HectorBrando
HectorBrando
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@assist said:
My Dwight when injured today moaned like Spirit btw. I was incredibly confused at first but then realized it was actually impossible to be coming from the killer since it was a Clown. I hope it wasn't a one-time occurence, it's just so stupid i want it to stay for a few more days.
That opens new amazing ways of trolling your teammates, get injured and start getting close to them while they are on a gen while crouching and out of view.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1689387#Comment_1689387
That is an interesting theory, however I've always pictured the early game pressure having something to do with generators (as that is the main objective for survivors).
Im my opinion I believe it will be slower gens for a set amount of time or before a chase starts but they are probably trying several approaches and see which one is the better and the lest exploitable, I do believe this is one of them.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/198869/this-halloween-event-will-be-a-joke
If No.3 is true then I'd love to hear arguments from people who think the devs aren't survivor biased
I believe the serum for Killers is actually a test trial for that "early game pressure" system they are working on, if they actually implement something like that the Killer Add-on would be redundant.
This is obviusly my idea and not a rumor Ive heard anywhere.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1689247#Comment_1689247
Well, 97,75 is almost 98. I guess there is some rounding involved. But I'm pretty sure that there is either a mistake or he talked about an older version of PT because I'm pretty sure Peanits did a complete calculation recently, showing that the 98% is correct.
Also for example with 3 survivors, everyone has a speed decrease to 0.7 and PT multiplies it with 1.3 to 91% which then is 29.3 seconds for a gen, while 100% per person would be around 26 seconds. And you can notice this difference if you take a video.
Yeah, I read your post wrong, I tought you said with Prove Thyself a gen took 47 seconds, I tought you had the timer mistaken (not the %) my bad.
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Lightborn is the only perk Ive yet to see since the Hillbilly and Leatherface changes and that also includes Blight and Felix perks, nobody uses it because flashlights are not that great unless you get a save and any decent Killer worth their salt can almost always avoid those or even use flashlight save attempts to get a free hit.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1689204#Comment_1689204
Just two minor notes :P
With new efficiency penalty (also introduced with the Prove Thyself increase), gens with 2 survivors are done in only ~47sec
Prove Thyself therefore doesn't increase efficiency to 105%. It doesn't even raise it back to 100% as it takes the 85% current efficiency as base, meaning it pushes it to 0,85 * 1,15 = 97,75% per person
Actually Prove Thyself incresases efficiency with 2 players to 98% and lets you finish a gen in 41 seconds I also remember seeing a thread where a dev or a mod posted that 98% is supposed to be a bug and with 2 people it should be 100% and 40 seconds but it was several months ago.
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For me when you are about to be downed after exhausting the loop and there is no chance to juke the Killer, especially if the basement spawmed there.
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I got Midwich AND Spirit in the same trial once.
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For it would be Nurse, then Huntress, then the less powerful Killers (Myers, Clown, Jigsaw, Trapper, Demogorgon, Legion and Plague) then the average and finally the easy modos with Spirit and Freddy being the less respected ones.
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The only counter Spirit has is stealth and never being spotted and never starting a chase for once you are in one you are pretty much roast the very moment she starts phasing.
@ExcelSword said:
I decided to play a match as spirit after many months without playing her and even I slaughtered this team being so rusty, and I let the last one go. 2 of them even had iron will, and while it threw me off at first once I knew they had it I just listened to their footfalls as well as just standing still and seeing how they react before phasing for real. I wasn't even using Stridor myself, but if I was what on earth could they do other than rush gens?
https://us.v-cdn.net/6030815/uploads/WGK4TZR2JX7Q/20201018180246-1.jpg
I remember the first time I played Spirit when her Tome was out, HOLY MOLLY, I knew she was easy win but I really didnt expect that kind of efficiency, the thing blaffled me the most was thinking about all those games I played against her where more than 1 Survivor escaped after powering 5 gens. The change from Myers and Jigsaw (the ones I usually play) was incredible (no, I dont main her now, I completed the challenges, the achievements and shelved her).
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Underrated post.
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I think Agitation is better because is more versatile and it lets you carry further.
Let me explain Iron Grasp is only useful if you go for a hook thats more than 16 seconds away from you, if you hook before that it gives you pretty much nothing, less bumping while struggling is barely noticeable unless you are in a corridor with a lot of debris.
On the other hand, Agitation is useful even if you are going for a closer hook because you will reach it faster, its giving you a benefit no matter where you hook, it also increases your TR by 12 metres which can be useful if paired with TR perks like Unnverving or Coulrophobia, also increased speed while carrying may give you a hit or even a down against body blockers.
For raw data (source the wiki):
- Iron Grasp lets you carry a Survivor for 17,9 seconds for 65,9 extra meters.
- Agitation lets you carry for 69,44 extra metres at 4,34 m/s.
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I play both roles more or less the same, maybe 55-60% Survivor and I do enjoy SWFs, sometimes they stomp me, most times they do decently, sometimes they get stomped.
I do enjoy having to worry about stuff that Solos usually cant pull because they lack coordination like attempting sabo saves, pallet saves, flashlights also 3 genning them is usually harder so it makes for more interesting trials (funnily I find SWFs tend to create much more pallet dead zones than Solos, wonder why), sometimes they even bring super weird perk setups like Flip-Flop, Unbreakable and Tenacity of other less orthodox builds.
Now onto the SWATs, its like playing against Michael Jordan in basketball, I dont hate it but I wont enjoy much either because the sheer difference in skill.
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This kind of threads should be deleted, they add nothing to the community except fanning the flames, and the authors should be given warnings if they start way too many of this kind posts.
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They are on a Facebook publication.
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Infinite loading screens are pretty rare nowadays, I cant remember the last time I got one, also someone not loading and the game not starting is actually a good thing, it takes you back to the lobby without wasting your offering on a lost cause trial. The DBD has crashed thing may be your local files are not in top notch state, try verify them with Steam if they are ok you may have had bad luck.
Overall the game is much more stable in the crashes to desktop department (optimization still needs A TON of work).
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Like the second post said it would have to be bots as Killers, first Killer queue would be swarmed because everyone wants to curbstomp without much trouble, second noone would like to play Survivor against such overwhelming odds only to satisfy some jerk delusions of power (people dont like being a punching bag) and then get it rubbed on their face after the game ended.
Against bots is different, it would be like playing Dark Souls or Ninja Gaiden and since its a machine people wont get the feeling they are being humilliated for some bully to feed their ego.
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I dont think the gen thing is right either, its way too little gens, the Survival rate being 11% seems a bit too low too, in my experience (both as Red Killer and Survivor) Survival rate is around 20-30% or around.
There is something wrong with the data or the number of sacrifices-escapes is not related to the gen fixing and they dont use the same metric, for example survival using data from the whole year, gens using data from Tome V only or something like that.
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I expected the % to be around ~25% which is what I have while playing Survivor and Killer.
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@TheIncredibleBulk said:
Both games you showed was 100% luck. They were just lucky and cleansed the Undying hex first in both games.
So it's not like they're a good team. Luck was on their side.
Imagine not being good enough to play on a map with awful totem positions and spawn near a lit totem which happens to be the perk you need to cleanse first? come on this 2020, there are guides on Youtube and tutorials for this game. I would like to know how many games he played where the combo lasted for almost the entire game and carried him to victory.
On a sidenote I think Undying+Ruin should be tweaked and Undying+DH/Lullaby/Third Seal should be tweaked too.
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I use Autodidact, is not super good but is the only perk that hard counters both slugging, spread damage and heavy slowdown heal builds which are not super common but not that rare, if you get any of those builds is a guarantee 5 stacks and also a guarantee you will be using it a lot.
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Nah this comunity is not that toxic, go try Street Fighter (or any fighting game with a big following) or most MOBAs, especially LoL and Dota2.
Those communities are worse than a nuclear waste graveyard.
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Not really, useless against SWF, too strong against Solo. The perk stealing stuff on paper looks great but on action is not good except for Kindred which would be totally broken, the rest of the aura reading Survivor perks are rarely picked nowadays and/or dont really benefit the Killer in any way.
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Stream sniping if perfectly ok, people give away their stream willingly for everyone to see, is their own fault if they get sniped.
Is like playing cards and showing your hand to your rivals.
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@SirBDog said:
https://forum.deadbydaylight.com/en/discussion/comment/1683577#Comment_1683577
This ^
I'm also wondering if a new player came across, let's say freddy, really liked the killer and wanted to get it in stores, if they could still at least see that he's not for sale. Or if they would just remove it from the shop altogether, leaving the new player clueless.
And I can definitely see some black market stuff going on if this were to happen... Secret trades if you will
If that were to happen Im sure BHVR could release a Store Brand Krueger, a Killer with same power, same statistics, "same" perks and instead of being "Freddy Krueger, The Nightmare" it would be "Johny Koegler, The Unpleasent Dream" he would be heavily burnt from falling into a pit of acid, wearing a caked dirt bowler hat and an tacky blue and black vertical stripe sweater.
The license holders own the character and lore but they dont own the ideas of how they were recreated in the game nor the Perks BHVR created or anything of that, they can carbon copy them, put them into a slate blank Killer with different effects and art and call it a day.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1685866#Comment_1685866
Just because these are different grades of cheats it doesn't mean one isn't a cheat. It's like saying "wallhack isn't a cheat because aimbot is much worse"
The false analogy again, cheats mess with a game code and give an unbeatable advantage. SWFs with coms are harder? yes, we all know that but they are beatable anyway, Ive beaten many SWFs with coms, so have you and everyone in these forums, cheaters are impossible to beat unless they let you.
Cheaters are whole different breed, have you managed to catch a 150% permasprint Survivor or a Killer who activates EGC at the begining and ends it 10 seconds later?.
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@Justalittlepeeck said:
Yeah, it's the "if they don't know they are playing against cheaters, they wouldn't complain" mentality. Why fix the problem, when we can just pretend it doesn't exist, right?
You are making a false analogy for cheating gives advantages way out of coms league, if you dont agree you have never faced a teleporting Leatherface or a permasprint Survivor, I have faced both cheaters and SWFs with coms and I would pick the later any day of the week.
Coms with SWFs would be similar to facing people who train regularly on a 1000m race, cheaters would be like the same race but one is riding a motorcycle, its not the same and they shouldnt be put on the same category.
@NursesBootie said:
That's because people like to go against easy enemies in multiplayer games. They wanna feel that they're good in the game, even when they're average. It has to do with dophamine, not with SWF.
You know that argument goes both ways right?.
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Exhaustion Add-ons are great against Dead Hard and mid chase Lithe and Balanced Landing. They are not the greatest but they are not as bad as some people make them to be.
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Killer as in character or as in player?.
For character I say any Killer who has a power which needs lot of mechanical skill like Huntress or Nurse or a Killer who needs a lot of decission making and adapting according how the match goes like Jigsaw, Trapper or Legion.
For players the guys who can consistently 3K and 4K without using easy-modo or scummy tactics (Spirit, Moris, Freddy, tunneling, camping etc).
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@Axe said:
chases is pretty much the only thing one can really enjoy as survivor.
Playing survivor in general is pretty much a "loading bar" simulator.
You work on a gen, but the only thing you do when working on a gen is looking at a loading bar while hitting space bar every now and then.
Healing? same thing
Totems? same thing but no skillchecks.
In red rank most games will usually include not only one but maybe even 4 survivors that are looking for your attention.
Then we do have a good hand of survivors who enjoy playing stealth with urban evasion + blendette cosmetics cause they probaly havent learned yet how to mindgame and handle chases propely. But once you do, chases is pretty much the only thing u want as a survivor
Not really, I enjoy stealthing my way around the Killer more than being chased and im not talking about crouched in a corner stealth but the crouching around with the TR 5 meters away while he searches who tapped the gen he has been kicking for the 5º time.
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1681296#Comment_1681296
Is that actually true? I always thought so, but then I started second guessing myself when I was thinking about Ace's perks. He has that goofy luck based perk and I started wondering if it was supposed to go hand in hand with his chest searching perk in order to give better chances of getting a cooler item with nicer add ons.
Yep, is true Luck only affects Kobe chances and Trapper's trap release chances.
@beached said:
It's interesting to see so many people in the community agree that this offering is a bit useless without the help of other perks. I know a lot survivor and killer mains don't often agree but as somebody who plays about 70/30 respectively I feel like maybe a SLIGHT buff or rework could be fun. If it affected chests I feel like more people would use it, almost replacing the better chances of plunder's without having to waste a perk slot.
Luck overall should be changed, not buffed but changed so Killers can benefit/hurt by it too, I remember a post I made sometime ago about this subject I suggested Luck could affect any of this parameters: number of skillechecks, unhook chances, position of doors, speed of skillchecks (fast skillchecks are positioned on the right of the circle, slow ones on the left), stuff on chests, number of pallets, safety of tiles, position of gens and a bit more I cant recall.
Killers would have bad luck offerings which would change all those parameters to benefit them (faster skillcheck, more closely positioned doors, more skillchecks, less safe tiles etc) and Survivors would have good luck offerings which would benefit them, said offerings wouldnt be gamebreaking of course, for example a gen has 8% chance of triggering a skillcheck, with max luck it could be 5% or 6% with max unluck it could be 10% or 12%. Perks which depend on skillchecks like Autodidact or Overcharge wouldnt be affected by luck.
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Unless you use it on a premade full focused on that like Notstarboard (which is rather memetic anyway, you are dedicating 2 perks for a Deliverance-like effect) they are usually a waste since Luck only affects Kobe and trapper trap escape chance.
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We should take a different look at this idea.
WHAT IF you could pay real money to derank on purpose so you can bully new players? BHVR gets an extra source of income, higher rank players get rid of toxic bullies, toxic bullies get to curbstomp newbies, newbies get to know what they got into themselves after paying the game.
EVERYBODY WINS!.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/197395/object-of-obsession-makes-me-not-play-myers
Really? I can understand set-up killers like Hag and Trapper, but Meyers? Not really. Chances are you'll see them long before they see you cuz they can't see you when you're still in t1, so it gives you a head start if anything. And if you're running a scratched mirror, they're a free kill.
If it's bothering you, try to get Tinkerer and Trail of Torment for the undetectable effect. Kills Object.
As Myers unless you are playing an indoor map your main objective is to get EW2 asap, OoO or not, EW1 may hide your aura but makes you move at 105% which makes catching anyone almost impossible if they know the basics of how to loop.
If you are in an outdoor map remaining at EW1 will severely gimp you for you are easy to spot from a mile away and any Survivor will get a huge headstart, at 105% that headstart will make the chase last more than 90 seconds easily, especially if they have any Exhaustion perk.
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Nice table, quite informative, I would like to add that Autodidact with 5 stacks shaves 50% of any heal timer, on a regular non slow-down heal is 8 seconds, on Mangled is roughly 9,5 seconds.
I would say Autodidact against regular healing is not that great but is the hardest counter against heavy slowdown for it ignores healing speeds and the slowing effect feeds its power inmensely, against Mangled you can get 3 stacks easily and even 4 if you are lucky enough.
@FablPlayz said:
Yeah but don´t make thana to strong cause it can stack up with other perks
Yeah yeah, that is very broken but WHAT ABOUT THIS?!.
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I suppose physically between 20 and 35, mentally between 8 and 14.
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@[Deleted User] said:
Legion was still a problem. Their power was literally a free hit (usually more) with nothing you can do about it at all as a survivor. You could make the Legion miss 8 times, and it didn't matter most of the time; you were still going to get hit, and then he'd either kill you with a thousand cuts or chase another survivor or three and then kill them with a thousand cuts.
I wish they would just de-attach Legion from the deep wounds effect because it's obvious that being attached to it causes some big challenges with balancing them. A whole new other status effect, even if it acted similar to deep wounds, could still have its own sets of rules, and we wouldn't have this nonsense of survivors being hit with BT can just run around indefinitely while they are critically injured.
He also was a a guaranteed down, for every aditional hit after the first one would reduce Deep Wounds timer, sure the second hit would end your Feral Frenzy but you could keep chasing and wait for it to recharge a bit, pop it and finish wathever timer they had left.
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It depends, if you are playing Survivor you are hella toxic, if you play Killer you golden.
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@OllieHellhunter said:
The weirdest thing is on average it seems green and purple ranks have a more rounded playstyle than that of most red ranks, I've seen this both from my teammates and opponents, Is my experience the outlier or have others noticed this too?
In my experience Greens behave like Yellows.
Purples do tend to be very efficient, maybe not extremely good but efficient, I believe one of the main problems Reds have is they are too overconfident and shrug their objective and forget about self preservation, is very rare to get a down when carrying someone against Purples but not as rare against Reds or is rare for Purples to bomb the hook while Solo Reds will have almost always have someone bombing it and unsafe unhooking (sometimes is the entire team) gifting the Killer with free hits, free pressure and, worst case scenario, free hooks.
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I see equal crap from both sides, Survivors tend to be worse in post chat, Killers tend to be worse in-game but the quantity of douchebagery is almost the same from both sides.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1663127#Comment_1663127
Another option: Make a paid premium-premium version (with a better name than this) that costs more than the premium version, but does not expire. Then add an option to set one tome as active, for only the bought premium-premium passes or the latest release if it is still open to everyone, and let players finish them in their own time.
Switching between tomes also allows selling bundles to new players / players who didn't finish the old tomes / didn't care about the tomes at the time. "Now in the store for a limited time: Tome 1-5 bundle" or something like that.
This suggestion isn't new however, here is a thread in "Feedback and Suggestions" from last year with more details and pros and cons:
Thats actually a very good idea bussiness wise.
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They shouldnt unless the game bugs, there is an insane amount of lag, there is a cheater in the game (friendly or foe) or an external cause like feeling sick or getting an unexpected visit etc.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1663010#Comment_1663010
How did you take into account salaries, advertisement, and other running costs? As far as I know, this is not publicly available information.
I did on a broad sense, I know how much my company pays annually and we are the same number of workers BHVR has, I suspect we get paid similar to what BHVR pays their workers because other videogame companies salaries have been leaked and BHVR cant be MUCH higher than them (we earn more than those leaked companies but not much more), the only thing I cant really know is how much taxes they pay since we live in different countries.
Im not saying they didnt incur in any debt but they had to pay 4 millions and the rest were paid with royalties until they reached 12 more, they had 42 millions benefit, even if they got only 10 around left after cuts, salaries, rents, taxes etc is more than enough to not go into debt to pay 4 millions if they want.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1662898#Comment_1662898
You're not taking into account salaries, advertisement, and other running costs.
I did and even if Starbreeze got a cut of those 42 millions they had to pay 16, I dont really think they needed to get into debt for that operation, especially if we take on account it was a fragmented payment.
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According to the article Goodboykaru posted "which resulted in three million copies sold with $42 million in net sales", I dont know much about how corporations work and invest their money but I suppose BHVR had more than enough money to pay Starbreeze and do not incur in any kind of debt.
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@CheeseAnton said:
Props to you for your Ace placement, I feel like others severely underestimate his skills in survival.
Overall, this is a great tier list. I feel like Feng should be in "Useless and will die," but that could just be my bias against her. I was also thinking against Felix being that high, not saying he'd be bad at survival, but top 6? And if it's ordered and not general, top 4?
Yeah, he lived a rather long life for a scoundrel gambler who probably owes a lot if money to a lot of questionable people, he is either extremely good with words or extremely good at being able to slip away when trouble approaches or both.
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It doesnt, the mechanic is bugged as hell.
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@Mandy said:
There is no way to reset your rank but the good news is that if you're not doing that great in the matches you're in then you will naturally depip to be in a rank that's more suitable for you.
The other thing I would say, is practise as much as you can - even in KYF, practice chases, loops, learning the maps etc.
Also, play both sides - you learn so much about the other side when playing in the opposite roll.
Depiping if playing serious is very hard unless you get facecamped/tunneled to death or do nothing, doing nothing is not cool for you are dragging your team with you.
Fixing 1 gen, unhooking then healing someone and staying alive for more than 9 minutes will almost give a black pip (3 silver emblems), add some totem cleansing, some more gen work and some more healing and youll black pip without much trouble. Its debatable if someone manages all that its not a bad player, but that depends if the Killer actually sees them, if the Killer is distracted by other, much better at looping Survivors bad players will get promoted, ending against much much tougher Killers.
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Camping and tunneling should increase rank and MMR so they get paired against the toughest most badass SWFs out there as punishment.
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I read somewhere it has to be enough distance to activate Balanced Landing but I dont know if its true.