Avatar

HPhoenix

HPhoenix

About

Username
HPhoenix
Joined
Visits
2,171
Last Active

Comments

  • Too strong?

    In my opinion, that perk get super heavy countered by Distortion.

  • I'll toss it to the P100 Clown group and hopefully they can give you some hints :).

    I would help in great detail but I need to see one of your games to help you out. Other wise, I recommend Midwitch to get it. If not then try Hawkins since not many know where the gens are in that map.

    As for add-ons: Gin bottle with Bleach should help you out or Gin bottle with Cigar box is another good combo, just keep in mind that Distortion exist.

    Otherwise, let me know how it goes :)

    Writers note: had a 4 hr sleep and I will write in detail on what clown's bottle do and all that jazz.

  • @Zokenay said:

    The tombstone addons are dumb as it is, would rather rework those into something else.

    I been saying that Tombstone Piece should work on their death hook rather than getting moried at 5 gens (Yes, it does happen in my experience.). You can compensate by increasing stalking speed or something like that.

    As for Tombstone itself, I think it's fine where it is, in my opinion as it takes ages to get it up and running. Or maybe make it where Myers need to stalk fully 3 survivors, if that make sense.

  • @Peanits said:

    The roadmap we shared yesterday is only what we have planned for the next 6 months or so. It is not a complete list of everything we'd like to do in the future. There's so much more we'd like to revisit & update, but only so much time in each update for them.

    And i am going to assume the next road map is going to be in the 8th anniversary. I honestly can't wait to see it!

  • Came here to say that I did this tome challange multiple time and it dosen't work.

  • The only thing that I been versing as of late is Corrupt, ultimate weapon, every aura reading perk known to man, a few Devour here and there and...

    But yea, you get the point. I would agree that knock Out need a nerf if killer use it on a reg.

  • Not going to lie, I haven't gone against that perk in a year or two.

  • @Peanits said:

    A little more to the left would cover the left side, and bringing it a tiny bit closer towards the pallet would make sure the gap on right doesn't get any bigger.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590861#Comment_3590861

    It's tricky because the trap's detection needs to match the trap itself. If we make it any bigger, you end up with scenarios where the survivor rightfully avoided it (like this one), but the trap 'teleports' to them and catches them anyway.

    ....

    Can the dev make a video of this? This sounds hilarious xD. Like, imagine if you by pass the trap only to TP into their feet a few seconds later.

    Not going to lie, that sounds like a really good add on. But make it where it have a downside.

  • While that might work on paper, some killers will give zero f and tunnel you out.

    Otherwise, yea I agree that DS should go back to normal.

  • @Peanits said:

    I can clarify a bit. I'm not sure where the 60% kill rate = 50% win rate bit comes from, but I don't recall it being said by us. We don't tend to talk about "win rates" because a win is still somewhat subjective. Some people count a pip as a win, others if they get 3 kills, some even consider only 4 kills as a win. If we're talking about solely kills, kill rate and win rate are equal. The kill rate is an average, not a guarantee. You might kill 4 survivors one match and 0 the next, but that'll still average out to 50%. (When you average out thousands of matches, that killer's actual kill rate becomes much more accurate.)

    Certain things may influence it, like you've mentioned, but it's a bit too nebulous to speculate on. There are also things that survivors may do to inflate that kill rate, like giving the killer a pity kill after a rough match, giving up when the hatch is closed, and so on. They would cancel each other out to some degree, but exactly how much influence each has is impossible to identify. These would have to be incredibly common to have a significant influence on the total kill rates.

    So in other word, having 50% kill rate on Clown is good? 🤔.

    Maybe buffing Bleach back to 5% might increase it by 5 to 10% but that just me.

  • They should just reduce the hitbox of the locker. So all you have to do is LITTERALLY press your body on the locker instead of getting sucked in.

  • @Mandy said:

    Removing the link would lead to worse matches overall - as you're not a new player, so you have a better understanding and knowledge of the game than a new player does.

    Your MMR on other killers is not the same as on your main one, if you pick up a new character, but it will be more than that of a totally new player - which is completely fair, as you have map knowledge and game knowledge.

    At the end of the day, the worst that can happen is that you lose a few matches whilst learning to play the new killer and that's not the end of the world and does not affect the MMR on your main killer. You can also hop into a custom match and practice against bots if you would prefer to learn the killer mechanics without playing against real survivors.

    Huh, that make sense on why my wraith games been easy after dumping x amount of hrs on Clown.

  • Here some Clown build recommended by otz.

    https://mrtipson.github.io/otz-builds/

  • calm spirit exist btw.

  • @Rizzo said:

    As others already mentioned, the block feature does not block matchmaking, it simply blocks communications.

    Then another question pop up.

    How often does the Block feature have been used since the beginning of DbD? Asking out of sheer curiosity btw! <3

  • At this point, I might as well close the post chat and move on to the game, if this is the case.

  • I really hope BHVR does another Freddy rework BUT with Robbert Enguld's Freddy with the actual voice actor.

    I know the actor is done with acting but I am sure he can throw in a few voice lines for the game.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575963#Comment_3575963

    Sadako is 115% as far as I am aware..

    And Myers in t 1 is 105%...

    Huh, I always though Sadako was 110% for some reason, nvm then. nd yea, nvm then on Myers xD.

    It's a Clown moment.

  • Nurse without blinking is the slowest killer in the game.

    Slinger, Huntress, Hag, Tricksster (For now), Tier 1 Myers, Spirit (Without phasing.), and Sadako have a movement speed of 110%

  • Demo all the way! I love to pet him and tell him that he's a good boi <3.

  • @Chocolate_Cosmos said:

    Developers put out blog talking about future changes coming on test server next week, so we can test them. Everything and very likely something, will be subject to change.

    Now imagine how many content creators, people on social media and here on forums start Trickters apocalypse, MFT dead etc when the PTB is a Week away from now to test. Trickster changes are huge and need to be tested yet everyone seems to allready have access to them and played like 10 games with him.

    Can you all stop overreacting and wait for that PTB to show up and then you can seriously talk about this. I am tired, maybe I should take like 48h break after each blog post / major update from dbd media until you guys all chill out and it becomes old news.

    This is why I say nothing, read people comment and then LMAO at it. Clearly the right to do that is in the next Dev blog where the dev explain the changes from PTB to live servers. The only comment I made is map being change are coming and I am happy that they making change to them.

  • I think is going to be added to the banner thing. We will see if they do!

  • @LapisInfernalis said:

    In my opinion you should not be able to repair the gen when the killer is stunned due to Blast Mine.

    The single purpose of 99ing a gen and putting Blast Mine on it is to finish it in the Killer's face while they can't do anything because of the stun. This is usually done with the last gen to finish as well.

    You are put into a loose-loose situation when finding a 99ed gen. Either ignoring the gen and search for the survivor nearby, wasting precious additional time, which also can result in them just tapping the gen and finishing it while you are not looking.

    Or kick it and get it done in your face.

    You can't wait for BM to expire, because you don't know it's there and because they will finish it if you leave.

    The only purpose of this is to tease the killer, spit in their faces and make them mad. Which is worse than all those FL clicking butt-dancers. Those I can ignore. Which I can't with a 99ed gen.

    An alternative solution to just makeing repairs impossible, would be to finally make the mine visible to killers as well. So I know what they want to do.

    Eh, It still funny to do xD.

  • @HolyDarky said:

    Hey everyone and the developers,

    I love use play Auraperks because they are more fun instead of slowdown or regression perks. However, nearly every second match I have at least round about two Distortion players, which is - in my opinion - really unhealthy and I want to explain why:

    1.  It gives some Killer players the feeling that Auraperks are not reliable and they rather play regression perks. Ultimate Wapon is a very common perk because it is much more reliable in finding other survivors (don't get me wrong I think UW needs some changes but the topic is not about this perk).
    2. In my opinion Distorion makes Killers more likely to tunnel a survivor out of the match. The reason is that many Distortion players like to hide and play really carefully which is a big waste of time for the killers to seek for a survivor that is sitting in the corner of the map. In addition, when you give a Distortion player the opportunity to run away after they get hooked, you will never ever see them again. Overall, there are little reasons to chase a Distortion player (if they have zero hookstages) because it is boring. Yes, you could say "Distortion protects you from tunnling because the killer cannot see you". Yes, but OTR does the same with much more value.
    3. Distortion players often play really bad. Of cause, this is my own feeling but I feel that Distortion players are bad at chase because they rather hide instead of trying to improve and take chases and when you find them, they get down in like 5 seconds and choose really akward paths. Of cause not every player but many of them.

    Overall, I think Distortion is an unhealthy perk and need a change in someway (g.e. you get one tokenper Generator back; back to total 5 token and nothing more). I see the point that Distortion is useful, especially in SWF, but it is somehow unhealthy and I'm looking forward to your opinions, maybe I see it differently than some other players.

    I started using Ultimate Weapon since I noticed a high uses of Distortion gamers, including my self.

    There less people I face with Calm Spirit so it works for me. 😁

  • @Rizzo said:

    Refusing to participate to the normal gameplay is against the rules, so if someone is not progressing with the game at all for a prolonged amount of time, that is reportable.

    What if there are two survivors left and the killer slug one person, right? Then the other survivor refuses to pick up the down survivor cuz said survivor want the hatch? Would you call that griffing or is it legal?

  • A perk that is super rare for me to go against?

    Plz give info on why.

  • @okaayletsgoo said:

    Go ahead and say what you want about it being efficient but I wait 10 minutes to queue into a game just to be tunneled with lethal/UW and killed at 5 gens in the first 2 minutes of the game while being hit on hook for no reason. It's been 7/7 games now. Haven't even had a chance to touch a gen or get in a chase. Killer sits just outside the hook radius and waits for someone to come and then tunnels down.

    Y'all really have fun playing like that? I'm not asking you to throw the game and let survivors win just why be so sweaty dude? It's not for money? Chill out

    I just run Distortion 100% of the time to avoid that non-sense. As for UW, I don't mind really since I rarely see that perk being used.

  • @Scooty said:

    https://us.v-cdn.net/6030815/uploads/O9PRCLE7THJ2/image.png

    Went into customs and checked each variation, no more haybales on the side. It's just a complete drop now, was this mentioned anywhere?

    Ah, I was wondering about that today...

    then I died xD.

  • That why I been playing DbDMobile more as of late till the map get fixed due to lack of pallets and how many time I got it. Like bruh, I am going to start using map offering just to stop getting borgo.

  • I am suprised that this bug still exist after a year, or two maybe?

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556039#Comment_3556039

    Ah come on the usual killer bashing comment... start using Blood Favour and you'll see an increase in DC-ing. There is nothing wrong with Clown.

    I do use that perk from time to time and I have yet seen someone Dcing against it.

  • finish mori and slugging.png

    Just to remind people that it will never come to the game.

  • @Tsulan said:

    Yeah the amount of survivors that suicide for no reason at all has been getting kinda ridiculous. Its almost like they always quit unless they get the perfect match, on the map they want, against a weak killer and with the perfect teammates...

    No kidding, I was running a meme build and two people DCed and let the last two live.

    VS CLOWN BTW!!!! Who in the right mind would DC against Clown!?!

    Aside from people that get motion sickness due to his gas or have Coulrophobia.

  • 5 months is a long time!

    I am starting to think that the devs will keep meta perks for half a year before another major perk shake up. However, this is a theory that been building in my mind for quite a while, but that just me.

    the next perk meta shake up will be in July 2024.

    You watch! xD

  • Interesting.

    Now ask yourself.

    How often do you run against a sabo squad? If the answer is 1 out of a 100 matches, then no, it doesn't need a nerf. Hell, I reraly get those my self.

    Sorry to hear about your situation thou, I know the pain Dx.

  • @Mandy said:

    The basekit protection on getting unhooked was to give a player a chance to get to a pallet, vault etc. Not to allow the survivor to remain in the terror radius of the killer and be untouchable. We've all seen what happened with old DS, where survivors would sit on a gen in front of the killer or do anything, knowing that they couldn't be hooked - definitely not an ideal scenario. The same would be with this - there's also the Undectable status to factor in there.

    I think the current protection on the unhook does what it's intended to do, make running BT a non-necessary thing for survivors, and give them time to get to a safer area, whilst not making them invincible.

    Tunneling is such a big topic, reasons of why players tunnel etc, that it cannot be solved (if it needs to be solved at all), by just increasing the basekit protection time, as that would then cause problems of it's own imo.

    Understandable.

    Here one way to solve it, in my opinion:

    The only way to solve it is to bring back DS to 5 seconds stun duration BUT with these added changes

    -no longer activates when a killer pull a survivor out a locker.

    -Decrease the duration of the perk to (insert seconds here). (was 60 seconds)

    That way, it still be powerful and not be abusable by jumping into locker to activate the perk.

  • I ran both last week and I can say this:

    I go little to no value with Calm Spirit since I had 1 or 2 killers running Ultimate Weapon.

    Distortion, however, got more value than the other perk so it need a bit of a nerf. Having it start at 0 token will kill the perk. But, if it start at 0 then to compensate, you get a token every 20 (or 25) Seconds.

    On top of that, half of those games, the killer didn't run any aura reading.

  • @Tsulan said:

    Forget Alien. I couldn´t hit a survivor that was well inside the locker.

    Okay so Alien's tail can't go though lockers, Noted.

  • @egg_ said:

    I assume nemesis can hit through the lcoker with his lingering hitbox?

    That might be the case.

  • @Chocolate_Cosmos said:

    I can see Deathslinger but Huntress or Nemesis or Xeno? If they are well hidden inside, you will always hit the locker.

    Also you forgot Dredge, he should puch people away if you tp into locker.

    Noted. And there a clip of Deathslinger draging someone out of the locker As for Huntress and nemesis, Not sure but I found this on Twitter this morning.

  • @M1_gamer said:

    https://us.v-cdn.net/6030815/uploads/ANUFMXZ3LQEY/image.png

    Thoughts? Just wanted to share for the freddy enjoyers.

    They must be working on a really good License chapter for Freddy to get kicked down to the low priority list.

  • @Peanits said:

    I think there might be a misunderstanding here. The survivor you are camping has no obligation to unhook themselves if they don't want to. They can decide to stay there and waste your time if they feel like that would be more helpful, or wait until it would be most beneficial.

    What you're suggesting could be countered using the system like so:

    • Let the camp meter fill up.
    • Wait for the hook progress to almost reach the second stage.
    • Unhook yourself.

    Because it exists, the other survivors are free to work on generators (no pressure to make the save once they realize you're camping), and bare minimum - even if they mess up the chase so badly that you down again them within 10 seconds - adds some extra time between the first hook stage and the second hook stage.

    There is no way this scenario would make it faster for you to tunnel that survivor out of the game unless that survivor uses it extraordinarily poorly.

    I honestly can't wait for this to come live. Hopefully its mention in the next Dev Update. If not then I can wait! 😁

  • I came up with a small strategy whenever I go against him.


    -Plan your running route: usualy on the other side of the Station

    -Place torrent on your running route: Place it a bit far from the station

    -As soon as you hear the beeping noise flash at a rapid pace, book it!

    It's 2x easier if you use Sprint Burst, which I now keep in my main perk build.

  • @UnavailableName said:

    Tunneling was seen once in a while some years/months ago, today, tunneling right at the start in pretty much every trial.

    1. it is unbearable
    2. the game is clearly not designed around tunneling as there is literraly no good counter to it, especially with the anti-loop killers we get now
    3. it entirely kills the fun for the whole survivor team

    I don't know how this major flaw has never been adressed for years but it has to go now.

    Tunneling is only manageable in SWFs, every other survivors setup cannot deal with it at all.

    When you mean "years/months ago." you mean back in the days where DS was meta, which is no longer the case.

    Otherwise, I, somewhat, solve that problem by having Distortion 100% of the time (Kindred, We'll make it, Distortion, BL is my main build). Yes there some draw backs to that perk like getting my team killed but it also tells me if the killer is a tunneler. Which also force me to go over there and take the hit for that person.

    But that just me. Otherwise, yea, getting tunneled is not fun but I try my best to loop the killer for x amount of gens when found.

  • I was JUST in a game with blast mine and there no promp and I had to click almost every key in my keyboard and nothing lol.

  • @Peanits said:

    This is a potential change that we're testing among a small set of players. The idea is to make it a little clearer- at least for less experienced players- how many generators need to be powered. With a single number (the normal counter), it's not immediately clear whether that number is supposed to go up or down unless you've been actively watching it. With this, you not only see how many have been powered, but also what the goal is, making it a little bit clearer for someone who's just started out.

    Any feedback you may have on this is appreciated!

    I like these ideas that you guys are making. However, perhaps we should get an option to turn features on and off, just incase if players like to use it or not.

    But that just me. Looking forward to future changes <3

  • @edgargarciabe660 said:

    Yeah this has been in the game for almost 2 months now. Clown as of now it's unplayable due to the arch of his bottles changing due to the bug.

    me and a couple of Clown main were fiddling thing early today and here what we found:

    Fixed Issues:

    -Floating knife

    -he can look down (just a little bit but not a whole lot. However, further testing will be needed)

    -his holding the bottle while walking got fixed. (However, when you stop, there seem to be an animation where he leans back as if has ready to throw something, which it may or may not be a bug. I personaly don't find it an issue)

    Two things that need to be fixed (I will be making a seperate bug report tomorrow)

    -Clown does not have gas indicator: High level Clown players like my self can tell which bottles where holding by looking at the icon. However, after speaking to a few Clown main, this might be a bit problematic for newer players.

    -Clown can change the bottle's effect after throwing it: If you throw a yellow and quickly change to your purple, the yellow that you threw will turn into pink, if that make sense.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527466#Comment_3527466

    With all due respect, when have you released a mechanic to "solve survivor's gameplay problems that already have a gameplay solution" that wasn't "hand holdy"? In fact, let's ask the killers reading this: How many times have you being denied of your end game 1K because the basekit BT protection prevented you to down anybody? And I doubt that I have to remember a member of the dev team what happened everytime you even tried to implement mechanics like this: Survivors abused it to get an advantage. How is all this no "hand holdy" when they allow survivor to win games they shouldn't? Because if a survivor should be dead and he isn't because a game mechanic prevents it, then it is hand holding him. And yes, thank god many of those thing wasn't released past the PTB (yet), but that doesn't change that you invested developing time in them.

    This would not be a problem if, again, there wasn't already gameplay solutions for things like this: Coordinating bodyblocks to go for the save, doing the gens in a way that don't let the killer have 3 close by gens at the end (something that has happened to me, while I never defended 3 gens since the start of the game, and I have being accused of "3genning" anyways), etc. But survivors refuse to adapt and learn how to counter those things, so they complain and Papa BHVR comes up with another mechanic to make their life easier while making SWF with voicecomms stronger and M1 killers even less viable. Again, this is like a soccer team complaining is so boring and hard playing against teams using defensive tactics and the FIFA saying "Well, nobody can use a 5-4-1 formation against this team anymore".

    And don't get me wrong, I'm the first one that hope you announce whatever you have in mind to solve 3genning and it is so fair and balanced you can shut my mouth up and make me swallow my words, but I'm just looking at the past facts, including the new "anti-camping" mechanic than even in paper already sounds abusable.

    And about the "loyalty to one side" and the "us vs them" situation: When was the last time a member of the dev team or even a moderator have come to this forum to say to the killer community "Don't worry guys, we hear you and we are working in solving it"? Because I don't remember seeing it a single time. I have seen devs saying something multiple times in post like this one and others about camping, tunneling, 3genning, slugging... never in a post about the "overly powerful or frustrating gameplay" killers face. Are there any QoL improvements for killers coming? Something about haste stacking to the point of survivors being faster than killers in the works? About the amount of Endurance perks you implemented that are allowing even a new bully strategy when paired with Power Struggle? About M1 killers not being able to compete? Anything? Or we have to just wait for you to decide to solve any of those things 2 years from now and be grateful of the pleasant surprise?

    Based on this, can we say that you are the ones only caring about the "fun and 'balance'" of survivors and not nearly enough about the experiences killers have playing the game? Because I think that I have addressed the problem in my other post: It's true that some killers can use those strategies so efficiently that makes it hard to counter them. So, nerf those killers. Rework Skull Merchant so she can't defend 3 gens at the start of the game and make it impossible to break it, change Bubba's power so he can't instadown someone with his chainsaw near a hook to prevent him from camping without allowing survivors to do a rescue. Refactor the map generator so it doesn't spawn 3 gens close by in an straight line.

    Whatever it takes to "balance the fun" (for both sides, if you don't mind). But for the love of The Entity, don't add another general killer nerf in form of a mechanic to the game for the sole reason of survivors wanting to just do gens without having to put any thought in it when it's their work to not let it happen. Because then, it would end being another hand holding advantage for them by design, and another reason to get frustrated as a killer as you aren't getting outsmarted by survivors playing good, you are being outsmarted by the mechanics of the game.

    Wait, this guy just cooked something and I am all in for it.

  • @Peanits said:

    It is still coming, yes. When it's a little closer, we'll be sure to let you know when you can expect it.

    Crossing my finger that this feature apears on either August or September Dev Update. :D

1 … 3 4 5 6 7 … 12