Avatar

Deadeye

Deadeye

About

Username
Deadeye
Joined
Visits
3,930
Last Active

Comments

  • @chaosdriver said:

    Second wind

    Dweet

  • Good to bring this up again, there were some posts about it already in the past weeks. And I promote to bring meaning back again to close the SWF gap.

    Use flapping to say "Killer is near, watch out" and pretend the kobe (stopping at 90% of the animation) to say "Noone is coming, I'm dying, pls come unhook"

    Btw I also use flapping when I have LOS to the unhooking survivor that is going to run into a hag or trapper trap

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1195176#Comment_1195176

    I meant, her ceiling is all of their floors.

    Why bother learning her when there are other killers that reward you for more without the stress and work you put into her.

    Get me?

    k makes sense. Didn't get that fro myour post

  • @Todgeweiht said:

    Because nurse is supposed to be high skill ceiling killer.

    The cooldown is fine, what hurts her the most is the abhorrent amount of bugs she currently has, I mean, the bugged blink animation hasn't been fixed since the time I started playing the game about 2 years ago, and now she is basically unplayable on some maps like temple of purgation.

    You are actually the first one I see that says cooldown is fine.

    @ZoneDymo said:

    Nurse rewards dedication, its a long road to become a good nurse but once you are, its your winning ticket to recover from the many crappy matches you can have with other killers

    She already had a huge learning curve that now even got incredibly harder. I would even say she is currently not playable.

    @BigBrainMegMain said:

    Nurse is such a high ceiling killer, getting to the ceiling is equal to Ghostface's, Demogorgon's, Oni's, Billy's, Hutnress', Doctor's, Freddy's floor.

    Definitely not comparable. She was already on top and now got boosted into the heavens, regarding learning time. And Freddy is the easiest of the strong killers. Good snare placement is learned within hours

  • Derank is not a point either because current matchmaking puts you still in kinda random lobbies. Btw you cannot farm iri shards because it is simply playtime that grants them, no need for emblems to be good or BP earned, just playtime.

  • One perk for every killer? That would be Whispers probably. Or Pop. With different choices I would probably pick different perks per killer.

    For survivors I think Inner Strength or Spinechill

  • Another reason why ranking is completely screwing this game. It is ridiculous that new players with roughly 100 hours get to the same rank as players with multiple 1000 hours. I still find people hiding in lockers or crouching behind rocks when facing a Legion.#

    But I wouldn't remove the perks. As new player you wouldn't be having to learn so much instantly, because against other new players you would see less DLCs, more core characters. And everytime you face one, you will learn a bit more and check the perks after game to see a new effect that was happening. Step by step. But currently it is more like play 20 games, get to yellow ranks and matchmaking puts you into a rainbow group where everything can happen.

  • You also may not forget that a single survivor in the trial that can't hit greats regularly would be enough to slow down gens. Everyone can hold M1, but if just one fails the great skillchecks or goes off to find ruin, that is probably half a gen less of progress until your first down. I remember that with ruin it was definitely not common that 1st down = 1st gen. Unless someone spawns next to the totem.

    Also a minor effect, but with about 6 great skillchecks per gen that would be a missing 12% progress even against great survivors. That can make a difference if you reach the gen in time or not

  • Hated but most effective is the slowdown build. Sloppy+Thana+Dying Light+Pop

    Dying Light is the weakest of these and can be replaced with any information perk like BBQ, Discordance or Surveillance

    Then run the pin addon that applies broken on chained Frenzy hits combined with extended Frenzy duration to make sure you get easier chain hits

  • @Helevetin_nopee said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191247#Comment_1191247

    A window that can be vaulted until its blocked off without the killer being able to catch you, Id consider that an infinite

    What this whole "infintie" discussion is about: There are no infinites in the game anymore since the entity started to block windows, survivors got 3 vault speeds, survivors can be hit behind windows and killer vaulting speed was increased. Infinites by definition means, you CANNOT get the survivor on that loop at ANY time. If someone talks about infinites today, it is just meaning "really strong loop" but if you just commit to it, you WILL get the survivor sooner or later. But mostly it does not make sense because you lose too many gens on that loop. But if that survivor just tbagged you or whatever and you want him on the hook, you WILL get him, also on current "infinites".

    If you say you just want to call it an infinite, that's fine. But your sentence "until its blocked" already counters the meaning of infinite. Maybe take a look at this, to know what an infinite is (or was)

    https://www.youtube.com/watch?v=Q1fkX3H84SE


  • At first: repeating "99%" every second post doesn't make it more real, SWF is not that common. Can't say how many times I got accused of being SWF when I Mostly play solo. And the insta unhook philosophy is definitely more a solo thing than an SWF thing, because SWF organize themselves who is near the hook and can go for it, rather than wasting the time standing around the hook being the first one to snatch the points. Btw I think also when streamers claim to go against SWF, they are mostly wrong or the clue they see is not really a clear argument for that. Just from what I see on survivor side happening in solo queues. You don't need SWF for good coordination. Not even people from the same country while looking at the profiles is that much of a hint, this is simply a higher chance due to ping and server selection reasons.

    To your perk: when downing the unhooked survivor, the emblem punishment for unsafe unhooks is applied. DS doesn't counter that. If that is your problem, you should be complaining about BT.

    And it is not that hard to punish such a behaviour effectively. Hit the unhooker before the unhook, after the unhook, then go for the tunnel. You don't need to pick him up to eat the DS. You got your hook exchange and should say thank you to the unsafe unhooker for the insta chase, wasting no time on searching and instead pressuring 2 survivors, pulling at least a third one off gens who needs to go for the heal/unhook. That's pretty effective. And the unsafe unhooker gets the emblem punishment as well as the 5 second down.

    The change you suggest is simply punishing the tunneled survivor who did not anything wrong and promotes to let the stupid behaviour get away with it.

  • @[Deleted User] said:

    Not to be a wet blanket, but look at how far away from the window the tread/tire is now. It's turning into a guaranteed fast vault from both directions. So it's one guaranteed free loop around the building, wall break, another guaranteed safe vault next to the safe pallet, and only then does it have some counter play. Just going from the picture, of course. This is still an insanely strong loop. Not a semi-infinite anymore, but survivors are still going to zero in on that.

    Strong loops and god loops are still different things. Almost every survivor was able to get there at least injured, depending on where they got caught. And that meant that you might be having to run this loop every chase. Even with a breakable wall, the 3 free laps would only happen during the first chase, saving a lot of time during the whole trial. Strong loops still have enough counterplay or killer powers to deal with (Shred, ranged attacks, traps, gas, snares...)

  • @BigBrainMegMain said:

    To 110% Speed killers, this IS an infinite. The second you lose chase on someone while you're still tailing them, the Entity Blocker will not block the window, thus giving the survivor plenty of time for another loop or 2.

    It's why the map is deemed as Ironworks of Infinites.

    to be honest, 110% killers have their powers to effectively make this loop even shorter than against several 155% M1 killers. And it would be a bug if you can run this loop more than 3 times, unless you drop the chase. Entity blocks happen afaik during multiple vaults within a chase, and not time related

  • @designator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191397#Comment_1191397

    Funny because killer gameplay is becoming holding w and pressing m1 from time to time

    Replace M1 with Space and that's what this loop was before

  • @forthelulz said:

    lol @ "god loops"

    Even average killers have little to no issue with any of these, but ok help out the baby killers even more

    Thumbs up BHVR

    Like the babies that caused the ruin rework? Blend out everything but what u complain about. Understood

  • Still not against M1. Just takes longer. "Infinites" is a relic word from the days where the shack had 2 windows and one door and no entity blocking windows

  • @Helevetin_nopee said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191067#Comment_1191067

    It is... You can waste massive amounts of the killers time just by vaulting that window until it blocks off.

    "until" counters the word "infinite". That's what he is talking about. There are no infinites in the game anymore

  • @PapiQuentin_ said:

    Actually there's apparentely supposed changes to a wide variety of maps this mid chapter. Not just ironworks.

    I wonder what killers will complain about next. 2020 is looking good for then atm

    2020 started with Ruin rework. And had a huge effect compared to removing a single braindead-to-use god loop from one of 30 maps. Not trying to put anything on a scale now. Also not saying that the devs do nothing for killers, I never did. But this is a bit less impactful and the survivors world will not fall apart from that

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190863#Comment_1190863

    Keep in mind that when DS got reworked, they lowered the stun time. The stun proved to be too short and negated the point of using DS to begin with. Survivors would not even have time to land and hop through the window in front of them before the killer recovered and grabbed them. The 5 second stun with no Enduring affecting DS is intentional and came along months after the DS change due to the fact that a shorter stun completely negated the point of the perk to begin with.

    I do think that pallet stuns are too long at their base and an accumulating "rage" factor should set in for the killer. Almost like a built-in form of spirit fury without the shattering of the pallet. Each pallet after the first lowers the killer's stun time by a small percentage to the point that they become immune to the stun, but still have to break the pallet. This would help a lot with shortening chase times and applying gen pressure.

    But, that has nothing to do with the Huntress cheat mode :) I love using Iridescent Head, but fully admit it is way OP and I like the proposed change ideas.

    DS got reduced stun time only once, in December 2016.

    I don't really get the patch notes though. There was a "bugfix" in August 2017 (1.6.2) so that Enduring should (apparently intendedly) work on DS. The DS "rework" came March 2019, April 2019 lists:

    • The Enduring perk now affects Decisive Strike's stun
    • With feedback from the PTB and Live, we have changed the Decisive Strike stun time to 5 seconds... When Enduring is used, the stun will be reduced to ~2.8 seconds ... makes escaping possible but much harder

    So I'm not sure why there is a bugfix that implies Enduring works against DS, and then the notification afterwards that it now works against DS... ?! Well, fact is, that they increased the DS stun time especially according to the Enduring effect, and in June 2019 they reworked Enduring to be pallet stun exclusive, without changing any stun time duration.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190900#Comment_1190900

    For what it's worth, I would say that's more because the achievement requires you to down someone and not just hit them. Normally hitting them from that range would just injure them and make them run to a loop where you won't be able to hit a long range hatchet.

    I know, thats why I wasted all of my Iri heads and Black Wards on that challenge :) . Didn't help me, I got 2/25 out of that, another 2 in like 25 games and then I tried to farm

  • @Peanits said:

    That has always been the ideal change in my eyes. That way if you want to get the instant down, you need to do it from far away and aim well, not just follow someone around and toss it as soon as they vault a window or drop a pallet.

    Though as someone who has played a lot of Huntress, I would probably hazard to say 32m instead of 24m. 24m is only a tile and a half, and that's not too uncommon for the Huntress.

    As a non Huntress main I just can say that I had to farm the achievement. And I never farm. I just gave up on that one. I didn't even give up on the Evil Incarnate. How often do you even get a LOS over 32m?

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190863#Comment_1190863

    Actually clowns add-ons were implemented before the exhaustion change. Exhaustion was nerfed very shortly after the clown was added (pretty sure it was a couple of weeks after).

    Oops :P Yeah, pretty much one month before the exhaustion change. Clown didn't feel that old. The only exhaustion effects added after that was with Demogorgon, but that just lasts for max 5 seconds and can't be really called OP

  • @Shocktober said:

    It's OP and will probably get nerfed if/when they ever rework huntresses add-ons, abuse it while you can.

    The huntress exhaust add-ons are also super overpowered currently. A relic of when exhaustion recovered while you moved.

    The 5 second stun is also a relic from Enduring affecting the DS stun duration. And Clown exhaustion addons came after the exhaustion recovery change. Don't see the red line here :P

    That would be an idea of a nerf, or let's say balance approach. Another one I suggested before would be to make hatchet count addons not stackable. A single deadly hatchet is ok. Hard punish on a miss and removes the snowballing on hook camping

  • @BeHasU said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190733#Comment_1190733

    Yeah, but being injured with resiliance it's huge. You can just 99 yourself and do gens with someone with PT. The gens will fly.

    Then this is not what OP is talking about. Then you take 15,5 seconds to heal.

  • @BeHasU said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190646#Comment_1190646

    High risk my arse. When you have resilience for 9% bonus speed in almost every action just because you are injured, spinechill so you know when the killer comes, DH/SB so you don't go down, iron will - you are completely silent.

    List the same when being healthy. Except the Resilience bonus to vaulting, an even bigger problem, which applies after you land your first hit. Don't you think so?

  • @Gh0stDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190676#Comment_1190676

    Well if they just fix some bugs,ban VPN users and try to fix matchmaking I think the game would more than just acceptable,maybe even good.

    yeah, and that's what is just roughly happening. Really curious to the MMR, if it changes anything. Dedicated servers were asked for so much and they are pretty horrible

  • I'd say, too many variables, too many killers, too many different playstyles, too many perks. And this is not Blizzard. This game will never be called balanced. Just hopefully get to an acceptable state.

  • The harvesters have too many steps where you drop off, that sometimes doesn't even trigger BL. I also jumped down from the ship on the swamp, which should definitely be high enough, but it didn't count. This is somehow buggy. But I think any window on a second floor should work properly. So Haddonfield or Badham are definitely good maps for this challenge. Bloodlodge for example too.

  • He is pretty much exposed when doing so. High risk, high reward. I wouldn't want this as solution to gen rush, it steals a lot of gamestyle options

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189815#Comment_1189815

    I think he means to kill the game before you load into the map which sends everyone back to the lobby which I will do not dc'ing once you are in the actual game.

    It still gives you a penalty. And the others another queue.

    Seriously, except for quitting when stuck in bug, no one should ever DC. What if you manage to escape the mori? Feels great. Hard but possible and you steal yourself the chance. I bring most of my moris when I clear addons and offerings before I prestige a killer. And I don't play like 15 games in a row with a max of 4 hooks. When I bring them, I use them when I get smashed, to keep a chance up to get anything done. Or when someone is being an idiot. And I encountered other killers doing that as well or just mori on third hook. Killers with map pressure bring the shrouds too, to get into chases quicker and to avoid the typical 3man gen squad, finishing a gen in the first 30 seconds of the game. You just throw these games and punish yourself.

    Once I had a sweaty spirit slugging the second last survivor, sometimes phasing and I noticed she didn't leave the slug. Just expected me to rush in and then stab me in the back during the next phasing. I ran around, found a key, found the hatch, pointed the slug I found it and dropped the key twice, then waved to show her "come here". Then pointed her away from the hatch so the spirit doesnt find it or me. Next phasing, sneaked out of the closest hiding spot, got her up, took the hit, boosted to the hatch and both escape. That scene wouldn't be possible for either of us if the other one just DC'd because of "bored by slugging". It's these kind of situations I play the game for, not the genrush and Mori off hooks ones.

  • Greetings and thanks are just 1 or 2 Ctrl taps. Tbags are way more often. But it is better to just nod your head when you wanna say thank you

  • @andyollolloll said:

    DC penalties have improved things but need to be increased, the survivors who do this affect 4 other people who just want to play the game.

    Had a toxic survivor who unhooked me in front of pig. Spectated and tried to use their DS as they crawled to gate, pig waited and picked them up after DC had finished... survivor DC!

    Penalties should affect players which it doesn't when it is bedtime

    Well, your example was at endgame with open gates. That doesn't really screw your team when you DC in that situation.

    @Sunbreaker7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189340#Comment_1189340

    I do think that the current penalty for DC is way too mild. They hardly have decreased the amount of people who dc games, but then again, if you go increasing the penalty, it sucks for those who get kicked out of a game for technical problems. I have had it happen to me in the past and I am glad I just had to wait 5 minutes beacuse of it.

    But yeah, if there ever was a good reason to dc, it's when your teammates come unhook you without borrowed time right in front of a killer and the killer just downs you and puts you back to the hook.

    That is also not really a good reason to DC. Because you again screw the team for the mistake of a single person, leaving the other 2 with that BTless donkey. GJ

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189184#Comment_1189184

    Alright good to know thanks for that! But this addon would be still not trash, I mean its better then the half ot the rest? :D

    Regarding the price and what ultra rare could be, I'd consider it trash XD

    I used to play that addon with old Dying Light and a green Mori + the aura reading addon. Save your 1 trap for the obsession and see the aura to sneak up on her again for the mori. Hides the tunneling ;P

  • Scratched Mirror Myers. Most fun build of all. Period. If you have map offerings XD

  • "Abuse loops" is quite funny. Actually it is strong when you manage to not "abuse" a loop, but just do your 3 rounds before you drop the pallet and then go for the next safe spot. If you use Dead Hard to make the 4th lap, then you exactly won one lap which might be 5 seconds extra time with that perk. It is stronger when you try to maximise your chase without Dead Hard and then use it when you notice "damn, can't make it this time, now I need dead hard". So actually this is can be seen more like a training perk for optimal chasing to catch miscalculation. People already good at looping can "abuse" it to get even stronger, but that counts for every other perk as well.

    Most or half of the times I just see people turning 180 and rush into me with Dead Hard or use it in the open to bait a hit. Both is predictable and easy to outplay and on second it mostly doesn't even help them to get to the next loop. Use it yourself for 10 games and see how OP it is. This is actually one of the most balanced perks imo. Hard to use and can be from pretty strong to pretty weak. The only thing they need to change is dedicated servers.

  • I would prefer if we can get back to the lobbies where as killer you were able to click the third name for profile without searching the area for the clickable pixels. No idea how they brought that back into the game. This was a thing in second last PTB and got fixed during PTB. Got the feeling they don't do their branching in source control properly

  • Yes, AFTER they finished the box and only if it was the correct box. That's why this is such a bad addon. And if you noticed an aura not being shown after the trap got removed, you might check for distortion

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188994#Comment_1188994

    that's why I said that 2v8 has a major killer disadvantage, and yes we could predict something, if only there was a way to have 2 killers in the same match (blink blink),

    that was a 2v3, not 2v8

    @xBEATDOWNSx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188971#Comment_1188971

    With matchmaking times already very high on some platforms and ranks, adding another game mode or two would only serve to add even more time spent searching for games. Ergo, not really a good idea.

    https://forum.deadbydaylight.com/en/discussion/comment/1188979#Comment_1188979

    Oh without a doubt. Every once in a while you have the diamond in the rough good idea from a player but most times, they're asking for value based buffs for perks that would just break the game.

    I'm not saying BHVR is perfect or Dead By Daylight is in its best state but I definitely trust the developers of the game more than I trust some of the players.

    You totally didn't get what I said. My whole post was about "player count doesn't matter, it is match making and ranking, nothing else". It's not like just survivors move away from normal matches.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188436#Comment_1188436

    This goes both ways around. Killers can also mess up multiple times and still win. And a match can be lost for the Survivors if one of them makes a really stupid move.

    But I know that is nothing people on this forum want to hear.

    To be honest, survivors can throw the game by making a major mistake. They still have perks to get back from a dead situation, like with Unbreakable, and still recover, although they may have a hard time doing so. Also killers need to make use of the mistakes. If killers make mistakes, this normally means that there are survivors sitting on gens without pressure, not having to take advantage of any mistakes other than working on a gen without pressure. Or when the mistake means that the 3gen situation is broken, they have no chance to recover from that. Sure you can put it both ways, but there is definitely a difference in quality

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188815#Comment_1188815

    I’m not a survivor or killer main lol I’m toxic as both killer and survivor I’m toxic in every game I play

    You are still an exit gate t-bagger. Like the Demo didn't already have a ######### game.

    Also enough said already, but the Demo is really not his main killer. Almost no usage of his abilities, couldn't make use of Mori and the build is almost nothing as well. Frtive chase is wasted without other obsession perks, Surge and Ruin don't benefit, so basically he was playing with 1 perk until endgame. This video is really not a good example

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188926#Comment_1188926

    Not just the bias, but I think the other issue with entrusting anything balance-related to players is that most players don't know anywhere near as much about game design as they think they do and would likely make a right mess of things.

    Good point. You can see this on several new perk ideas, where people throw around with high percentage values. I mean, even BHVR didn't expect 9% slowdown on a Freddy addon to be a problem

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188956#Comment_1188956

    people complain about tunneling, despite it means that the other 3 can have an easy escape if they just gen rush. and with only one killer you can still escape with meta perks or decent teammates, imagine playing with a really unfair tunneling, who cares if everybody else escape, everybody would complain.

    Another thing you cannot estimate by "knowing the game". Think about 7 people body blocking, adding Dead Hard, MoM, For The People and Styptics. You can't really predict how this 2v8 dynamic will evolve and if it is even controllable.

  • I prefer Freddy both ways. One thing is that I can't hande the chainsaw that well and that most Billys I play against just do the body block trick to get chainsaw downs, so you can't really do anything to dodge it. Equally annoying like a Wraith or Plague blocking you in a corner to get the easy down. Against Freddy as well as playing as, you need to find out about correct placement and while learning, you sometimes can eat the snare and still make it to the pallet. Just dream pallets are a bit braindead and I dislike that you are locked in the animation while Freddy has no clipping so you cannot even use Dead Hard

  • @Emeal_the_Camper @xBEATDOWNSx I think the "player base split" is not really an argument. I also never understood why from BHVR side this came up so often. Until May 2018 they had the highest player average at 16k max, most of 2017 was even close or below 10k. Since May 2019 it is almost constantly above 20k and last month first time reached the 30k average. The queue times I noticed is a problem since Ghostface release in June 2019, and matchmaking / queue times / ranking problems overall increased since the change with 3.2.1 in September. So at a time where roughly double the amount of players were active. This is not a problem of player base, this is a problem of matchmaking and ranking. If you had 1 killer of each rank and 4 survivors of each rank, 100 players would be perfect for good matchmaking and queues. All the other 29.900 players could be playing different modes without problems

  • @YaiPa said:

    I think 2v8 game mode is probably the most asked game mode to be ever requested in this game. The funny thing is that it would be a COMPLETE mess. We can clearly se a major disadvantage for killer, every map should be reworked with more gens being placed, but also, it would cause an incredible increase of (only in this game mode particularly) uncounterable tunneling: who cares about ds if after escaping the killer's grasp, there's another one instantly downing me, same goes for borrowed time, also one killer could just follow blocking the pallets as the other loops...

    you clearly don't know anything about the game for asking 2v8 game mode...

    Yeah, while two killers chase that one guy down pretty quickly, there are 7 others working on gens, finishing like half of the objectives. I'm not sure if you can put it that easily. This is a whole different dynamic and killer coop would be also a whole new thing. Like 2 killers on comms with 8 perks? That's a whole bunch of more information shared.

  • Also Spirit, same reason. And Kate, cuz she's hot and I wanna hear her music

  • @xEa said:

    For me it was leatherface. Took me 4-5 trys. Plague was also difficult but for me nothing compared to Bubba. The rest was 1-2 tries, but i have not done Legion and i think Nurse so far, so lets see how those go.

    Old Legion was hard too, but people not knowing about Discordance and Frenzy, trying to blast gens and hide behind rocks or in lockers really helped me on this one :P

    I always like to go for the adept quickly with basic addons. Good to learn and the earlier you try, the more likely you have teams that cannot play around the new killer yet. And once I feel comfy with the killer, I go slightly for better addons. So far I didn't need to go for the good addons like I said on Oni above, because I think I got every adept within 15 matches so far. But that would be the next step before I start crying :P

  • Btw I think a single pip for adept would be a fair change for both, survivor and killer adepts

1 … 42 43 44 45 46 … 62