Avatar

Dehitay

Dehitay

About

Username
Dehitay
Joined
Visits
2,872
Last Active

Comments

  • @Paladin_Goo said:

    https://forum.deadbydaylight.com/en/discussion/comment/544699#Comment_544699

    Excuse me? Mocking? I wasn't mocking in the least. Please consult your nearest dictionary. I was simply bringing up how the grind ISN'T that hard. Get off your high horse and join us in reality. I'm not here to appease the delicate sensibilities of new players who complain about things that aren't an issue instead of adapting. To hell with that spoon-feeding crap.

    Back then, with 3 killers and less perks, it would likely take about the same amount of time to P3 all of them, fully perked, as it would to do that to 10 killers now. The REAL issue is the bloodpoints cap. There's an artificial ceiling that stops you from being able to get ######### done faster.

    @Paladin_Goo said:

    You think the grind is insane NOW?

    Oh man, you have it easy now, friend. Drive a DeLorean back to 2016, and tell me how "hard" it is now. It's so funny when you baby players comp

    And no, they won't sell bloodpoints. That would be pay to win.

    Yep, calling people baby players isn't mocking in the last. We're all on high horses detached from reality.

  • @Paladin_Goo said:

    You think the grind is insane NOW?

    Oh man, you have it easy now, friend. Drive a DeLorean back to 2016, and tell me how "hard" it is now. It's so funny when you baby players comp

    And no, they won't sell bloodpoints. That would be pay to win.

    You mean when there was less than half as many perks? Sure it was harder to prestige back in the day, but getting the perks you wanted was significantly less bloodpoint expensive than it is now.

  • @Slyther83 said:

    Yeah, Behaviour better fix this breathing bullshit or I'm out. Killers walking 2-3 meters past me in a bush, dead stop, turn and find me based on "breathing". As killer, I've played games and am finding survivors 4-5 meters out based on breathing alone.

    Here's the thing- the breathing is just as bad if you have been walking or if you've been running. Some high IQ tester just decided to arbitrarily roll out massively increased breathing loudness and distance without any logic to it. I run whispers and find people with breathing so easily. This game's stealth mechanics started to go down the toilet with BBQ and all of the other perks that outright give all survivor positions away outside of lockers... now if you get within a few meters of a survivor you're guaranteed to find them based on breathing...

    Who is greenlighting these decisions? Who is actually testing this?

    You were always supposed to be able to hear survivors breathing if you were close enough to them and there wasn't any other noises. But having it broken for years has made people like you just assume that survivors should be inaudible to attentive killers cause you've gotten so entitled by having it bugged out for extended periods of time. Which is another reason that they should really put more priority into fixing bugs asap. Way too much entitlement in this game.

  • @BBQnDemogorgon said:

    @Azurlynx Exactly why they shouldn't raise the cap.

    You could just save up a ton of bp and instant max a character instead of grinding them to max.

    You are aware you don't have to play a character a single bit let alone grind them to max them out, right?

  • Let Dark Hood design the intro. He's freaking genius with godly talent!

  • I was also under the impression that you could crouch walk over traps. Haven't tried it recently, but if you can't, that's weird.

  • Yeah, it's been a long while since survivor breathing was properly audible. I just hope audible footsteps and breathing don't have to disappear in order to fix all the bugs that came with 3.0.0

  • @BBQnDemogorgon said:

    @MystiKasT You're assuming you know what's going on BtS by saying its an allocation of resources issue.

    For all we know they've maxed out potential team sizes in every department and have an optimal overall team and more resources into programming couldn't help.

    We 100% know that obviously isn't the case.

  • @jeyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/544340#Comment_544340

    You can literally stare at ghostface standing out in an open field with no cover and still not reveal him. That is broken.

    You can also literally stare at ghostface standing out in an open field with no cover and reveal him if you do it right. Hell you can literally stare at Ghostface through cover and reveal him on some occasions, so I guess you are right about it being broken.

  • @Top10AnimeBetrayals said:

    https://forum.deadbydaylight.com/en/discussion/comment/543653#Comment_543653

    I disagree. It is very obvious BHVR has been focusing more on the chase aspect of the game for a long time. There are several anti-stealth killers and perks so you should definitely not die every time a killer finds you because they're so strong.

    Furthermore Nurse is perfectly capable without add-ons, but some add-ons make her an even stronger omeganurse.

    That's because survivors are supposed to adapt to the killer. Nurse is countered hard by stealth. Doctor and a number of other killers, quite the opposite. The problem is that so many survivors want to play the exact same way against every single killer and that's not what they're supposed to do. Yet the development team has done so many things to help them get their way that they've grown entitled into thinking otherwise.

  • whatever replaced them would be just as valuable in the end

  • If there's one thing I would like to disappear from Ormond, it's the vision obscuring white screen layer they put on top of your normal game view. I once spawned in the shack and went to the basement to search the chest without looking outside, and noticed that the game looked a bit funny. I was able to tell it was Ormond from the basement without ever having seen anything but the inside of the shack and the basement.

  • @vux_intruder said:

    I literally grabbed someone from jumping into the hatch earlier today...

    https://forum.deadbydaylight.com/en/discussion/comment/543240#Comment_543240

    Sure you did. Definitely. Again, no need for you to listen to anybody else. You clearly know better.

  • Endfury is currently weak as hell cause of all the pallets even though the changes to Enduring should have made it stronger. You have to destroy at least 2 pallets to set it up, and then if you actually manage to get the pallet breaking stun, that 1 second is long enough for them to get to the next pallet which just happens to be right by.

  • @vux_intruder said:

    https://forum.deadbydaylight.com/en/discussion/comment/543200#Comment_543200

    Last person only got away at hatch because the game has been glitching like crazy lately and it didn’t register my grab on them as they jumped in.

    LMFAO, as if the ignorance of how new things in the game work wasn't obvious enough, you're adding on that a glitch stopped you from hatch grabbing a survivor after the end game collapse patch?

  • @vux_intruder said:

    https://forum.deadbydaylight.com/en/discussion/comment/543124#Comment_543124

    Lmao your screen name suits you. (x but ghost face is already so good at catching people off guard and keeping the pressure on as is. It’s not about securing the gens and being a lame try hard. It’s about that cushioned bonus that you can possibly get. Any time I used dying light and would tunnel the obsession would catch on and would be super stealthy and such because they knew they were the obsession the whole time. Especially if they don’t have survivor obsession perks they’re mindful that you have one that can take effect. But when the obsession is constantly jumping around it changes that up soooooo....

    Gotta love people who call others stupid and ignorant when that person himself is clearly clueless as all hell. Keep telling people that a perk that switches the obsession more than any other perk pairs well with a perk that becomes worthless when the obsession is switched. There's obviously no need for you to pay attention to others when you clearly know what's right.

  • The killer can open an exit gate to start the end game collapse, but if the EGC has already started, then they can no longer open exit gates. Whether it be from already opening the other gate, closing the hatch, or survivors opening a gate.

  • @Wolfking88 said:

    I think they should have some kind of penalty like tje surviors cause if we just sat there and camp we get crows over our heads what do killer gets nothing so its really unfair yalk probably are campers yall selfs and thats why yall agree

    I wouldn't mind if the killer aura reveal from kindred was standard gameplay. The killer has 10 seconds after hooking a survivor to leave. After that 10 seconds, any time the killer is in 8 meters of the survivor, their aura is revealed to all other survivors. Then if there's already survivors nearby, it doesn't mean anything. But if they're away, they know to work on gens. And give Kindred users the ability to gain objective bloodpoints from other survivors working on generators while they're hooked since the killer aura reveal would be base.

  • Sure, right after we make it impossible for survivors to camp. If a survivor is anywhere near a downed or hooked survivor before the killer leaves, then they're immobolized and can't move for a minute after the killer leaving.

  • @YaiPa said:

    Well actually they're not stealthy killers sound. Its just killer breath, everyone has its own, you never hear them cause terror radius.

    Despite this, it was probably made for spots in closed building without any way of seeing whats happening, for example that gen in badham's house, near the dropdown in that small room.

    I think he's referring to the mess of a noise Ghostface makes in Night Shroud, the clanging of the bell Wraith needs to uncloak, and the squeal like a record screeching for Pig

  • @Jed_Olsen said:

    @Dehitay ,

    I would hardly call it a reward. Why not challenge yourself and go for someone else. I play a lot of killer and rarely resort to camping or tunneling, only if they're being toxic AF or there's 1 gen 4 survs. Its not that hard to get a 4k without camping and tunnelling. You will get better at the game also in the long run

    I mean do people here play to have fun? Or play to ruin other peoples experience? I'm curious

    I don't really tunnel much myself. I always go for the easiest survivor. But to sit there and say that tunnelling isn't tactical is to destroy your credibility. And so is saying that it's easy to get a 4K at high ranks. Sure you'll eventually get one if you play enough games, but there's nothing easy about it. Once you get to around purple ranks, 4K's are the result of hard work or dumb luck.

  • I'm All Ears is decent after the nerf although somewhat situation. It could put a significant power in your hands if it pops when it's a mindgameable loop and if it's off cooldown, but otherwise, not that fancy

    Thrilling Tremors has an unnecessarily long cooldown that it makes the vast majority of the other perks superior to it.

    Furtive Chase is the only one without a painful cooldown, but has the even worse requirement of being in a chase. And if you're in a chase, the survivors already know you're there, so why bother having a stealthy terror radius?

    @vux_intruder said:

    You know how many times I’ve crouched in chase around a pallet loop and get the survivor to run right into me because of Furtive Chase???! It’s his best perk! Lol

    This might work at low ranks, but if you make it to a loop and the survivor somehow doesn't know you're at the loop, it's mostly due to the survivor being newer to the game than to Furtive Chase. Either that or you're just using Ghostface's lower visibility behind an object you would otherwise be visible while standing, and it has to due with GF's crouching ability and not Furtive Chase.

  • @Jed_Olsen said:

    Or you could just y'know leave the hook and check gens or something like that. People who camp and tunnel only do so to cause grief nothing else, its not a tactic or a play style its just a straight up dick move

    Yeah, sure, there's nothing tactical about tunnelling. Definitely doesn't reward the killer in any fashion.

  • Considering deep wounds was originally intended to be a threatening condition, the fact that something can actually make it slightly more threatening instead of a joke isn't really that powerful. Especially considering it's still not that threatening to start snapping out of it when outside the terror radius and be able to start mending in time knowing full well that if the doc comes back, you can just start running again cause the terror radius will stop deep wounds.

  • @Pike_Trickfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/541544#Comment_541544

    Just in case you forgot that this was DbD! We provide a whole different experience from other games! xD

    @Keene_Kills said:

    Happy 3rd Anniversary! LoL

    Now that I think about it, they did promise something special for the 3rd anniversary since we're only getting a killer with the new chapter. Who would have expected it to be this? They sure are good at surprises!

  • Happy Bugaversary!

  • @Leatherbilly said:

    There's no reason to ever cleanse Plague's power because even if you're injured you can run her for 3 minutes per chase because she's a basic killer.

    Clown's bottles just actually don't help considering you **slow yourself down to slow the survivor down**.

    I love how everything thinks it's some super awesome strategy to never cleanse against Plague, yet apparently Myer's infinite EW3 addon is apparently super powerful. All the survivors going down in one hit for the rest of the game is the same end goal, except it's easier to get everybody broken and doesn't require an ultra rare addon.

  • @Keene_Kills said:

    Word has spread far enough by various bug posts and streamers that they obviously know about it by now. If they hope to keep some semblance of validity, they really need to start throwing the bans out there.

    Until then, just keep an eye on the abusers and don't forget who did so. They're a unique form of exactly what's wrong with this game and should be ostracized in kind.

    People who think punishing the players is more valid a means than fixing the bug or disabling the perk are far worse than the people who use the perk knowing it's bugged.

  • @Jesya said:

    I don't get why the perks and add-ons can't be disabled until it's fixed.

    What's worse is, I don't get why they would go through making it possible to record who's using what perks without making a way to disable them. Especially since we know for a fact that they're capable of disabling offerings.

  • Survivor queues have been pretty long this morning too. I'm pretty sure the primary culprit is the system that forces players to wait for a full group before a lobby is made, but then doesn't have a full group when a lobby is made. But reverting it to instant lobbies would be too obvious a solution.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/539128#Comment_539128

    We do know about it and we are working on a fix. We still need to discuss how we'll handle this, but even if we do decide to ban people who are abusing it (like the Legion blades exploit), there is no need to report it. We can see everyone who's abusing it.

    That's interesting. The team has a way of telling who is using what perks, but do they have a way of disabling seriously bugged perks until they're fixed?

  • There's 60 killer perks so my best guess would be

    (1/60)^3 x (1/59)^3 x (1/58)^3 x (1/57)^2 x 14/57

    but my statistics skills are rusty as hell

  • I think the big insult about it is that they're yellow rarity instead of brown. They had barely any work done but get put on that level.

  • While the bug is annoying, it's not gonna ruin the "event". All the event has is extra offerings and items in the bloodweb. Wake Up doesn't really affect that. Though it is kind of annoying that they haven't fixed it yet. Chances are they're intentionally waiting for the hotfix with the Ghostface nerfs before they hotfix this which is stupid and lazy.

  • @Boss said:

    The best thing the devs could do while they fix it would be to do the one thing they never do, which is to disable the specific equipment until it's fixed.

    That's the first thing that comes to my mind as well, but I can't currently recall them ever disabling a perk before. It's possible I just have a bad memory, but it's also possible that they don't have a system for disabling perks.

  • I'd prefer if only bloodpoint offerings were visible and all other offerings were hidden.

  • @Aven_Fallen said:

    @Dehitay

    It is BHVRs fault for this Bug to exist, but the players fault to abuse it.

    Simply using something isn't abuse. If there were very specific interactions required, then it would be abuse. But solely having a perk in your loadout slot is completely standard for perks. Especially when that perk makes perfect since when it's working correctly after the EGC addition. That's only one stage below saying anybody playing killer should be banned for abuse if Behavior makes a mistake and all killers have instadown M1 hits after the first time they hook a survivor.

  • Anybody who thinks bans are the appropriate response to this are out of their damn minds. This is 100% Behavior's fault. And even if you can't quickly hotfix it or disable it, you can quickly hot patch it to 0% instead of 15% until you figure out how to fix it properly. Saying players should be banned instead of saying Behavior should quick fix the problem is ridiculous.

  • @GrootDude said:

    Spirit fury is good alone too.

    Is that pallet stun duration that much shorter than the pallet break duration? I don't actually know the times for them.

  • Correct me if I'm wrong, but Furtive Chase changes the obsession from the person that got hooked to the person that unhooked them. Since you can't simultaneously hook and kill a survivor, would that work?

  • @Tsulan said:

    @Dehitay things that give WGLF stacks:

    - safe unhooks

    - getting hit next to a injured survivor

    - getting hit while blocking the killer with a survivor on his shoulder

    - flashlight saves

    - pallet saves

    Things that give BBQ stacks:

    - hooking a survivor for the first time

    End of list.

    There are way more possibilities to get WGLF stacks.

    Oh, I was unaware that flashlight and pallet saves gave you WGLF stacks. When did they add that? I totally missed the update notes.

    @Tsulan said:

    Ok I give up. Everyone is telling me WGLF stacks are hard, while the ONLY reason I'll leave a match without full stacks, is when I get tunneled and camped.

    I usually get 2 stacks for a not so save unhook with BT.

    If you're consistently getting 4 WGLF stacks, I have to ask, how exactly are you playing? Do you race to the attacked survivor every time they go down or are about to go down? I'll admit that you can significantly increase your odds of getting WGLF if you abandon your standard objectives for them, but that would end up decreasing the amount of base bloodpoints you get that get multiplied post game.

  • @Tsulan said:

    @Jack11803 as you said, it's a bug. Not a permanent change. Bugs get usually fixed.

    OP wants a permanent buff.

    WGLF stacks are easier to get than BBQ stacks IF the perks work like they should.

    If you're going to go by "if things work like they should", then BBQ stacks are definitely easier to get since the primary BBQ stack ruining scenario is disconnects which are definitely not intended. Not to mentiong disconnects also cripple the ability for survivors to get WGLF stacks which harder to get in the first place. I'm willing to bet hundreds of dollars if you took average players and had them play an equal number of games as killer with BBQ and survivor with WGLF, then they'll end up with more BBQ stacks than WGLF stacks in the end.

  • @SaveUsY2K said:

    They absolutly should take out his abilityto stalk you more once you're in exposed. That's my only beef with him.

    Apparently, this is a big enough issue for the devs to do something about it, but I never understood why this is a problem. If they haven't noticed you yet, the only advantage of continuing to stalk somebody right after you got them exposed is the deviousness points which survivors shouldn't really care about since it doesn't affect them. And if he's stalking to increase the timer, then that means you're likely in a chase in which case, he's just increasing the distance between you to where that very extra gained time will likely be wasted and you can use the distance to get to a better loop. What exactly is it about GF stalking after marking a survivor that makes it so strong? It's been nothing but a hinderance when I do it unless I'm trying to max out deviousness points. Is it because of a certain addon?

  • Listing the amount of perks, offerings, addons, and items doesn't really have anything to do with the benefits advertised for prestiging. Prestige benefits were advertised as increases in rarities, not amounts. But now that you did list the number of perks you got, I'm forced to ask.

    How the hell did you manage to have 4 more perks at level 37 than at level 50, and then manage to have 6 less perks at level 36 than level 37? Are you not including tiers?

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/537016#Comment_537016

    ... absolutely ideal for EGC...? You're joking, right?

    Well, I was under the assumption that they could. If they didn't ban people for obvious infractions, then I guess they can't.

    Are you telling me that you honestly can't figure out why people would want to use Wake up after the end game collapse feature was added with the constant threads popping up on the forum about how hard it is to open the gates after killer closes the hatch? The level of arrogance behind that statement is mind boggling.

  • I haven't played survivor yet since I'm bloodpoint farming for Ghostface and killers are better for that, but sounds on the killer side are without a doubt better than they were before this patch. You can actually hear footsteps and breathing properly for the first time in what seems like over a year.

    And while technically, removing an exploit that some survivors used to fast vault when they should not have been able to fast vault can be considered a nerf, if you're actually going to complain about that kind of nerf, that's a level of entitlement that shows a massive amount of bias.

    I'm not really sure which killer got nerfed.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/536597#Comment_536597

    They should absolutely get banned for that. It's an obvious exploit and easily tracked, so they should be consistent with their policy.

    If people got banned for abusing Tinkerer 2, then they should absolutely get banned for abusing Wake Up.

    Using a perk that's absolutely ideal for EGC when working correctly is an obvious exploit? Also, if you think it's easily tracked, you have WAY too much faith in the development team's coding. Which is ironic considering that very coding is exactly why this problem arose.

  • @Redd said:

    https://forum.deadbydaylight.com/en/discussion/comment/536116#Comment_536116

    They don't want you to be able to turn off the music completely; because that would it make it "too easy" to hear all the other things you currently have/had to strain to hear like survivor footsteps.

    It was actually never supposed to be so ridiculously hard to hear footsteps and repairing. It's just since that bug has been in the game for what seems like over a year, people started thinking it was the norm.

  • Are these bonuses active all game or just after the gates are powered?

  • This "event" doesn't encourage gen rushing any more than normal gameplay. If anything, it encourages doing other stuff to take full advantage of the bloodpoint bonus multipliers.

1 … 21 22 23 24 25 … 31