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HectorBrando

HectorBrando

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HectorBrando
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  • Usually its just one gamebreaking bug, the regular ones are the ones that come in double digit numbers.

    I hope we get the basement hook bug again, that one was rad.

  • Im more interested on the gamebreaking bug the update will bring.

  • Spirit and Freddy, they are booooooooring, I dont like being spoonfed.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2037939#Comment_2037939

    Do you have a link to that? I watch everything quite closely and don't remember them ever giving an actual definitive statement of it being scrapped other than our own speculation given how long its been.

    I remember reading it was scrapped in favour of different slowing early game options but I cant remember exactly where and whom I may be wrong and it could be something said by someone outside of BHVR so who really knows, maybe they are still working and Im wrong.

    In any case, it was anounced 1 year ago and we had absolutely no news about it ever again with them even ignoring questions related to that in the Q&A, for a feature that is not that hard to develop and implement to not have any kind of news in such amount of time is concerning.

  • @Dizzy1096 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2037288#Comment_2037288

    By saying that things only possible on PC but not on console are exploits you're kind of implying that things possible on PC AND console are not exploits.

    Thats absurd and a fallacious argument. You are implying an afirmation that is not in the original post, nowhere he says that "an exploit is only an exploit when it can be done in one platform only henceforth if can be done in all platforms is not an exploit", you just pulled that out of nowhere.

  • Aparently the early game slowdown was scrapped or I remember reading someone from BHVR saying so, I believe the glyphs are just leftover stuff from diferent ideas that got recycled into a secondary objective for the archives.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035665#Comment_2035665

    So because it's boring to you. He should be nerfed in some way ?

    Nah, he should be nerfed because his basekit gives him so much with no backdraws, he has a very good stealth mechanic (better than Ghostface, Myers and Jigsaw), better loop closing than most loop closers with no drawbacks (he doesnt need to stop to set up traps like Hag or Trapper), better chase than others (more than Clown and Doctor) and better mobility than Spirit, Nurse and Hillbilly (he can teleport to wathever Gen needs pressure), thats why he needs a nerf, myself finding one specific build boring has nothing to do with the nerf he is going to get but all the stuff he has on his basekit for free with no drawbacks is what is deserving of it.

  • @hiken said:

    0 gen defense, how you guys had a problem against that? no ruin, no tinkerer, no bbq just pop without info of where to go and moris are useless now, and those addons were nerfed to the ground, if everyone is on dream state thats roughly 8% slowdown... so you probably didnt play right,.

    He doesnt need that much gen defense with such a huge stack of gen slowdown, Thanatophobia, Dying Light ensure people are going to work slower on gens, Sloppy ensures slow heals and synergizes with Thanatophobia, Swing Chains works as 2 stacks of Thanatophobia and Red Paint Brush ensures people can only wake up by using an alarm clock which takes roughly 40 seconds.

    With 4 injures and 4 people sleeping (not hard to achieve) gen speed is 28% which translates in 22 extra seconds per gen, that not counting Dying Light stacks, healing with Mangled is ~19 seconds with chains gets to ~22 seconds.

    The cherry on all of that is Pop which reduces 25% and adds 20 seconds per gen before slowdowns.

    This build is INSANELY boring to face against.

  • Watch video, 1 minute into it Spirit misses 2 M1 (one was DH so it gets a pass), tries to mindgame several low wall loops, loses a non Iron Will Nea twice and circles the small hill instead of getting on top of it (that would have given her better vision, allow her to detect your position and a chase right after a hook), Im sure it was all Spine Chill's work and not that Spirit being bad.

  • @Volfgang57 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035211#Comment_2035211

    https://forum.deadbydaylight.com/en/discussion/comment/2035223#Comment_2035223

    He watched two people kill themselves with reverse bear traps at the exit gates and found it hilarious. What the tome challenges have to do with it I have no idea, but he felt the need to make sure you knew he was doing those challenges as he watched these two people die

    Those are some 200 IQ reading skills here, I couldnt figure anything about that post even if my life was on the line.

  • But he allowed for varied gameplay styles and he was a beast at defending gens much better than now, a massive TR Doctor was super fun to play, I reckon it could be a pain to deal with so he had to be changed.

  • To tag someone use @ and write the name of said person, it will send them a message saying someone called them on a thread, pretty much like it appears with my name on your post.

    @tijolitos or how appears in this one.

  • Doctor is stronger for he has a decent tracking tool and can close loops before the pallet drops.

    Clown is funnier for he has more diverse gameplay options, Doctor is always the same, area shock, go towards whoever screamed, chase, reach pallet loop, if predrop break it, if not shock near the pallet, get a hit, rinse and repeat.

    Old Doctor was weaker but I loved his gamestyle and how fun he was compared to new one, I miss him.

  • You should tag a moderator so they can ask the developers and get a confirmation, logic and reason say you shouldnt have any problem at all but as you said this game has certain "irks" that can be... surprising to say the least, its better if someone from BHVR answers this directly.

  • Do people really believe their play is almost perfect always all time? because Ive seen a lot of Killers on postchat being salty about "not making any mistake and getting only 1K" and then remembering how that guy ran the jungle gyms and thinking "why is this guy running the gyms like this?, im getting nothing but fast vaults".

    Most players make several mistakes and they stack, minor mistakes are of no consequence but they are hard to notice and they add and add and in the end the stack of minor mistakes becomes a massive mistake and a stack of those become a fatal mistake, this one is what makes you lose a game. Ive even seen people whining they played perfectly after making 3 fatal mistakes in a row which makes me awe at the level of delusion and overestimation on their own skill some people have, we are talking about picking someone under a pallet with 1 person around who was spotted 3 seconds before the down.

  • I hope this is like when they changed Ruin and a few months later they changed Toolboxes and gen efficiency.

    I mean, I hope they nerfed DS and in 3 months we get a game mechanic that can mitigate all the tunneling and proxy camping we having lately.

  • My reasoning is Zanshin Tactics is a newcomer perk (shouldnt be locked behind paid content but thats another story), the perk helps predict where a Survivor may go and when you may eat a stun out of the blue so gives newcomers a bit of a leading on how to navigate a gym or a window maze, I BELIEVE the CD on it is a way to force newcomers to not rely entirely on it so as "here take this little help but dont count on it always, sometimes you will have to think for yourself and extrapolate what you saw when it was active to when its inactive".

    This applies to other newcomer perkes like Deja Vu, Visionary or Beast of Prey, they all have activation or CDs so people have to play without them for sometime and apply what they learned when they were active.

    I reckon the CD could be tweaked to make it a bit more reliable and consistent.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2034861#Comment_2034861

    Have you tried using Detectives Hunch or Small Game? Those work wonders for finding totems!

    Most spots are way to easily found. Totems used to be hidden better. Buuut once Undying dropped, the spawns got moved, to be easily spottable.

    "Totems used to be hidden better. Buuut once Undying dropped, the spawns got moved, to be easily spottable."

    Thats a blatant lie, Totem spawns are the exact same they were before Undying EXCEPT some few spots on some reworked maps, also Crotus Penn, McMillan, Lery's and Yamaoka have, overall better spawns than before, especially McMillan and Lery's maps.

    Gideon and Autohaven are pretty similar to what they used to be.

  • Stridor, Iron Will and Agitation are perks from base characters, its not worth taking them on the Shrine, just level Nurse/Trapper/Jake to 40 and unblock all their perks.

  • I believe Hillbilly is better at higher skill for he has mobility and instadown, which can be used all the time, while Leatherface has instadown and multiple instadown, the later is dependant on Survivors cluttering so it cant be used always.

    At lower skill Leatherface is easier to play so its better for newcomers.

  • Since she cant M1 regularly because she is slower than the Survivors it makes sense the blink attack functions as regular M1.

  • If they got hacked Id rather know it and be warned, even if there is no risk at all for my account, its called transparency and is a good thing.

    Id rather know the world around me than live on a fake security bubble.

  • That one is obviusly not a good Totem spawn, I think he refers to the ones that can spawn behind a thick bush in Glendale or the ones that spawn inside those blue tarp things in Lerys etc.

  • And what do you expect? for them to bring Red Herring, Deja Vu, Camaraderie and Calm Spirit so you could post a screenshot with "Lol look at these dumbasses builds, Survivors these days..."?

    People use only 10 perks not because they are super duper strong but because the rest are pretty much unusable trash, extremely niche or have such huge activation restrictions that you wouldnt get to use them in half your matches, its the freaking same for Killers its very rare to not face at least 2 of these 4: BBQ, Ruin, PGTW, Corrupt Intervention, blame how useless the rest of the perks are not how strong the meta is.

    Some people are hellbent on nerfing everything instead of hoping for buffs so the pool of viable perks increases and people can try different approaches.

  • Totems can be well hidden but the spawn points are fixated, Reds usually know most of them so they know where to look, also lit totems are noisy and even well hidden someone paying attention can hear the flames and locate them.

  • Yeah people learned to commit to gens since leaving one meant it could regress entirely and since getting rid of Ruin could take ages it was faster to just commit 80 seconds than spend 3 minutes looking and cleansing totems, also when paired with Tinkerer it was much better to spread the gens so Killer would scare away only 1 person while the other 3 kept pushing their respectives gens which also increased efficiency, this was very evident with hooks, imagine if 3 gens were at 60%, the 3 Survivors go for the unhook and Ruin regresses them all, a lot of people just went "screw it, I need only 30 seconds more ill finish this and then unhook".

    I remember Ruin and Undying were cleansed usually after the second or third gen had popped unless someone happened to spawn right into a totem. When Undying was released people complained and the response from a lot of mains was "you have to adapt and git gud, Undying is PERFECTLY FINE!", and well, people did adapt now we are reaping what we sowed.

    It happened with old Ruin too, red ranks could hit Great Checks like they were candy, myself included, it was insane, I reckon I lost a lot of finese hitting them after new Ruin was implemented.


    P.D. Survivor dont hate being tested, but old Undying was absurd in half the maps with high mobiliy Killers forcing people to bring dedicated builds only to deal with Totems while also it only working with Ruin while it was completely useless for any other Hexes thanks to the token thing. I had matches where Blights would just pingpong balling around their lit totems and gens with Tinkerer because he had full awareness of what was being worked on and when someone was attempting to cleanse.

  • Yeah thats a common problem, especially on Azarovs, Sanctum of Wrath and Suffocation Pit, they should increase a bit the distance and/or the clutter between doors in a several maps.

  • Myself I didnt really noticed THAT much of a change as my main Myers I do reckon I saw less grossly absurd mistakes which translates in less wasting time but I also saw more people doing Dull Totems and Chests which also translates in more wasting time. Didnt play Jigsaw for I wanted to test the MMR with one of my two mains but I suppose it would be the same.

    I tried it with Oni (who I bought 3 days ago) and have zero experience and while the Survivors were far worse they werent as bad as they were when they first put the MMR online, at least these were ranks 10-14 instead of ranks 19-20, they still werent good enough to pose any threat of escaping, but at least they did manage to fix 4 gens, I guess the system still needs some work on neutral MMR for Killers.

  • Not really, if harder to play Killers have a tougher time reaching the highest MMR possible it just means they will face softer Survivors, they are not going to get stuck playing against potatos forever or end up not having who to play against, also the wors SWAT teams will skyrocket towards higher MMRS leaving the average player alone (thats IF the system does work as intended).

    This game, like almost every game has a extremely small % of extremely good players where balance does factor quite a b it but for regular players is not THAT unbalanced that Killers cant be played on pretty much every bracket at the average skill.

  • @Dizzy1096 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033930#Comment_2033930

    Play Myers to counter Dead Hard. This rank 20 who clearly doesn't understand the game telling others to git gud lmao

    Let me guess, you bait it out all the time? when David decides to use it in the middle of a dead zone?

    I answered absurdity with more absurdity but it obviusly flew over your head. Whoever has such amount of problems with DH really needs to git gud because its not that strong OR you can wait until the MMR gets active and puts you lot against Survivors more suited to your level of gudness. I reckon the later will take less time and requires less self-examination.

  • @SMitchell8 said:

    Trapper and Ghostface

    The traps feel so rewarding, especially when you set them up in advance knowing they will be triggered.

    The best traps are the ones which are in not so obvious places or useful spots but on a pure instinctive level you know someone is going to step on them and go "WHAT THE HECK?! WHO PUTS A TRAP THERE?!".

    My favourite is between 2 tree trunks in swamp maps, those that are almost narrow enough to fat shame Killers and Survivors.

  • DH has counters, play Myers or Ghostface if its such a huge problem for you.

    Or as someone else has already said, git gud.

  • Myers and Jigsaw.

  • So it's ok for killers to push a button and gain some distance for free with their power. But not survivors.

    Might want to zip up your flie, your biased is showing.

    The argument is, its absurd to compare abilities and gameplay from one side to another because not both sides have the same problems, nor gameplay mechanics, thats why "whataboutism" in this game is moot this is no CSGO where both sides are pretty much identical, you cant ask for stuff that Survivors have same as Survivors cant ask for stuff that Killers have because their mechanics are essentially diferent by ordes of magnitude.

    Killers cant get tunneled, facecamped or screwed by their teammates, thats why they dont need that many second chances perks while Killers cant be snared/delayed/slowed by any means thats why Survivors dont have any perks related to making the Killer waste time while doing actions (they cant make them attack/move/hook/break/wathever slower) its like comparing oranges to apples.

  • @Weeb_H_Toast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032550#Comment_2032550

    So it's ok for survivors to push a button and gain some distance for free. But not killers.

    Might want to zip up your flie, your biased is showing.

    Blight, Nurse, Hillbilly, Legion, Oni, Hag, Spirit and Wraith would like to have a word with that statement.

  • Also on Swamp usually is SUPER easy to 3 gen or even 4 gen, is very rare for a Swamp map to not spawn with a cluster of 4 gens, in Grim Pantry you can get the 2 gen pier+shack+gen on the gym in the corner or 1pier, 1 outside of one side of shack one on the oposite side of shack, making it trivial to defend on Rose you can get pier+2 gens north and south of it+gen on shack or shack gen+corner gen+ boat gen. They are not easy maps but they can be much much easier than Red Forest ones except for high mobility Killers like Blight, Spirit or Hillbilly.

  • To be fair, the last one should be ignored for it was an adept Legion attempt and his perks are not that great for them except Discordance, also lol at Spirit with NOED+Stridor and 0K.

  • @ShamelessPigMain said:

    They're probably going to be reworked in the realm beyond updates. They just did Crotus Penn Asylum, so Red Forest is probably next.

    My real question is, why are we complaining about Red Forest when Backwater Swamp exists?

    Because Red Forest is way worse for certain Killers than Backwater Swamp ones so depending on who you play you will have more trouble with certain realms than with others.

    As someone who plays Myers and Jigsaw almost exclusively I find Mother's Dwelling to be the hardest map of all by far, even worse than current The Game and Haddonfield, gens are way too spread out and its almost impossible to sneak up on Survivors except on the main building and the outer ring gyms.

  • I think Ive never seen Sole Survivor except that one time I did Laurie Adept.

  • I do believe the combination of easy+stronger attracts a lot of bad players to that role/class/killer/fighter/wathever.

    Also the more something allows for scummy plays the higher the chance scummy players flock to it, Leatherface attracts a lot of facecampers because he is the strongest facecamper in the whole game by far. Spirit is the same with proxy campers.

  • I must be one of the few who actually has fun almost all matches both on Survivor and Killer, being a Solo Queue enthusiast I reckon Solo can get extremely frustrating sometimes but overall I usually have more fun than anything else.

  • Thats one of the reasons I stopped burning BPS and Gateaus as Survivor, I can guarantee more than 75% of times I did it in the past I got instadown facecampers or people with old Ebony Moris so I just ignore them in the Bloodweb. Im not asking for a farming match but at least people should try to slow down on their trolling if you get BPS or Gateaus.

    On a sidenote if I were to burn an old Ebony Mori with BPS I would refrain to use it unless it was third hook.

  • Nah, since its so low why remove it anyway?.

  • I think Borrowed Time if you dont camp it cant be used and if someone dives the hook is easy to avoid, hit the saviour, wait for unhook while your M1 resets, check where the saviour is going, hit him again and hook him instead of the guy with BT active.

    On Tinkerer, it wasnt that the perk itself was very strong, it was the combination of old Undying+Ruin on high mobility Killers like Blight and Hillbilly that made it insane, after Undying nerf it has lost a lot of strength so its ok.

  • Depends on how the bugs play in every trial, if you get "unbreakable stealth Ghostface" its way better than Wraith, if you get "the Survivors from the trial 4 realms away broke my stealth Ghostface" Wraith is much better.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028382#Comment_2028382

    Sounds good, doesn't work. Wanna feel stressed? Equip 4 hex perks and try to defend them. Hell, even 2 is impossible.

    It does work, play a high mobility Killer or an area Killer and check on your totem from time to time, it can extend its lifespan by orders of magnitude, now, if you play Myers and pretend to defend a totem thats another thing but I did write in an explicit way "high mobility or area Killers".

    Also who is talking about a dedicated 4 Hex build here? I never said anything about defending 4 hexes at once, why are you deforming my posts to fill your narrative instead of reasoning or giving actual arguments? on another take its also doable, there are videos of streamers with Spirit and 4 Hexes defending them extremely well, if I remember correctly it was Ruin, Haunted Grounds, Thrill and DH, I believe one of the people who did it was Monto, check it.

  • @DemonDaddy said:

    Would be hilarious if killers could cripple a Survivor's load out.

    Can just imagine some Survivors complaining that it's to easy for killers to break their perks.

    They already can, dont tunnel, dont camp and dont slug, BAM! Decissive, Borrowed Time and Unbreakable are now useless.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028325#Comment_2028325

    And how do killers exactly defend totems? They can´t sit on them during the whole match, or they´ll lose all gens while trying.

    @OP How about making certain survivor perks hex perks. They see a glowing totem and don´t know if its a killer perk or a survivor perk they are cleansing.

    By checking on the area where its located from time to time and smacking whoever is trying to cleanse them?. This game isnt black and white, you can defend Totems and gens especially high mobility or area Killers but you obviusly wont be defending your totem 100% of the time, that goes without saying... Did you really think I was suggesting to stand in front of a lit totem for the entire game?.

    @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028325#Comment_2028325

    But what if, they didn't know it was their totem. So by breaking a Hex they could be breaking their own or the killers!

    Even more absurd, why a anyone would bring a perk that can get deactivated by their own teammates or by himself by mistake?, that applies to Killers, why would you bring a Hex if by deactivating the Survivor perk you can break your own Hex?.

  • Bad idea, Survivors cant defend totems or stop the Killer from breaking them and once someone memorizes the spawns it will be easy to just get rid of them while patroling gens.

    I mean they can make perks like that but after the initial rush nobody would play them at higher for the same reason Hexes are not that good past green ranks except on high mobility Killers.

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