Free_Hugs
Free_Hugs
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This is actually a result of the skill of the Nemesis player.
After he uses his whip the hotbox, which is razor thin, lingers for 1/3rd of a second.
By strafing sideways, and explicitly not turning his camera during this time as this seems to disjoint the hitbox, he can "drag" that razor thin hitbox a bit wider, to a full width of about .6 meters.
Using this technique Nemesis can "adjust" missed attacks and still clip a survivor that's *just* close enough, or get better sweep to hit through a window angle.
This mechanic is 100% consistent and you can test it yourself by whipping next to a survivor then "dragging" it into them by strafing towards them.
Hope this helps.
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Max mutation isn't even always something to strive for. A lot of the time you end a game in stage 2 because punch is better for tempo.
This is awful.
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I am curious about your actual rank. Mind providing that pic of your rank/devotion level?
As for NOED, citing tournament play, Forced Penance is considered a more valuable perk in tournament play than Pop and Ruin. I'll let that speak for itself.
NOED itself is fine. Don't hug the killer after 5 gens are done. If he's as bad as you say it should be easy not to get hit, right?
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Yeah killers, running in a circle good is hard! You don't even know how much skill it takes to run in a circle a couple times! Sometimes, when I'm not showing off my skill by running in a circle, I'll even hold m1 for a couple minutes!
Survivor is much harder then killer, you tell em OP!
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@Peanits said:
For what it's worth, #2 would not be necessary since bloodhunts are a post-match bonus. They don't increase the points of everything you do in the trial, they take your end score add a 100% bonus to it. This ignores the normal 32,000 cap. If you were to hit 32,000 points in that match, you'd get 64,000. BBQ & Chili works the same way.
https://forum.deadbydaylight.com/en/discussion/comment/1146605#Comment_1146605
Way back in the day, it was added to deter cheaters. It's since outlived that purpose since save files aren't stored locally anymore and we've tightened down on cheating quite a bit. These days it kept at 1,000,000 to prevent someone from immediately maxing out all of the new content the moment it comes out.
What is the purpose of that? Isn't the point of new content getting to play the new content and not having to grind to get to play the new content after it is all ready released?
At least speaking from personal experience the incredible grind to get a new killer up to par heavily disincentives purchasing new killers. There are more than a few killers that would be fun to play that I would like to buy that I currently don't because I know it will be literal months before they would get the perks necessary to be effective.
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I know you are trying to tell yourself that you're making an effective argument that highlights an important issue, but... You're not.
DC penalties should be doubled, imho. Apparently they're still too close to permissive and players thinking that DCing is an answer to any situation in the game.
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@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/1113541#Comment_1113541
I commend you for still posting in the forums. Almost everytime you post, someone who plays the game 'knows more' than the devs who made it, or tell you what your job is supposed to be and what your duties are, and yet you maintain your cool.
Is it so bad to want them to maintain the game instead?
"Oni can still see scratch marks because he can't turn" is some of the dumbest [Bad Word] I've heard all day.
How can you justify saying their response is dignified when it is [Bad Word] like that?
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Why iron will should not apply when you are slugged: because the fun of a single survivor should not trump the fun of a single killer.
In the economy of a game being enjoyable to play as a game in a 1v4 scenario, the 1 should be given allowance to do things like end the match quickly if they so desire it in a 1v1 scenario.
A slug rolling around in the ground leaves the single player to pick their nose and wander aimlessly for several minutes before they can queue again, which is not an enjoyable experience.
Even if a single survivor would have more fun for those few minutes trying to look for the cheeky hatch escape, survivor enjoyment only outweighs killer enjoyment as a group. Single slug scenarios do not do this.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1100859#Comment_1100859
Thats bad strategy tho, usually most groups have 1 or 2 weak links who are rather easy to hook to gain momentum, is better to get rid of the gen jockeys first and leave the loopers for the end since they will way less pallets and gens cant go as fast once 1 or 2 people are sacrificed.
That is logically correct.
But [Bad Word] that guy.
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Generally if I'm tunneling a player like that, and I will from time to time, it well be because my goal for that match shifted from "Kill the survivors and try to 4k" to "[Bad Word] that guy."
After [Bad Word]ing that guy, I will normally let the other survivors escape.
If any comment about "this game is crap" comes from that, it is likely the sentiment that 100% of the killers attention and focus can't kill a single survivor playing to win, which is 25% of the survivor's team, and thus killers are worthless to play as.
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I mean, detective's hunch lets you see half the map every time a gen pops and you get 1k bp from each one, which is more than a full gen iirc.
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@fengsad said:
I've been playing for 7 months and I already have 1500 hours in dbd. When I put $200+ in I expected to be able to actually play your game. It crashes regularly for me but I put up with it because I love the game. But now I'm getting hit with penalties that don't let me play at all for increasingly long stretches of time. It's so frustrating to be penalized when I haven't done anything wrong, and there's nothing I can do. My drivers are up to date and all that stuff, and my other games don't crash so I think we know who is to blame.
I still see people DC because they get downed or frustrated. They will wait their little 5 minute penalty and move on - not hurt at all. Meanwhile I'm penalized for playing for any considerable length of time. It feels downright insulting to be told i'm being banned because I "disconnected."
No. I didn't disconnect.
Your buggy glitchy game crashed and you are blaming me. Everyone knows this is one of the buggiest games in existence. Instead of solving that problem which would require time and money, you penalize the players who are affected by the bugs. Nice.
How can I get my money back since I can't play what I payed for?
Here's a hot take.
If you're stacking up penalities, then you've been ruining the gameplay experience for other players consistently every day you play.
Regardless of if it is "your choice" or not to DC, it was absolutely your choice to still queue up and play knowing there is a strong and consistent possibility you will be DCed from the game and ruin the experience for four other players.
In this case, you are making the *wrong* and * selfish* choice to queue up instead of making sure your game is stable.
So, yes. Stop that. That's bad.
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Really survivors just need to be dumped in 1st person.
The 3rd person perspective removes a layer of attachment and investment from the player and a hell of a lot of tension. Not being able to look away from a gen when you hear the heartbeat getting louder would freak the ######### out of people.
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My current survivor build is Open Handed, Bond, Kindred, and Left Behind.
Aura reading for allied survivors out to 44 meters means three things. Information on when the killer is in a chase when one starts to move erratically, effective healing without self-care and the best deterrent I've ever found to getting a killer off my back; running to another survivor and ditching them.
Kindred gives the potatoes the best possible odds of rescuing me, or me getting points off them and knowing if it's safe or if the killer is proxy camping up to 24 meters away.
Finally if all the lemmings die I find the hatch in a 40 meter radius. I tend to escape in 9/10 games even if all of my allies every game are straight potatoes. I normally don't play with buddies, so getting all the information I can as much as I can is paramount.
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I've been having a lot of fun with Freddy, and have been finding his kit has a lot of finesse with certain perk synergies.
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@prayer_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/479794#Comment_479794
"...Now it actually requires you to do something to activate it...."
And exactly what required you NOED to activate it?
Protecting totems?
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@thrawn3054 said:
I don't think most people want a free escape. They just feel the difficulty is a bit too high. They could test 15 second gate opening times for the last survivor. That might even it out a bit, while leaving the killer the edge.
They all ready did that, actually.
They reverted it to 20s because it removed too much time for the killer to protect gates in every scenario other than the 1v1
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/470636#Comment_470636
This isn't a big deal, I'll use mathematics to prove my point:
Control:
2 Survivors Alive:
100% + 100% = 200% Efficiency.
1 Chased/ 2 Survivors Alive:
100% = 100% Efficiency.
With Every Survivor using Left Behind:
2 Survivors Alive:
150% + 150% = 300% Efficiency.
1 Chased/ 2 Survivors Alive:
150% = 150% Efficiency.
As you can see, it's not that big of a deal, and the moment you chase a survivor, their efficiency drops because the survivor has a bigger weight.
Oh, it's not a big deal. It's just ***A 50% increase in all scenarios***
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@Arroz said:
Then let WGLF give 4 stack if the killer dc.
Deal
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More enjoyable, generally.
"The EGC has given the killers a marginal benefit. GUT IT!"
They all ready murdered the basement. You want the exit gates to be far enough away that a survivor can open them in the 20 seconds before a killer can patrol them.
Should we just make the EGC timer cause an automatic escape instead of an automatic sacrifice?
Would that be "fair" for the "little guy" who worked so hard to eat dirt and potentially have done literally nothing except sit in a locker all game?
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It sounds like someone is upset they didn't find the hatch first and died to the entity.
Nice to see your concern "killer main" but I think 120 seconds isn't too much for anyone to grumble through for something that happens in, like, 15% of matches.
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@Peanits said:
Glad to hear you've come around on the changes. The way something sounds on paper can sometimes be deceiving. I wouldn't worry about those reports, they won't get you banned. We make sure to review each report on an individual basis before we take action on them.
That is **** offensive
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@Vassyle said:
https://forum.deadbydaylight.com/en/discussion/comment/463227#Comment_463227
Bro, instead of doing that u better just erase him from the game, as he is a shame for everyone who plays him, he is just a bad joke now, and i really liked him before...
If they did that they may actually have up consider giving refunds to the people who bought him to enjoy him.
Can't compensate people for removing something they paid for. Better just make them not want to play it at all. That way they still get to keep their profit.
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They did exactly what they wanted to do. Gut Legion to the point no one would play him.
No one plays him? No survivors complain about him and they don't have to care about him anymore.
They all ready made their money off him, why do they give a ****?
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They didn't want to make him fun or playable, they just wanted to gut him so people would stop playing him and pissing off survivors.
Suggesting buffs is pointless.
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I grinded 9000 shards for old legion and only now i found they got changed. Should i buy it now?
**** no
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@PickCollins said:
The issue is that it's funny to me that the devs are perfectly willing with implementing ways to prevent Surviviors from holding the game hostage but when killers have ways to hold the game hostage (even when the basement isn't part of the equation, eg one of the hatch spawns in Badham being set so the killer can corner a Survivior and prevent them from even attempting a hatch escape) they're dead f***ing silent
They're not dead silent. If a killer doesn't let a survivor move for 10 minutes it's a hostage and report for eventual ban.
"Not doing exactly what I want them to do"
Is not
"Dead f***in silent"
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I forgot to play.
Eh.
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It would be neat if it awarded extra bp.
No gameplay buff, but if you complete the match being perma broken you get a greater reward.
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Man. This was a whole lot of people who didn't actually respond to the purpose of the thread. Wowsers.
@Heroiq can't really have any disadvantage like noise ping based directly on using the in-game client or we're back to square 1 were solo players are at a disadvantage friends bypass by just using discord instead.
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Want the game to be scary?
Remove the heartbeat and red scar and add a violin sting when a survivor is hit when they are not in a chase.
The heartbeat can come back until the chase is finished.
Chases don't start until a survivor gets hit or is sprinting away from a killer looking at them. Though up to one layer of walls/obstruction to keep chases more consistent.
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My opinion? A few things.
First, whispers baseline, since survivors are a given to be communicating with each other it only makes sense the killer could hear them.
After that, reduce the killer collision. Sure it'll kill basement stairs, but survivors don't need to rely on looping as much when they can consistently communicate.
More efficient usage of the killer being distracted on a chase means chases will generally need to be shorter to compensate.
Maaaybe 120% Ms? That could be pushing it with the looping nerf, though.
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I'm pretty sure the goal of the Legion changes were to delete him from the game without literally doing so, so they weren't morally obligated to a refund.
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@Peanits said:
Those two things are apples and oranges. People on the dev team have different skill sets, they aren't all interchangeable. The artists that are making cosmetics cannot fix bugs, and the programmers can't make cosmetics. Likewise, making a cosmetic does not require programmers, so halting the creation of cosmetics wouldn't have an effect on bug fixes.
Couldn't people, follow me on this, hire *less* art team dudes who can't actually code the game and use their now open manhours to hire/schdule *more* people to debug the game?
Dude, I think I just solved the Enigma Code, here. Get this to HQ right away! @Peanits
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I think this is supposed to be more of a in client supported clan or guild system.
Seems fine to me?
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Uninstall.
I haven't had a single survivor MoM since then.
:P
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Man. I can't *wait* for the grind to be made even worse or simply never addressed at all because their answer is just paid for season pass BP boosters.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/450575#Comment_450575
Yeah i understand this but my issue is wouldnt it make more sense to remove 4% when there is a perk designed around doing it at a cost see what im throwing out here it just does not add up my opinion of course
"No matter how badly a survivor plays, they deserve always being able to escape on crutches or due to the power of sheer, dumb luck." -Peantis
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She's directly left of the nurse's bonesaw, in the beam of light.
You can kind of see the grey of her toolbox.
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Nothing. I haven't played more than a game or two for a couple months.
Hoping that changes, but PTB isn't looking bright.
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I would pay to have no chase music.
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I do firmly believe killers exist as players in this game because programming ai is hard.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/445186#Comment_445186
You would be missing the last part of that post. If the Survivor plays poorly, they will go down, allowing you to hook them. If they do that enough, they will be sacrificed. As long as they're not dead, they still have the chance to turn that around and escape. It would be the same as a Killer that plays poorly. They might not win that chase, but they still have a chance to catch the next Survivor they chase.
@Peanits so why is Pig getting a survivor to a game over scenario any different?
She still has to chase them.
She still has to down then.
Most of the time with an exit gate still open.
Why does a survivor get allowed a freebie on her specific win condition killing them while M1 and facecamp would be considered a-ok? Is it really that different?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/445186#Comment_445186
You would be missing the last part of that post. If the Survivor plays poorly, they will go down, allowing you to hook them. If they do that enough, they will be sacrificed. As long as they're not dead, they still have the chance to turn that around and escape. It would be the same as a Killer that plays poorly. They might not win that chase, but they still have a chance to catch the next Survivor they chase.
@Peanits so why is Pig getting a survivor to a game over scenario any different?
She still has to chase them.
She still has to down then.
Most of the time with an exit gate still open.
Why does a survivor get allowed a freebie on her specific win condition killing them while M1 and facecamp would be considered a-ok? Is it really that different?
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@Peanits does the difference of a survivor having near double the time to run where the Legion can not physically attack them to get to a pallet or vault *really* need to be explained to you?
Really dude?
You think this is valid and excusable for double fatigue time even with double max cooldown add-ons?
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@Peanits So survivors should always have the right to escape no matter how bad they play, because they should always be allowed a "slim" chance, regardless of circumstances.
Is that correct?
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Since when was hitting the same survivor twice in a row and actually completing a chase "tunneling"?
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Yes, or at least push the existing timer down to 60 seconds.
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I'm going to try to make this as true to the gold Legion balance standard as possible.
Trapper: You can no longer pick up traps from the ground, instead you begin with two traps you may place when the trial starts.
When you have no traps in hand you may press M2 to make your existing traps vanish and recieve two more.
Move speed reduced to 110%
Trap priming time increased by 50%
Chance to escape a trap increased to 25% per attempt.
Landing in a trap no longer harms survivors.
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@Peanits are other killers kept less than effective explicitly because Nurse and Billy are "more effective" alternatives a killer could "always play instead if they wanted to win"?