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Dizzy1096

Dizzy1096

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Dizzy1096
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  • @Rogue11 said:

    If you want your exploit to become a feature, then how about we give blight's lunge the hitbox of a basic attack instead of a rectangle the same size as demo's. The "counterplay" of trying to dodge out like you might vs billy doesn't work when blight's hitbox covers almost 180 degrees. As you say this would just "increase the skill ceiling of play" right?

    Or we could just fix him to the intended 90 degree cap that is already enough to counter almost any loop in the game.

    I'm curious, why does having a higher dpi setting "increase skill ceiling" more than understanding the limitations of blights lunge and correctly anticipating where to bounce to get a hit? Or knowing where it's best to m1 instead of using his power?

    One of these options requires game knowledge of tiles, and anticipation of what the survivor will do. The other requires changing a dpi setting and aiming well enough to hit an oversized survivor hitbox with an even more oversized lunge hitbox.

    In other words, instead of correctly planning your bounces and anticipating the survivor, you can bounce, and if you guess wrong, probably get a hit anyway. This isn't "increased skill ceiling". It's being given a hit that you didn't deserve to land.

    Considering you need 3 hits, since survivors will always tap E to outplay one of your rushes, I'd say Blight's flick is balanced

  • a vote system would be abused by swf. I think the problem is they went draconian with the dc penalties.

  • Mindgaming them doesn't really mean much as they all have dead hard to correct their mistakes anyway. Just look up some guides on how to run tiles on youtube if you must, be ideally start practicing with nurse or spirit now because those are the only 2 killers you can consistently have a chance with. Killers like trapper, wraith, ghost face, clown etc there's an actual cap to how well you can perform. They simply don't have the power to take on 4 man groups and any killer player with thousands of hours experience will tell you this.

  • @[Deleted User] said:

    Dude we've been trying to get stuff like the gross tiles on Fractured Cowshed fixed for ages. Good luck.

    yeah there's really no point in giving feedback as it's all ignored. They have genuine infinites in the game and somehow this is acceptable game design? it was bad when they were a small indie company, its unacceptable now with how much they have grown.

    But theres seems to be a real lack of care for the quality of the game. It just feels like a soulless money in content out job now.

  • they dont care dude. enjoy your ban and be sure to buy the new dlc next week!

  • I don't endorse the flick but I find it funny how it's considered an exploit and not a tech, but when something is discovered on the survivor side its always a case of "no devs leave it in plz its skill!!"

    Since this is on the killer side I'm sure it will be fixed pretty soon

  • Hope none of you had any previous disconnects otherwise you might be looking at a hefty ban timer once steam is back up.

  • They've brought back some horrible setups with the graphics update. It's safe to say they actually want the maps to be like this.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043089#Comment_2043089

    Yeach, but the same people have no problem with bloodlust, so there is a flaw in that logic.

    How are they the same? bloodlust isnt on demand.

    Most killers are against bloodlust 2 and 3 actually. Its just that some infinites still exist thats the problem the game has with removing bloodlust. BL1 doesnt do much but just helps with hold W maps, because holding W takes no skill and shouldn't be as strong as it is.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043242#Comment_2043242

    Well yes, I'd say your assessment of how dead hard is used is spot-on (I always go against Megheads and memers so I can't really tell).

    That being said, I think that the crucial aspect is that NOED can guarantee a kill, while dead hard is just a free teabag. Against decent loopers and in the correct hands, it'll extend the loop, which can really chip away at a killer's pressure, but NOED is unlimited free intadowns (until the hex is cleansed, that is). Getting two instadowns with NOED while the endgame collapse is active is pretty much securing those two kills, even with a SWF. Time is ticking, the killer is probably patrolling the slugs, so survivors just throw in the towel, teabag at the gates, and then scramble. Two of what should have been escapes converted to kills by one pile of bones.

    But the multiple dead hards over the course of the game snowball to a position where 4 survivors make it out so its more than just a free pallet, everything in DBD has a snowball/butterfly effect. I've seen single dead hards costs entire games to be honest, like you can pinpoint thats the moment the game was lost.

    But again I agree with the other person, nerf both DH and NOED. I may have the profile picture but that doesnt mean im a fan its just for the memes to be honest.

  • I'm not in the steam beta and it still happened to me. However I can't 100% remember but there may have been a steam client update over the past few days.

    If I disable the steam overlay how do I count the DS timer?

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043210#Comment_2043210

    Believe me, people on this hellscape of a forum say NOED good more often than you'd think.

    But that's not the point. NOED is much more "unfair and unfun" than DH could ever dream to be. DH is still rather situational and will guarantee a few extra loops, or help you get to a loop. NOED will activate specifically if you're playing poorly, and is an instadown on all survivors. Not only is this "unfair," since you pretty much don't have to even work for it, quite the opposite, but it's unfun for both sides. No nuance, no subtlety, there's no sense of satisfaction. When devour hope works, it's great. When haunted grounds works, it's euphoric. When NOED works, it's just "meh."

    Noed can be a "bad word" some games but I personally believe Dead Hard has more of an impact than NOED does. Its not uncommon in red ranks to see all 4 survivors using it, 12 dead hards per trial usually, say 50% are ones you can bait out, thats still 6 dead hards that grant a free window/pallet and carry the chase on. It eats up a lot of time. As I said it's an undo button on command that makes killer powers and mindgames worthless. If you play well or fool a survivor you should be rewarded thats how most games work but in DBD one side gets an undo button.

    Once again it's single player design in a multiplayer game. I do wonder what if any multiplayer games the designers worked on before DBD.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043210#Comment_2043210

    Not every top play uses it. I know those who still swear by Sprint Burst over it.

    The perk pisses you off, we get it. Step back and take a more objective look at things and leave personal bias out of it.

    So far, its no better than survivors saying X OP pls nerf.

    I explained my reasoning on the previous page, it's too powerful and too versatile to be used so often every game with no real requirements. It's stronger than mettle of man was.

  • It is underwhelming yeah. Only seems to activate once the survivor is down already, and if there's nobody nearby is pointless. Sometimes I wasn't even getting it, not sure what the requirement was.

  • I tunnel, camp, slug, hit on hook, and if I'm feeling extra spicy I let some survivors bleed out. One too many toxic swfs has made me numb at this point. It's every other game. If you tbag then enjoy your bleedout or facecamp :)

    I have all the perks anyway so I couldn't care less about the bloodpoints or score at this point.

  • @Mr_K It's not trying to shut down discussion it's trying to shut down all the disingenuous people. All the top players use Dead Hard, they wouldn't use it if it was a bad or useless perk. Also sprint burst being strong doesn't mean that dead hard isn't.

    @ShamelessPigMain ok and? I don't think you will find many people saying NOED is perfect in its current state.

  • Yeah 60 seconds in the lobby isn't enough. It worked before but there's like 6 pages of perks at this point. Sometimes you just cant find the one you want in time.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042797#Comment_2042797

    I get it, the game isn't balanced for the top level survivor play and swf. It all revolves around that.

    Though other mortals, who don't play this game as a job with their teams only to "win", deserve to have a shot as survivors too. Fortunately, they're the majority of the playerbase and therefore are catered to first and foremost. It makes sense if you consider this.

    It does suck that we can't have the best of both worlds. Perhaps in the future. I was hoping the MMR would uncover this discrepancy so blatantly, that they couldn't ignore it anymore.

    But the god windows are all kinds of busted. They can be used over and over and over again all game long. They could easily fix them and throw in a few extra pallets to compensate.

  • 99% of good survivors seem to run this perk but ok. It's everyone else who is new to the game and doesn't understand it. Not you, oh no you're the expert. Please tell us what perks are stronger?

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043039#Comment_2043039

    to be fair killers are more faster than survivor so why shouldn't we have perks to help us win chases??

    That's why survivors were given pallets and faster vault speed. You use pallets and windows to keep yourself safe. Oh and stealth thats why you have the 3rd person camera.

  • @Mr_K said:

    You gain more distance at the start of a chase with Sprint Burst.

    You gain a lot of distance with Lithe in a chase.

    You gain a short distance with Dead Hard in a chase. A distance good survivors think about in a chase and would act differently without it.

    I think the difference is the versatility of Dead Hard. Lithe and Balanced Landing require some kind of pre-planning, and an environmental trigger.

    For example, you're being chased, you drop out of a window and use balanced landing. Lithe, you're being chased, you jump a window and sprint off.

    With Dead Hard it's a shorter distance sure but if you use that distance to make a safe pallet or window then the distance is irrelevant as everyone knows once you make a safe pallet or window in DBD you can easily chain into other tiles as the killer will be forced to break the pallet.

    Secondly, the versatility takes out the mindgames. Take the killer shack or L-wall,T-wall for example. This is something that happens regularly to me. Last night as an example I look like I'm going to chase a survivor around the T wall, I backpeddle instead, the survivor catches this late and changes direction running around to the L wall window. They do not have enough distance now to make it there safely without being hit. They tap E and now they have just enough distance to make it safely. This is what makes Dead Hard so frustrating to play against because it operates as an "undo mistake" button. Lithe and Balanced Landing can not be used in this way.

    Lastly you have all the killer powers it destroys. Lithe and balanced create distance but thats it. Dead Hard avoids nurse blinks, blight rushes, huntress hatchets, deathslingers harpoon, pyramids POTD, trappers traps, and against all the killers with no anti-loop you just use it for distance to reach a pallet/window and loop them.

    It's too strong and too versatile for the little requirement it has which is 1) be injured and 2) press a button.

    Anyone who tries to downplay its strength either doesn't understand the game or they're lying. 99% of rank 1 & 2 survivors I see use this perk. Not the carried survivors, but the genuine good survivors. That right there says how strong it is. People wouldn't use it at the highest level if it wasn't extremely powerful.

  • Its the most unfair and unfun perk in the entire game. It renders all killers powers useless and makes any kind of mindgame pointless. It’s a third health state when used correctly. Probably more powerful than old Mettle of man, not as consistent but since it can be used every chase....

    If I had a choice between a DH nerf or a DS nerf I’d pick DH everytime. I’d happily keep DS as it is now if it meant DH was nerfed. Killers complained about the wrong perk.

  • If you run the killer for 60 seconds after unhook you’ve done good for the team. Thats 75% of 3 generators if they’ve been efficient.

    Its a 1 vs 4 not a 1 vs 1, sometimes it sucks for the 1 being tunnelled or not escaping but you’ve done more than enough for the team.

  • They wont do it because their primary audience seems to be toxic swf.

    Just bear in mind that they added this delay to wraith after nobody asked for it. After you tap his bell he now has a delay before he can attack. This was added recently, likely they didnt want people using the bell to bait dead hard or something.

    But no nothing on survivor side will ever get this kind of delay

  • @[Deleted User] said:

    It does nothing 96% of the time other than kill your victims faster. What reason would survivors have to speed up the sacrifice if you take it away? I'd love to hear it.

    When do survivors use it? When the game is over.

    Everyone is slugged or hooked. The game is lost. Thats when they use it. At that point it doesnt matter what the chance of failing is because you have nothing to lose and everything to gain.

    If this was a 50/50 and used all the time it would be balanced. As it is, its a free 4% chance of survival when without it your chance of survival would be 0%.

  • Its ironic the window is so unsafe while they increased the safety of groaning storehouse 100x.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042065#Comment_2042065

    But they were adjusted, the big red barn and Thomson's (I think it's Thomson's in the top pic) were both changed significantly. No more see-through walls, no more god-loops. Slaughterhouse was changed, old cow-loop is gone and so on. I don't think you can just ignore these changes, that isn't fair.

    Furthermore, the farm realm is literally next up for reworks so I don't understand the bitterness in your comment. I can seriously taste it, man.

    Bitterness? That’s because the writing is on the wall

    After that patch where they fixed the maps, they went back and added a lot of the problematic windows back in the graphic updates. Groaning storehouse now has a god window and an infinite, coal tower was buffed to having multiple breakable walls to stop the infinite and even then its still strong, autohaven maps were given incredibly strong windows too. Then you have campbells chapel which has either a god window, or a 4 window setup which becomes an infinite

    All signs point to the coldwind reworks being exactly the same. At best abbatoir will have a breakable wall to stop the infinite, at worst it will be like groaning storehouse where even breaking the wall does nothing because the wall is so far from the window. This is what they have done for the reworked realms so there’s no reason to assume they arent doing the same for coldwind.

    Mark my words, Rancid abbatoir, torment creek, fractured cowshed are all going to have extremely problematic main buildings and windows. Not sure how thompson house will be, ironically rotten fields will become the best of these maps.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042489#Comment_2042489

    I think that problem comes from poor map design, on a more balanced map it is easier for Oni to get his power.

    “I think the problem comes from poor map design”

    This could be the tagline for the game at this point. It applies to almost everything.

  • @sleepywynd said:

    https://forum.deadbydaylight.com/en/discussion/236595/the-onis-greatest-weakness-should-it-be-fixed

    It’s not like they can play around that pallet forever. Oni can 4k slug a team in literally a minute and survivors can’t play around pallets forever, I think this is a really simple “balance” to him.

    There are enough safe pallets to play around with for the gens to get done. This has been proven many times.

    All you need is survivors on gens (swf) and not survivors hiding in bushes or walking around doing nothing and killers like Oni and Freddy are incredibly easy to beat. The only reason people struggle against Oni is because some survivors dont want to do gens, they want to explore for 2 minutes first, or Oni gets an early laggy hit and then just waits for the blood.

  • This is why he’s so overrated. There are plenty of safe pallets to drop early making it impossible for him to gain momentum. As long as all survivors are on gens during this time it’s an easy game, Oni will forever be on the backfoot trying to play catch up. Its also why DH is so overpowered, DH for distance to a safe pallet can absolutely cripple an Oni game by itself I’ve seen it happen to many good players.

    Shocker but the same applies to Freddy. Play pallets safe and rush gens and he doesn’t gain any momentum.

  • It’s a lot more powerful than people realize. However its the good kind of powerful.

    It makes the game more tolerable for solo survivors who have it rough. Also as killer it doesn’t feel like a kick in the face like old DS did, or mettle of man, or DH for distance. It doesnt suck the fun out of the game for you by stunning you or neutralizing your power or undoing your mindgames, you dont even notice it.

    Also swf all have free kindred info anyway so its not like this perk puts you at a disadvantage if a solo runs it because you’re basically playing against it in a swf game anyway.

    Kindred is a good perk.

  • I dont know how many posts I have, I don’t even know why im here.

    I just want the maps brought back to pre graphics update standards and then I can leave in peace

    Fix meat plant

    nerf storehouse

    fix the rng windows in campbells chapel

    Remove badham entirely

  • @WarmingEmbrace said:

    So far we know.

    * Clean install does not work, nor does validating game files.

    * Configuring game files such as camera options does not work.

    * Sometimes it happens once you go into the second match, sometimes it happens during the first match, did for me twice.

    * The issue can sometime occur in the middle of the match.

    * Mouse appears to be wonky after a while which makes for laggy movements, turning your DPI or in game sens up barely helps, if you put your sensitivity up by too much it appears as if your mouse is broken.

    * Updating game drivers do not help (i.e Nvidia Game Driver).

    * Restarting your computer or steam does not help.

    * It doesn't matter which mouse you have.

    People are testing and speculating but it seems to be happening if you open the steam overlay or if you click someones profile (also opening steam overlay).

  • So again why is this a thing? Why did you hype up the map reworks just to break them again?

    Are you aware that this map has actual infinites against some of the slow killers?

    What is the reasoning behind this? Does the design team all agree this is good design?

    @Peanits

    Let me guess it will forever go unanswered while maps get progressively worse?

  • I gave up after the second, its boring. Ive been watching my progress on this one and yeah this definitely feels like the grindiest yet. I got the free skins though so nothing else to get, charms are pointless and all the paid cosmetics in this one are terrible imo

  • People in here trying to justify this due to blight flick or trappers traps...its that survivor entitlement again.

    This exploit actually holds the game hostage. Other bugs being a thing does not justify the use of this

  • Depends on the character.

    For fair characters yes (but cosmetics are overpriced)

    But for all those killers that are simply not viable at high level play? No its a rip off. Why buy something thats just a handicap at rank 1?

  • Well in a way they do. Despite having no time killers now have to spend a minute breaking walls at the start of every game.

    Im sure they’ll take your suggestion on board though. The devs play in green ranks so they’ll probably agree with your suggestion and give killers more objectives. Survivors definitely need more time to do gens safely

  • @[Deleted User] said:

    I think that Meat Plant was one of the maps where survivors had lower survival rates. I think they're compensating with this strange update while completely disregarding high rank play, as usual.

    https://us.v-cdn.net/6030815/uploads/B2TN9NOHZLBD/image.png

    And its interesting how since then 2 of the killer sided maps got reworked, none of the survivor maps did.

    Of course, thats the whole balance philosophy of the game though.

  • Thats a server/latency issue.

    Think about all the times DH does work. Thats why its so powerful

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042046#Comment_2042046

    It’s mostly stats yes. She has the lowest pick rate in red ranks and all rank I believe alongside being fairly complex to play

    Wow. I wonder if its a regional thing? I see her all the time on EU. Rainbow ranks because thats all you get as survivor.

    Twins are ultra rare

    demo seems to have all but disappeared but thats likely due to him being weak (lowest killrate)

    Hag has always been really rare

    The rest are about the same as always.

  • @Phasmamain said:

    It’s debatable between twins and plague who has a lower pick rate

    Twins are boring but fully reworking them would take a lot especially considering how hard it was to make them in the first place

    I dont get where this plague pick rate story comes from. Is it the stats? I see Plague plenty, in fact she surprisingly seems to be one of the more popular killers.

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/236405/star-struck-problem-or-not

    A perk designed to satiate the rage of inexperienced players complaining about body blocking. Also another example of the Devs removing interaction between the two roles. Survivors can't block the hook or take hits so just sit on gens I guess. It is a cool concept, but it shouldn't exist.

    Swf co-ordinating to bodyblock tends to irritate most players regardless of experience and is especially irritating for inexperienced players. It’s a dumb concept and shouldn’t exist.

    At least when you’re carrying a survivor it kind of makes sense since you’re slowed down. Outside of that there’s no reason why a 10ft tall supernatural killer finds a 5ft tall, light as a feather survivor like Nea an immoveable object akin to a brick wall other than bad and sloppy design.

  • @BubbaMain64 said:

    Because long term the game is hoping to achieve actual balance. So, having too many S tier killers would mean that the power paradigm would shift from survivor to killer. While, yes killers should be oppressive and stronger, they shouldn't be so overwhelming to the point where you cannot do much against them.

    Where did you hear this?

    I disagree massively. They are not looking to achieve actual balance long term. They seem like they’re trying to keep the balance they have now.

    Last year they fixed all of the broken windows. Now if you saw the other thread about groaning storehouse you can see they brought the window back. A lot of the maps have stronger windows. Then you have meat plant and its thousand god pallets.

    The fact that they reverted the map balance so hard shows it was an intentional decision to greatly increase the safety of maps for survivors.

    Now they want to nerf freddy who isnt even that strong, ave clown an update that barely increased his strength, want to take away huntress exhaustion hatchets. Nerfed pyramids chase massively even though again he couldnt compete against a good swf

    Whatever happened last year they obviously decided it was too much. This is the level of balance they’re trying to keep. They do not want actual balance.

    I’ve been facing a lot of swf with toolboxes and bnps recently. I went against one yesterday who was streaming. They spoke a different language so i couldnt understand what was being said but I was playing Twins and it was interesting to watch back because someone here nailed it the other day. There was 4 people chilling and laughing and joking all hitting gens, meanwhile im having to work my butt off just to try and stay afloat. The game really is designed to be casual and chill for the majority of players and sadly that means swf. Killer has to suffer so the rest can have a good time. Thats how the game ks balanced. Except its stupid because I only won by camping, tunneling and slugging (I was twins) and played off their altruism. So in the end I dont think anybody had a good time. The game is not balanced around 4 survivors all doing the objective. Its designed with plenty of spare time so that survivors can chill, raid chests, chase the killer around for 2 mins with a flashlight, go moonwalking etc when all 4 are together in a swf and have the combined focus of wanting to do the objective the game breaks.

  • @ukenicky said:

    I'd throw Hag and Blight in the S tier as well to be honest.

    My main issue with Spirit and Nurse is how much easier Spirit is to use and you get pretty much equal results to if you play a good Nurse. Nurse requires so much more time to master, you're rarely going to see a god Nurse lol

    I wouldn't mind if they added another killer like Nurse where, with a lot of time and dedication you could potentially be truly unbeatable but that's such a game breaking thing to go for. When you play against nurse you aren't really playing dead by daylight normally, it's a completely different game in terms of attempting to loop her. I think asking for a killer like THAT is scary and to think twice before asking for such things lol

    You dont get similar results to playing Nurse well. Even Zubat and tournament players say Spirit has nothing on Nurse.

    People vastly overrate Spirit its ridiculous.

  • The purpose of old DS was to sell dlc, just like mettle of man. Disgusting, predatory business practices.

  • @Shenshen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041412#Comment_2041412

    I agree. I would say Storehouse, Grim Pantry and the House of Death on Haddonfield are the strongest loops in the game. Every semi good survivor knows how to abuse these loops and in my opinion cutting the chase there is the best thing a killer can do. I wouldn't mind Zanshin and WoO to be basekit but I don't think it is necessary.

    And therein lies the problem.

    I get survivors that want to abuse storehouse window for example. So as killer I feel like I should punish them by camping. Why chase survivors when they all run to a god window? There’s no point. If they use a strong position, so should I? Hence camp. Better to camp than chase survivors around such strong areas.

    Of course this way neither side is happy. Another successful map design?

  • I’d just bodyblock them in, the rest would have to leave eventually triggering the EGC. Worth it to teach these exploiters a lesson.

    Of course I’m sure they’d want to ban me for that. Exploiting survivors tends to go unpunished from what I’ve seen

  • Because survivors complain if they do. Killers arent designed to be strong. They’re designed to be easy to beat

  • A lot of killers left the game. These survivors have been in a queue for a while and there are no red rank killers nearby playing so they put them with you. Basically the company uses you as fodder to keep the money rolling in.

    Also funny how its the same few perks everytime. If any killer perk was this overused it would be nerfed into oblivion

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