HectorBrando
HectorBrando
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3066716#Comment_3066716
not entirely true: if someone is sabo your hook you can directly grab the survivor who performed that action, same if they are working on a gen
Not the same thing, Killers cant interact with an object being interacted by a Survivor, if the Survivor is fixing a gen you cant kick it, if he is sabotaging a hook you cant hook, if healing a downed Survivor you cant lift it, you are talking about the player doing the action not about the object being interacted with, Killers can interact with a Survivor doing said actions, you can grab/attack a Survivor fixing, sabotaging, healing, vaulting, entering a locker, jumping into hatch etc. In this case downed Survivors work as an object so Killers cant lift them.
This also goes the other way around, you cant vault a pallet if its being kicked, sabotage a hook if its already being hooked and get into the hatch if the close animation is already starting.
The game follows a very simple rule, first come first served, whoever starts interacting with an object first is the one who will take priority and stop the other side from using it, the only exception is Any Means Necessary pallet reset which can be interrupted by breaking the pallet which makes sense for balance reasons or the perk would be completely busted.
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I just enjoy the games where its actually balanced in terms of skill for both sides and there is no camping, the ones where its pointless or there is camping... well, I just try to farm as much points as I can but I dont really put any real effort on those, I do try to get the 5 gens if there is camping but is moot almost always since there is no coordination.
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As a non progression multiplayer game? Probably Rising Storm 2 or Starcraft 2. As a game in general? Wathever im playing now when Im not playing a non progression multiplayer game.
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Im not going to quit the game but Im not going to play Solo anymore so Ill switch to Killer entirely, assuming the queues dont get out of control, in Europe there is already queue for Killer from morning until ~21:30.
Why? because they lied, they told they us they were going to shake the meta with buffs and nerfs and look at why the meta perks where so prevalent, in the case of Killers they added a lot of stuff to address why the regression perks are so prevalent, which isnt a bad idea (pity they did it in the wrong way with extra 10 seconds per gen) but when they looked at why DS and BT are so prevalent, which is camping, they did nothing, not only they didnt get rid of camping, they made it even stronger, Solo is already a pain in the ass plenty of times and they already get crushed by camping and now they are going to make it worse.
Thats the main reason, there are more like the supposed buffs to perks are pretty much crap except OTR and Lightweigh, some of the buffs are actually nerfs like Pharmacy and Calm Spirit and then there is nerfs, most perks got nerfed into Red Herring levels of uselessness, I dont mind certain stuff being nerfed, especially DH but what they did to Spine Chill, Iron Will or DS is overkill.
I wouldnt mind all the changes if they actually changed camping, honestly, they could deliver the perks and base changes in the way they are going to be delivered and I wouldnt bat an eye if all these changes guaranteed camping was going to be something you only could see in EGC but it wasnt the case.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3067415#Comment_3067415
The survivors were in control of that match for its entirety due to their efficiency. Even if he left the hook and pressured with that meme indoor map build they still would have been able to get all the gens done nearly as quick, clown can't pressure 4 survivors at once. If ones on a hook and ones trying to unhook or being chased, there are still 2 on gens. That said, their greed 100% caused the 4k, which is why a lot of people don't like using kills as a metric for how the match went. Games like this completely pollute the data, and many SWFs die by being overly altruistic instead of because they got outplayed the whole match.
He's discussed this a lot, but he feels that killers have less time/chances to adapt to survivor playstyles than vice versa. Its harder to go for hooks and then switch to lame tactics if you're falling behind, because survivor agency in matches is front loaded. Their efficiency and strength is highest at the start of the match, and shifts toward favoring the killer with each interaction (downs/hooks/pallets used/doors kicked/etc.) When he's using user submitted builds he generally tries to adapt them to win since people are literally paying him to do so.
No, they were in control because of his camping, Clown cant pressure 3 people at once if he is camping a hook, I dont think anyone can. If we are going to talk hypothetical scenarios we can argue we dont know how good the rest were, what if the other 2 were bad enough to get downed very quickly? what if he managed to get 2 downs when there was 1 gen left? what if? Ive won games where I was at 1 gen left, with 0 hooks and ended them with 11 hooks and 1 gen left.
He may be right Killers have less time to adapt but this whole thread is about gens going fast with this clip as proof which is not a valid one because it was a case of hard camping, what does the OP want? camp for 2 full hook stages and still have 4 gens left at 0% each? Either he camps and secures a kill or he leaves hook, risks a rescue and pressures the gens so they dont go as fast.
Sorry but you cant have your cake and eat it too.
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FNAFF chapter confirmed.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3067632#Comment_3067632
in maps like gideon meat plant breaking a "safe" pallet is useless since its packed, or in giant maps the survivor usually is already across the map while u are breaking it lol
So what? As I said, pallets can be broken, either you dont and risk them safe looping you until you reach BL3 or you break it while they get distance, its up to you and is completely intentional gameplay design. Windows cant be broken so they had to put the blocking mechanic to avoid chaining certain window combinations.
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Because pallets can be broken and windows cant, why are you not breaking a safe pallet the very moment it gets dropped?.
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@Nazzzak said:
I think I'm confused about its changes. Everyone saying it no longer counters stealth killers, but two main stealth killers - Myers and GF - get their powers when in line of sight from survivors. So if Spine Chill now activates on line of sight, doesn't it tell people when they're being stalked?
Myers main strength is not the stalk, if you only go for EW3 downs you are bound to lose the match, his main strength is having a 8 meter TR with M&A, once you start hearing it he is 1,8 seconds away of getting a hit which he almost universally gets.
EW3 is a very important part of his basekit but the reduced TR is also a powerhouse to contend with if you know how to use it, thats what Spine Chill really counters on Myers, stalking is better done at low wall loops or after a pallet drop since you are at minimum range and maximum stalk efficiency.
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Its what happens when you make Killers with reiterative or boring powers, people will just pick the strongest version and forget the weaker ones.
But hey, we gotta bloat the game roster.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3066734#Comment_3066734
Imagine if the developers decided that Survivors can no longer crawl out of the gate. That would fix the problem.
The reality is that there are already too many things survivors can do to deny kills. Looking at the developer notes they say the game needs more kills not fewer kills. Therefore maybe we should "fix" heal tech by making it so survivors can't leave the trial if they are on the ground - except through the hatch.
To make things fair we should allow survivors to open a hatch if they carrying a non broken key while crawling.
Imagine if the Survivors had shotguns and could get rid of the Killer...
Developers said they want more kills, thats why they are giving a huge chunk of base buffs to Killers and massive nerf to almost every perk except OTR and Lightweight and if the Survivors are doing this and getting away its because you didnt earn the kill period, down them before they get that far into the opened Exit Gates and you wont have this problem, better yet, down them before the gates get powered.
The fact Killers cant interact with stuff the Survivors are already interacting with is a game mechanic that has been since forever its not an exploit and probably intended.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3065265#Comment_3065265
You didn't even take the map into consideration, which is known to be very survivor sided, as it's the biggest map in the game, making patrolling, especially for killers like Clown, very hard.
Because he found the first Survivor in ~15 seconds and he could have reached any of the gens that popped after the hook except the house one which he should have ignored instead of trying to reach it (this was a massive mistake), it took 60 seconds after hooking Meg for 3º and 4º gen to pop (Meg gets hooked at 1:25 and they pop at 2:24 and 2:26) which means they were at 20% completion.
Mothers Dwelling is indeed a good map for Survivor against low mobility Killers, Ive said so several times in threads where people ask "whats the biggest issue in DBD?" but in this case wasnt that determinant, he found the first Survivor in a relatively decent amount of time and had roughly 60 seconds to pressure the other gens but he didnt because he decided to camp which allowed the 2 guys working on gens to finish them unconcerned, as I said Killer mains always parrot "If they camp just do gens!!" and thats what these 3 people did not that it mattered because they all died anyway...
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You dont need 4 people cheating for that, only one person, heck you dont even need a Survivor cheating, the Killer can trigger all 5 gens at the start too.
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If I can I wait an opened Exit Gate tbagging until they appear, im not very fond of this kind of taunting but toxic players deserver toxicity back, if I cant do anything because Im the one on the receiving end then I do nothing, usually I ALT+Tab and read the online newspaper while waiting, making a fuss on end game chat just fuels these kind of players also I know the SWAT squad of Neas with ugly cosmetics will avenge my grievances, they are the unknown heroes we dont need but toxic Killers deserve.
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Taking on account facing them is probably one of the worst experiences this game can offer I hope never, in fact I hope they get some more hate so nobody touches them with a 10 meter pole ever again.
What were they thinking when they added them?.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/334673/do-not-buff-thanatophobia
... it's an extra 2 percent, I think we will live
On top of a 10 second increase per gen.
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@TheEmeraldTuber said:
https://forum.deadbydaylight.com/en/discussion/comment/3066600#Comment_3066600
But it's not a team strategy. It's only useful after the killer earned a kill at an exit gate.
Is the Survivor hooked and in the dying animation when you down them at the Exit Gates? If no then the Killer has not earned a kill yet.
I can argue the Survivor has earned an escape since he was downed at the Exit Gates opened after all gens were completed but since he isnt in the escaping animation he hasnt earned anything yet.
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I think its intended, you cant interact with anything if the Survivors are interacting with it, you cant kick a gen being worked on, you cant break a pallet being vaulted and you cant interact with Survivors if another one is healing them.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3066524#Comment_3066524
The devs set the rules of the gameIn code. Do you see voice comms in the base game? no. You use Discord.
SWF using voice comms is cheating, SWF is just unfair but not totally broken, can be tolerated. Voice comms is cheating.
People already tune nvidia settings, also "stretched resolution" was a thing too. Clearly nothing to do with "The Rules of The Game".
Doesnt matter if voice coms are cheating because there isnt a single thing the developers can do to stop SWFs from using it.
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I also believe people get better at the mechanical level but dumber at the decission making and ingame knowledge level as time goes on.
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@Swampoffering said:
https://forum.deadbydaylight.com/en/discussion/comment/3065693#Comment_3065693
Yeah, better abuse killers as SWF ;)
Better than abusing Solos as Killer?
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I want to play poker with my hand shown to everyone so spectators can cheer for me but I dont want the table to know what cards Im playing.
Sorry but if you stream and put .ttv and get streamsniped its your own fault.
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Killers are like fish, they are atracted to movement, sometimes standing still while crouching is the best way to avoid them.
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If you are playing on Steam use the verify file integrity tool (Properties > Local files > Verify Integrity of files) you may have something wrong in your game and thats what crashes it, if the files are ok then it has to be something with your PC hardware, download the latest drivers for your graphic card and see if that helps.
If it only happens to you and its only in Midwich it has to be something on your end.
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Probably the exact same with different icons and/or names.
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Ok I saw the video, lets point several things that were conviniently omited.
- First chase was a DISASTER, I can count at least 4 mistakes (one very big one) before getting the first hit.
- Of course he is going to lose 5 gens in 4 minutes (4º gen pops at 3:50, closer to 4 minutes than 3), he camped Meg at first hook with 3 gens still (technically 4 but the house gen was lost, he couldnt appply pressure to stop it being finished with Clown), camping gets countered by genrushing, which is what most Killer mains parrot in the camping complain threads, those Survivors did what they are supposed to do in a camping situation.
- He still got 4K regardless.
What this video proves is camping is actually quite strong, since the Survivors used the current counter and they still got decimated against a low tier Killer with an atrocious perk build against a player who made plenty of mistakes on his only real chase (yes, the guy is good but he isnt infalible, he makes mistakes like everyone else).
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@Seanzu said:
I always skip to the end of these because he always 4Ks on these matches that he complains about gens being done too fast.
And you werent wrong...
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To damage them with crows they have to either be very close to them, youll see a straight line in front of them thats the damage treshold, or hit them with a crow while they are already swarmed, the second is hard because its up to them not dispeling so go for the first one.
It also depends a lot on the Survivors, usually you put a crow in a loop and then try to herd the Survivor in a direction he will get into the damage treshold line, then you shot, they get damaged, I say it depends a lot on them because the counterplay is leaving the tile to avoid the crow entirely so youll have to find Survivors who dont really know how to play against her.
Its not an easy ritual or an engaging one if you dont like Artist, I suggest you reroll it and get a new one.
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Cheat, sometimes you can notice it before the game starts because one Survivor suddenly disappears from the lobby before the match starts.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3064997#Comment_3064997
4 stacks of Thana increase gens to 110 seconds. That's a difference of 14 seconds and approaching two minutes of holding a button that will inevitably get interrupted anyways. Thana is the worst of all words: unfun, uninteresting, and anti-competitive. And it's going to be even worse come Tuesday. It's an imbalanced, boringly conceived perk and it's boring to play against.
I dont think Thanatophobia is a bad designed perk but it suffers the same problem Stridor has, both perks by themselves arent that bad but when they were conceived Spirit for Stridor and Legion/Plague for Thanatophobia didnt exist, once you put those into the mix the perks become broken.
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As far as I remember Legion has been boring to verse since forever, now is worse because its much easier for them to put almost everyone on Deep Wounds and since now they are also super easy to play as a lot of people have switched to them.
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You can lobby dodge SWFs with 4 flashlights, Survivors cant lobby dodge Legion or Twins, first hook suicide is the equivalent of that.
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Too hard to play and his gamestyle isnt really unique so people tend to gravitate to other, easier to play Killers.
You want to stomp? Nurse and Spirit give you guaranteed stomps when you are decent enough, you want gotta-go-fast Killers? Oni and Blight are more versatile and have a better basekit and all 4 of them are overall much easier to play than Hillbilly, maybe Oni comes in as second hardest Killer in the game. This happens a lot, you want stealth? Wraith is easier and gives you more for your money than Sadako, Myers or Ghostface, you want zoners? Pyramid Head and Nemesis give you more than Deathslinger and both are easier.
On the other hand, if you find a Hillbilly and he isnt a newcomer who doesnt know what the Killers are odds are you are in for a very tough match because he is going to be very good at him.
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@Mooks said:
Unpopular opinion:
Billy needed some kind of nerf and while they overdid it he is still in his current state a strong and viable killer - just has a higher skill floor and isn’t as effective as S-tier killers
I agree and Ill add, most Hillbilly mains didnt even know how to play him, they just abused both instasaw addons for very easy instadowns, once those 2 disappeared they were forced to learn him but it was too hard so they switched to Forever Freddy.
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@Biscuits said:
I was hoping they would tie hook states to NoED so killers who just chase one person all game and finally down them with NoED weren't rewarded for poor decisions. I think its good the perk is being addressed, but I would have liked a different change.
I think its the first time I see this suggestion and its actually quite good, I always suggest a token system where the perk is stronger the more totems standing but something tied to the number of hooks sounds great, it would make it so facecampers dont get that extra kill if the rest manage to fix the gens.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3062982#Comment_3062982
Who is forcing you? Who has a gun pointed at your head saying you have to play dbd?
Increasing the DC penalties and punishing people who suicide is an indirect way of forcing me to play, what choice would I have if I have to face forever mend Legion or face a 1 hour penalty for suiciding on hook? Do I really have a choice if the punishment is super severe? What if forever mend Legion becomes the new meta and you have to play against them half the matches?.
Ill reiterate myself, wouldnt it be better if they actually collect data about DCs, suicides and AFKs on both sides and fix the reasons? because as I said, 9 out of 10 times that happens its almost always the same parameters, for Survivors its Nurse, Twins, Legion, awful teammates and certain map offerings with certain Killer combinations, for Killers its bully squads, The Game, RPD or unhookable sabo squads.
A Hobson Choice is not a real choice, is a disguise where you force something unto someone while giving them the illusion of choice.
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I disagree, forcing people to play something they dont want is not the good direction, they should adress what makes people DC or give up on first hook, Ive played enough Survivor to know that almost 9 out of 10 DCs and/or suicides are always done when certain variables are in play.
They should tweak the variables that make people behave like that, not giving harsher punishments otherwise theyll just ditch the game alltogether.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3062708#Comment_3062708
Looking up their old versions, I can't say that I see where they could be better at lower tiers.
DMS straight up just has a shorter duration at lower tiers, and doesn't gain anything from that, unless you're banking on being able to Pop it as well.
Discordance, initially just showed the aura for 8/10/12 seconds, with no conditions for when survivors let go, so... just flat out worse at lower levels? And the latest version is better than the previous iterations, with greater range and a shorter 'buffer' time after survivors let go.
I wouldn't be surprised if there are other perks that have this quirk, but I'm not aware of any and I wouldn't say these two count.
Release Discordance was better at rank1 because you received a noise notification every 8 seconds instead of every 12 seconds at rank3, it triggered more while delivering the same information.
It wasnt MUCH better and some people prefered the lower 8 second interval while others prefered having less noise spam, but overall rank1 was slightly better.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061904#Comment_3061904
yep, it has some pretty interesting behavior. even can be used to do a safer form of rocket jumping too. A lot of things in doom used the engine in ways that were nothing like their visual, like the BFG.
Yep, BFG damage is calculated super weird, based on if your body (not your camera) had direct line of sight with the enemies on a 45º angle in the direction the weapon was shoot and it dealt more damage the less enemies you had in said cone, I always found funny how the weird way BFG damage is calculated carried over to its many iterations in Doom3, 4 and Quake 2 (each weapon having a different but convoluted way of mincing enemies).
P.D. codewise speaking Doom was like the anti-DBD.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061736#Comment_3061736
it technically was a projectile actually, it would instantly call a warp function to the targets position, and then continuously rewarp as long as the target remained in the archie's LoS. If sight was lost, it would retain its last position and rewarp if the archie regained LoS. It wasn't a missile in the traditional sense but it certainly was a separate actor that used pointers and everything. I also said the comparison was loose, but had more relation than one would assume. Almost like if you combined archie flames with the needler from halo and removed homing functions :P
Yeah I meant a projectile in the sense it travelled through the air like Imps or Cacodemon fireballs, like Trickster knives, I never looked up the code of Doom but I always supposed it was an object that appeared at your feet and behaved similar to a rocket and it warped as you moved, and if my memory serves well I believe you can see the pilar of fire exploding in the corner where you went LoS if you did it at the very last instant.
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@Ryuhi said:
In a way, ironically the trickster's ability kinda works how og archville's flame attack did. He had to see you and start channeling it on you, and you had to be in his line of sight when he detonated it. not exactly the same, but this topic made me think about how they're not as different as i thought.
Nah not really, the Archvile attack wasnt a projectile, was a massive explosion that worked the way you say, he channeled for 3 seconds and if you were in line of sight the explosion occurred right at your feet without chance of dodging it. Trickster is just a guy throwing knives and seeing how little damage they do and how they travel I would say he is closer to cannon fodder Imps than the Archvile.
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/3060607#Comment_3060607
Nah, I disagree. Cleansing a hex totem is something that /someone/ has to do in a match. If the person cleansing the hex totem has Overzealous, then in addition to completing the required action for progressing the game, they also get a 16% repair bonus for some time.
Of course Overzealous won't actually decrease the amount of time you spend on gens + totems, that would be kind of ridiculous. However, it's actually very valuable to invest into your strength when you're safe so you can be stronger when it's dangerous. For example, if the killer has a strong 3-gen, it might be a good idea to go cleanse a totem on the other side of the map before charging in so that you can get more generator progress completed.
This is why Inner Strength is so strong. Even though it oftentimes takes more time than just using self-care, you can invest the 14 seconds of cleansing + the amount of time looking for a totem so that later, when time matters more, you only need to spend 8 seconds in a locker to heal a full health state.
Or Autodidact as well. It hinders you at the beginning, when the game is perhaps more lenient, but as the match goes on you slowly increase in strength until you're able to make powerful plays when they matter more.
Its still a perk that doesnt really benefit you with a condtion which is hard to maintain (not getting hit) and thats too situational to actually give you any kind of benefit, most often than not you will end in situations where Overzealous actively hindered the objective progress and A LOT of them, I used Autodidact in the past and sometimes it actually harmed me (trying to pick someone up and getting the -30% skillcheck) but it wasnt the norm, usually it benefited the team in the long run (albeit not much), to start the game, having a hex, being you the one who actually finds it, going into a gen and then being able to maintain the health state for around 2 gens its not going to be something that happens enough to compensate for all the times you dont get a Hex or have to run around the entire map to find that hex (in that case Detectives+fixing your first is much faster, its what I use), if those conditions dont apply you shouldnt use the perk, even in your example if you want to bust a 3gen Stake Out or Prove Thyself are the better choices (sure you can stack Overzealous+Prove+Stake Out but you also need some survival perks too).
Its better than nothing? maybe, if you dont have any other perk and dont use it unless you happen to walk near a totem and cleanse it because you didnt have to go searching sure, its not harmful, if you actively try to get value out of it every game? forget it, its a self damaging perk.
Inner Strength value doesnt come from it saving time, it comes from finding a teammate is not always something you can easily do, you can get hit and not find a teammate for a long time or being unhooked and the Killer come back not allowing a heal, if Inner Strengh worked similarly but instead of using a locker for 8 seconds made the next heal from teammate like 8 seconds faster the perk wouldnt be that good because it voids its main strength, bypassing finding someone else (main reason you rarely see SWFs use Inner Strength, instead using Bothany or We'll Make It).
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@S4ShadowWolf said:
Isn't kobeing like a 4% chance? I can't believe this happens that much.
People trying to kobeing when the rescuer is almost there is super common, I usually leave them to die, from my experience its more of a console players thing albeit Steam users also do it from time to time.
@Laurie268 said:
Even though unhooking yourself when someone came from the other side of the map is a dick move, you still hurt yourself too if you let them hit second.
This is a team game, you can’t win without the help of your teammates. If the killer decides to tunnel out that survivor for a early 3v1 it’s gg
Hence the "this is going to hurt me more than its going to hurt you" saying...
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10 times in a row? Never had that, not even 5 times, 3 times its very rare unless you are on a "increased MAP™ chance" event.
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@toxik_survivor said:
So everyone basically gets all the perks in the game on every character. I've been working on getting every perk on every character since 2017. I am nearly done and now every player basically gets all the new perks on everyone without a sweat. It was fine before this new change was added to upcoming mid chapter.
Wouldnt you like for the rest of the people to not endure what we had to? I work shift and it SUCKS to such a degree non shift workers cant even start imagining what it is, its so bad I actually quit my job and Im damn sure I dont want anyone to suffer what I had to.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3061229#Comment_3061229
I'm talking about kill rates, I'm not denying that DCs can show important information.
Ah ok, that makes more sense.
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@M1_gamer said:
alright thanks for the feedback. ill try it on other more fast killers since ive been trying to get value with it on m1 killers.
It has very good synergy with SBTL since they cant drop a pallet if you hit them near them and you have an increased recovery speed.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3061127#Comment_3061127
Games with a DC (or more) are not considered when collecting data.
Thats a mistake, DCs are important and give a lot of insight on what people really hate, for example if you have 2000 DCs per month on each side and 1950 of the Killer DCs are in RPD or 1950 of the Survivor DCs are against Twins its a clear indicator there is a problem with both things.
When people prefer to eat a timeout than playing in certain conditions you should really look into said conditions, Im willing to bet certain things have a much higher DC ratios than others.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3061053#Comment_3061053
It was weird for me to learn that so little people knew about wiggle regression, but after all I know DBD since perma sabo was a thing. Most people from back then remember it.
I don't really get why they removed it. It was so insignificant and nobody cared/complained.
Pruning useless code, especially in a game with such an unstable code, its not a bad thing.
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Cringe.