HectorBrando
HectorBrando
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- HectorBrando
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Comments
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I play Michael Myers a lot and he is perfectly fine as he is, for me he is truly the most balanced killer.
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Yeah, Urban Evasion is one of the best tools for juking and disengaging, for me is a must.
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I agree some good perks can be somewhat devastating not because they are great, like meta ones, but because killers rarely expect them.
Ive been running Autodidact lately as for some reason Im facing a ton of Sloppy Butcher and/or Tanatophobia paired with slugging and its the perfect counter, killers have comented on the postchat how baffled and confused they were seeing how fast the survivors were healing and getting picked up, some even tought of cheating during the game only to be surprised in the postgame screen to see Autodidact screwing their builds, they never expected it so they didnt have a Plan B.
This is stronger from survivors since their meta is more stale and harder to detect what they are using.
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If someone suffers a stress metldwon from playing a game is not the developers fault, its the players for taking it too seriusly.
Its a game and it should be treated and enjoyed as what it is.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1386502#Comment_1386502
I cant disagree with you there. Maybe first 2 tries 0% chance of escape, then increase chances from there progressively
That would be really broken in 3 and 4 gen situations, stepping on a trap already gives you a free hit and cuts a chase in half (since you dont have to deal one more hit to down someone).
Trapper is really strong the less gens there are left but he is very weak when there are a lot of them, I think the traps in lockers suggestion (or trap boxes as a new prop or wathever) would solve his early weakness by allowing him to trap faster and the bar like Jigsaw boxes would make him a bit weaker in later but also more consistent as a trade off for a much stronger early game, it would make him way less "unfair", Ive seen people escape in the first attempt 5 times in a row but on the other hand Ive seen people trapped trying to get out for like 12 attempts with no luck, both situations shouldnt happen. With the bar system someone steps on a trap you know you have 8 or 10 or 12 or wathever (this could be tested to find an optimal time where neither it feels impossible to not get grabbed but also impossible to reach them) and allow for a bit more strategic plays "Do I go for that trapped guy or keep chasing since I will/wont make it in time".
Or instead of a bar like Jigsaw boxes they could use a certain amount of different dificulty skillchecks, once you reach that number you go out, they might start harder and go easier as time goes on, addons could affect dificulty and number of required skillchecks.
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@Buttercake said:
So there was a point when Killers could only sacrifice in the basement? That must have sucked. Who would want to play Killer?
But they could also mori you right off the bat without hook requirements.
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@notyarbllewe said:
I entirely agree with you on this one. The last Legion mission is to get FIVE hits in one frenzy. FIVE. Even though I have played Legion so long, it is mighty rare to even hit 4 with how large the maps are currently, especially Midwich.
I did that challenge by equipping the Feral Frenzy duration addons and using M&A and Distressing, the trick is having a massive TR to detect everyone, while the build is terrible and survivors might escape its about getting 5 hits not getting 4K.
You can also trade the challenge for BPS, show them you want to farm.
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Lucky you, I got it 3 times out of 15 games.
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@Springey said:
https://forum.deadbydaylight.com/en/discussion/comment/1383051#Comment_1383051
Would have been something similar to charms have worked since they can be worn by licensed chars. Would it have been possible to make the licensed characters crowns take up a charm slot instead it being a head piece?
@Booper_Of_Snoot said:
Y'know if it was a charm that worked with any cosmetic, we probably wouldn't have these issues...
*Hint hint*
I dont think the issue is the slot, its the position itself, MAYBE they can use what you say as a loophole to position the halo over their heads but why risk getting sued by breach of contract for something trivial?. If you get sued, even if you win you have already lost, getting tangled in legal stuff can be very dangerous. Being an easy cosmetic to make I want to believe they tried to reach the licensors and got a nope as answer.
I dont blame them for playing it safe, I would have done the same.
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Gateaus are not timed, you dont have to use the cakes now, people should save them until they get fixed.
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Sure they can make more female killers but I dont think the ratio is bad or something to be really concerned right now. There are a lot of female killers, if you dont count licensed characters (since they are fixed and they cant work much with them except maybe Ghostface, female killers in slasher movies are rare) the ratio is almost 50/50.
8 male killers: Trapper, Wraith, Hillbilly, Doctor, Clown, Legion, Oni and Deathslinger.
6 female killers: Nurse, Hag, Huntress, Spirit, Legion and Plague.
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What do you expect? the last meta perk survivors got was Dead Hard and thats from chapter 5, after it Inner Strength and Deliverance are the only decent perks, anything else is just memes or situational or awful.
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Because they used Pyramid Head design from Silent Hill 2.
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@Exor said:
On one hand I wouldn't mind survivors keeping them on death, but on the other hand it could promote suicides, they should allow it, but put an easy to fullfill condition that ensures they dont screw over the team, not sure how that would look like though.
Another neat feature would be a global sound when a new pedestal spawns. That way you know that old areas may have it now.
The suicide on hook is bad but some people have been playing only to get the crown, hide on the border all map and aim for a hatch escape with Left Behind and a key or Plunderer, making the other 3 people sacrificial lambs.
They could put a bare minimum point treshold, if you get less than 12000 points you dont get to keep the crown, that number or a similar one ensures you get to keep it if you collaborate, do gens, hook saves or totems and it would leave out of it the leeches who do nothing and aim for a hatch.
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In my opinion BHVR are not bad developers, their main problem is they are overreaching with the content, if they could stop churning killers for 6 months and focus on fix what they have I bet they could improve the game massively.
Bethesda doesnt give a damn about their product and their corporate practices are incredible anticonsumer.
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Ghostface is weird because I believe the rights are split between the rights for the mask (which BHVR got) and rights for the costume/character (which they didnt got at first and because of that he uses that leather suit and a whole different identity from the films and the series).
Not very sure and if someone can confirm, deny or add to what I said it would be very appreciated.
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@MsLordHaveMercy said:
So does this mean every non-DLC character gets a crown? And if you main a DLC character, your ######### outta luck?
I dont think thats BHVR fault, probably legal stuff prevents them from releasing free cosmetics for licensed characters.
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@indieeden7 said:
Not only this, but as someone else pointed out in another post, licensed characters, despite being unable to acquire the cosmetic, can still take the crowns
Not sure about that, I couldnt take it as Michael Myers (didnt know he cant use it), maybe the interaction is bugged and sometimes it lets licensed characters take it.
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@OldHunterLight said:
Supposedly they are bugged right now, I havent tried myself
Im speechless...
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@Kaelum said:
@HectorBrando all platforms take a cut, especially Steam, and all past DLC has ALWAYS been the same across all platforms.
As far as I know Steam takes a lower cut than Sony and Microsoft.
In any case if the past DLC on consoles was the same price as on PC then its Konami taking a cut, its the only difference between this DLC and the rest.
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Maybe Sony, Microsoft and Nintendo are taking a cut.
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Michael Myers and Jigsaw, its very rare for me to not get at least 3 kills per match with both, especially Myers since he isnt as RNG dependant as Jigsaw, SWF or no SWF, obviusly sometimes 4 escape but as I said is super rare.
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Nothing, especially not the annoying aggro atention seeking players, those are bait distracting me from gen-jockeys. If several injured survivors are running towards the exit and I can only down one I might chose based on what they did on the trial, I tend to pick the one I believe was the most self centered one during the trial, but I dont think that counts as tunneling.
I cant remember the last time I got DSs without it being intentional (picking someone in the ground knowing I will get DSd to get the perk out of the way just in case, I only do that if Im doing very well, several hooks no gens done or a lot of hooks with only 2 gens done).
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Yes, they should slow down with content and maintain what they already have, for a lot of reasons:
Lets start with the obvious ones:
- Massive amount of bugs, for every bug they fix in the midchapter ten more appear in the next chapter.
- Dedicated servers are still very wonky and while I rarely had trouble with them and was happy with how they worked in the past now Im starting to have troubles so Im guessing they are working worse than before.
- Optimization issues, I have a very powerful PC yet I get FPS drops when Myers reaches Evil Within Tier 3 or when Tinkerer goes up for the first time or when I get a skillcheck at the same time someone is hooked or when I get Bloodlust for the first time etc (noticing a trend here? every first time something is activated I get a FPS drop), cant imagine how bad it must be for people with older computers.
- Very stale meta especially for survivors, there are like 10/15 perks worthwhile and the rest are useless, the last GREAT perk survivors got was Dead Hard from chapter 5!! after that the only good perks survivors got were Deliverance and Inner Strength from Adam and Nancy, the rest are meme worthy or too situational to be chosen over the good stuff, Killers have it better since they still got decent perks up until Plague but after her the rest are just very meh.
- Balance issues, SWF is a pain in the back to deal for killers but Solo queue is pretty much signing up for mass suicide so killers get infuriated because they get stomped by SWFs while Solos get steamrolled, you cant nerf Survivors or buff certain Killers to deal with SWF because it will make Solo even harder.
Now with the less obvious and more subjective:
- We have 20 killers but you usually see the same 4 or 5 (Valve made a survey on Counter Strike when they were making TF2 and they found that 10% of maps get played 90% of time so they released TF2 with only 6 maps but those 6 maps were masterfully done, I believe this applies to Killers too).
- We have more than enough survivor and killer perks, proof of this is the latest perks are usually not very good or too specific to be considered for regular builds, we dont need more useless perks.
- Right now I believe the game is at risk of bloating, too many stuff on top of more stuff (bloating killed TF2, they churned out so much content the game lost its identity and became a parody of itself).
Having the art team churning out cosmetics is a good idea and probably the rift also gives them money, maybe they could try to capitalize on those 2 features and put most of the workforce on maintenance mode, it would greatly help the game.
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@bunbunbun said:
https://forum.deadbydaylight.com/en/discussion/comment/1375795#Comment_1375795
This happens a lot if you play with survivor, but over time you learn what is the correct distance to avoid being hit through the pallet. It is nothing new and is not a problem
I don't understand why some killers constantly complain about being stunned on the other side of pallets (rightfully so btw) but yet don't seem to care at all when they get a hit who is absolutely nowhere near the actual survivor.
Many killers exploit this by going for hits they can see aren't touching the killer's weapon but will still do so because they know the hitbox in pallets is stupidly huge and it will still register.
They're both issues that need to be resolved and yet it seems so one sided.
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@5thPerkSlot said:
https://forum.deadbydaylight.com/en/discussion/163978/2-more-gestures-confirmed
so what is your guess the gestures will be?? maybe middle finger and clapping?
I really doubt middle finger gesture will be added, in a game you can have blood, people cutting others to bits, decapitations and all kind of gory stuff but a middle finger would rile the ESRB and companies dont want that kind of trouble over such small things (same with nudity in games).
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No, I bought them with shards.
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Trade it for BPS, show them you want to farm, if they accept theyll want to farm altruism points so its just 15 hits, it will take time but probably theyll get you are after that challenge.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1373868#Comment_1373868
This is also something I don't get.. 1st hour of PTB playtesting and the playerbase noticed many issues. But the devs who worked on it for months aren't noticing the issues? So weird.
I dont think they worked on it for months, or at least not many people worked on it for months.
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It never happened before, if it made the aim harder it wasnt to such an extent like now.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1372611#Comment_1372611
The only thing I agree with you on is the barbed wire effect on screen looking bad cause yeah it is extremely low quality however the rest makes sense besides the bugs which always come. Trenches would be extremely hard to make amazing looking and what we got is actually really good so I don't see the problem with them. The cages interactions with perks is because of how they're designed all I think they should do is make it so it doesn't work with moris and thats it.
The trenches on the borders look bad, especially on shorter trenches or when a survivor cuts them in two, the new borders are missing polygons and have jagged looks with empty space and flat lines. Also smaller trenches leave weird looking debris nearby which looks really bad and out of place.
Overall the trenches look like they were build witn lego blocks and when you get rid of one block (either a survivor walking over it or dissapearing because they are too close to a prop) the new borders dont readjust to look round, they just look like someone took out one blocky piece.
While this is from the PTB Ive seen this on live too, the red circles mark places where polygons are missing, also the closer puddle lower part looks too jagged.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1369467#Comment_1369467
This! BHVR is a slave (sorry for the term) to their own schedule. Killer every 3 months, mid chapter 6 weeks after that NO EXCEPTIONS
Agreed, they should relax a bit with the chapters and dedicate several months only to bug fixing and optimizing, they can churn out cosmetics to get some money meanwhile.
We already have 20 killers and you usually see only 5 of them 90% of the time, why add more when the game has so much trouble with balance and bugs?.
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I use Jigsaw to refer to Pig since its the name of that killer persona (same as Ghostface is used to refer to all his incarnations even if they are different people).
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Silent Hill chapter is looking more and more rushed every day it passes, between massive game breaking bugs, regular bugs, mechanic oversights (cages interactions with perks), awful new map and crappy looking effects (the barbed wire when tormented looks awful and trenches are very rough in the edges among other things).
I dont know if they had another chapter prepared and had to delay it (Candyman movie being delayed forcing them to delay the chapter too or something like that) or the Covid pandemic messed their working schedule or wathever but SH feels even more rushed than Leatherface or Ghostface.
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@dhealy646 said:
Nah mate. Maybe for stealth killers and spirit or something. But try play oni. Can't maneuver or snowball due to all the floors and walls. Nurse loses you easily. Billy can't zoom around. Huntress and deathslinger can't get good Los. Not good for some killers but good for others. As a survivor I found it relatively easy to loop. Most pallets were medium safety which actually made me have to think while looping with the occasional god pallet and safe window. I haven't lost a match on it as survivor or killer yet.
Huntress and Deathslinger have a very easy time with those long corridors without any obstacles on them to use as barriers for long ranged attacks, sure the rooms have sturff on them but half of them are low height tables where you can still get hit.
At least Hawkins has some boxes in corridors to block line of sight.
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In terms of raw power and potential Nurse is the best by a HUGE margin over anyone else, a great nurse will decimate pretty much everything except the sweatiest SWF SWAT teams and even them will have a hard time dealing with her, even after her nerf a godly Nurse will end any chase in 2 or 4 blinks.
In terms of dificulty/reward probably Freddy is the best killer, of the strongest killers he is by far the easiest one.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1149361#Comment_1149361
If he did everything he already earned a pip, perhaps 2.
What if the killer did very well? What if he applied pressure, didn't camp or tunnel, and won a lot of mind games? Does he not deserve a 4k?
I talked about escaping not about pipping and yes, the killer deserves a chance for a 4k too, thats why both get another go at their objective after the hatch is closed.
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Go try EvE Online or old Paradox titles like Victoria 2.
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@EvilJoshy said:
Honestly. If the killer killed 3 survivors before all the gens were completed and he found the hatch before you did. He deserves that 4k.
If the last survivor is the one who did everything, played really well and pulled his weight but got teamed with potatos he also deserves a chance at escaping.
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Finally, trying a licensed killer which you had no clue how to play with no perks and against survivors of your level was pointless, on top of that they were quite expensive.
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I dont usually go for people recently unhooked in front of me, I go for the saviour since those risky saves are usually done by SWFs with BT and DS.
In any case if I suspect DS I tend to slug them, it attracts other survivors for the heal and as I rarely need more than 30 or 20 seconds of slug to see DS deactivated.
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I agree, it was obvious it wasnt get released like it was in PTB, it happened the same to new Surveillance.
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Had the same tunneling problem when equiping keys so I did it by using Plunderers, you wont show a key in the menu and once in the trial most killers wont notice you found one.
Main problem is even with Plunderers it might take some time to find a key in a chest.
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@preston159 said:
Let's talk about probability for a moment. The chances of a single person self-unhooking are not 4% in any given game, it's 4% per person per attempt. Keeping that base 4% for simplicity's sake and without Slippery Meat, a single person has an 11.53% chance of successfully performing a self-unhook when using all three attempts. Now let's say all four survivors perform all three attempts each, for a total of 12; that brings the odds of at least one successful self-unhook all the way up to 38.73%, almost 10x that 4% you seem to think the odds are. And OP's given example of 2 people on hooks gives us 6 attempts, resulting in odds of 21.72%.
Nah screw numbers and math, is better to get your pitchforks and go after the devs calling it Survivor/Killer biases.
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Weird thing, I play Myers and Pig and Im used to lose 1 generator before I hook someone and 2 before I hook 2/3, that being said those 2 gens are of little consequence since they are always the isolated ones (I make sure of that).
People have to change the mindset, before the EGC it was very important to not lose 2 gens because it meant the Hatch wouldnt spawn and you would get 4k. Now with EGC hatch will always spawn, there is no need to sweat all over the place trying to protect everything, is better to strategize and secure the generators that benefit you the most and clear of pallets the area, trying to lead the first chased survivor to them so he can drop pallets and to pressure potential survivors on said gens. They finish the isolated gen in Killer shack in Ormond? big deal, they still have 4 more to finish, in that time you might have broken several pallets in the strong jungle gyms near 3 gens and hooked 1 guy.
Finishing a gen in front of the killer is usually done to avoid Pop kicks, not to bully someone and unless its the 4º or 5º gen (especially the 5º since thats when adrenaline activates) is not that serious.
Maps are useless, I wish more survivors used them when im playing killer instead of medkits, toolboxes or flashlights.
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I rarely see Hag and Plague.
For survivors I rarely see Jeff, Adam and Tapp, if we exclude my own Jeff since its my survivor of choice.
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I believe the design is good, (or at least it looks good from videos) but since most non licensed killers are based on common archetypes from slasher/horror movies and he isnt he does look out of place (I dont recall many zombie cowboy slasher movies).
P.D. I do welcome a more clean and less filthy killer, the last clean guys we had were Myers and Ghostface, every other killer is very dirty and probably smelly.
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@OtakuBurrito said:
Well no because if you're doing this I'm SWF why ban that person? If I'm in a 4 man group having fun, my friends know if it's Myers or GhostFace we're memeing.
Why should I be penalized for having fun and everyone is in on it? It's stupid.
Now if I'm solo and I do this yeah I see but not always. That's like banning someone for booping the snoot.
You have to get reported for working with the killer to be eligible for a ban, I doubt your premade friends will report you and you could just clarify it to the killer in postchat so he doesnt report you either.
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I dont use cosmetics because most of them are flashy and is easier to spot you from a distance, Id like to stay as stealthy as I can both as Survivor and Killer.
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Since genrushing and bullying in DBD are such broad terms it depends. I rarely or almost never get genrushed and never get bullied because my idea of both things is vastly different from others.
Some people call genrushing seeing a generator pop in the first 100 seconds and people using flashlights and head on for saves getting bullied. Others see tbags after a pallet drop as bullying, I see it as a survivor not getting distance from me, I call survivors following me with a flashlight "people not working on gens" not bullies, as you can see it depends on the person.
That being said, Im rarely tilted in games or in real life (except by big injustices).

