess up. On lesser tangent, It goes on to say that instant downs are very good difficulty modifiers in DBD, the other two being undetectable and aura-reading through walls.
On side note, Really good killers are killers that makes a lot of good reads in a row and to some extent, It forces pallet drops. self-care and healing is like the chew chew train that eventually goes off the railroad track. The slow generator are product of the constant insecurity of needing to heal. This is not to say that healing is completely useless, Resetting everyone health state is really good when your forced to use unsafe pallets as those pallets have large margin of error as they rely on your reaction to stun the killer on mid swing and survivor has a lot of latency issues with that but most of the time, majority of the loops are relatively safe such that playing injured isn't so much of drawback as it looks. its why you see so much Iron will compare to self-care. In reality, you can only waste pallets in two ways, getting hit and putting pallet down and healing instead of doing generator when your teammate loops. Healing/resetting is best used when a killer is not applying kill pressure which is rarely the case the better the killer player is.
Well, you expect a pretty perfect play with these assumptions, and that is far from reality. Beside that, the new killers, including reworked killers, surely go into a direction that get increased ability of downing survivors. The game is not that survivor sided and error depending as it was. Downs are not mainly caused by mistakes anymore and the survivor skill level is pretty bad at the moment across all ranks
-
@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1594761#Comment_1594761
If you want advantages just look at intel perks and TR perks.
Disadvantages are distance related. The perks I mentioned help reduce the issues involved due to them allowing for a nice rotation of add-on into perk vice versa.
They would, except that you can mindgame them into thinking you're using a Tier 3 related add-on such as Judith's Tombstone. The mindgame potential is strong with it
Still no comment about "needs surprise, can't chase". "ADvantage on TR perks" is a weakness imo, compared to Scratched Mirror. You need to pick these perks to add something Scratched Mirror already has. And mindgame potential is minor because, as I said, there is a massive difference between 107% and 115% to notice, besides that also the fact that you can see by Myers left hand if he runs a Mori addon or not.
I think we can stop this discussion.
-
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1594036#Comment_1594036
Default Jane? Probably has Head on. That kind of expectation is something that happens after experience.
Besides the item, the cosmetics have reputations for a reason. And I am using my own experience within the game to guess what they have. I can usually figure out what they have in game from observation, but speculating what they can have can make sure you are not surprised by it later.
Keys are still stupid though.
This is seriously the least founded argument I have seen in a long while. Cosmetics reputation is if at all based on memes. I don't even confirm that a specific character is more often toxic than others, can't confirm for Nea, nor for Ace or shirtless David. I never expect any behaviour from characters or cosmetics and never really got surprised by anything unexpected (or expected)
I have seen hiding shirtless Davids, toxic clicky Blendettes and teamplayer Neas. Seriously. Just can smh about such an assumption
-
@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1594324#Comment_1594324
Crazy idea, but here we go: what if instead of nerfing the only good perks survivors have(which is the reason why only these perks are used) we buff the other 90% of crappy perks and we encourage build variety this way? Crazy, I know.
People don't use the new perks because they are "satisfied" with the old ones, they use them because all the new perks are complete garbage.
So do you have time to sit in the balancing team? Just throw in stuff like "Make multiple Breakouts stack, then it is as strong as DS", do that to every perk and see in what a funny state the game will be soon.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1594290#Comment_1594290
The perk doesn't do anything unless it's used, sorry that killers who tunnel are too scared to pick up survivors because of an icon but that's on them
That's exactly the point. You might not tunnel but still need to be aware who might potentially have DS up or risk to lose a good amount your pressure. That is simply the counterplay you have to do. And you can't say don't tunnel and don't respect obsession icons in the same sentence