HectorBrando
HectorBrando
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- HectorBrando
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@Leyoyo said:
https://forum.deadbydaylight.com/en/discussion/comment/1050689#Comment_1050689
Being banned by the anti-cheats is our problem and we know the risk, we just want to know if BHVR are against the "custom client thing " or if you don't mind them;
imagine tomorrow you see someone coming and say: these people have a custom client with better sound this is unfair for me because I don't have it! will you ban those people MANUALLY ?; thx for your work ^^
Nah they wont ban them manually, im pretty sure they have an automated tool for that.
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Being 1 less survivor is a handicap harsh enough also it would encourage tunneling even more.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1043133#Comment_1043133
I don't mean to be that guy, but if someone is following you around trying to get flashlight saves, they aren't doing gens. I would really hesitate to call that gen rushing.
Its the Schrodinger's survivor, he follows you around to bully and stays in the generator rushing at the same time.
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Pallets can be broken, windows cant.
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Not picking Lightborn against a squad of Neas all of them with flaslights and ugly cosmetics... It was a very shiny match tho.
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@Speshul_Kitten said:
I feel like it’s all about the money now. A lot of streamers (some even fog whisperers) think the game was in a better state 3 years ago. Not really as far as “balance” more so of the mindset the devs had about trying to make the game more fun and les about a quick dollar.
Because 3 years ago it was so batlantly obvious what was imbalanced and wrong with this game that it was easy to see it and fix it, its very easy to diagnosis an amputated arm but is not easy to diagnosis pancreatic cancer.
Also the community wasnt as toxic and stubborn as it is now, the Spirit changes were something trivial and some people went ballistic over them, calling the Killer useless and the game dead, you cant touch anything without people going crazy, Ruin nerf? the game is dead, DS nerf? game is dead, Insta heals nerf? game dead again, Oni flicker? game is as dead as Napoleon, go figure... And we still have to see keys and moris nerfed which I hope they come at the same time because the forums will be like Vietnam war.
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When someone burns a The Game offering, especially if its a survivor the one burning it (seriusly, burning a jigsaw piece as survivor should be punishable by law or at least a bannable offense).
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A lot of survivor perks need some changes because the last meta perk survivors got is from David King and Huntress chapter and the last good perks are from Saw and Stranger things chapters, anything else was either not very good, only good for memeing or nerfed to oblivion (MoM nerf was totally deserved tho).
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The only thing Killers are going to achieve with this kind of camping is a massive nerf to camping or Kindred as basekit.
In other note, most forum posts raging and complaining about Ruin were killers themselves and they were always the same "Ruin totem gets find too soon" or "Ruin should work after cleanse for [insert absurdly high number] minutes" or "Ruin should be basekit and not Hex".
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/1035779#Comment_1035779
By that logic I could use an external program to view someone's screen as killer and tunnel them but it wouldn't be bannable because it is outside the game. Seems silly someone can literally cheat by using an external thing and not get banned for it.
Not the same logic, a streamer chooses to put his stream out in the public for everyone to see it, most even make it known by having it as a nickname ingame. Also im not entirely sure since I never streamed and I dont watch streamers but I believe you have an option to delay your stream by several minutes so you cant get sniped.
If you hack someone to see his point of view he isnt doing it by his own accord, he isnt making his screen public for everyone to watch, you are intruding into his PC against his will.
The key difference is the streamer gives away his view freely, the other person does not.
Take it as if streaming was like walking nude on the street where everyone can see you freely and the program you say is like walking nude into your room with the window blinds shut but the neighbour makes a hole in the wall to spy you.
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I play Clown from time to time, not much so maybe my opinion isnt super informed but I believe he could benefit greatly from more consistency with his bottles.
Right now I feel they work in a very random way unless tossed in a straight line against someone with no obstacles in between. You can toss a bottle near a window and it would only affect the side where it landed even if there is gas everywhere, sometimes the arc seems to change in very weird ways, invisible branches break them at random if you try a high arc toss (especially on MacMillan maps), corners mess with the gas area, invisible edges break them before they reach the desired destination etc.
In understand making throwable objects isnt easy but at least with Huntress the axe throws always feel the same, same arcs, you charge 1 second they go faster but always seem to go at the same speed when you charge them 1 second (hitboxes are crap tho).
Also he could benefit from an improved reload mechanic, first the less bottles you need to reload the faster it should be the action, second if you need to reload 4 bottles and you stop halfway you should get 2 instead of starting over again and third maybe adding a timer which replesnishes 1 bottle after X seconds so you can reload all at once like now or wait for the timer to give you one, this could help him during chases if he misses or if he gets swarmed by survivors trying to help the downed guy.
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1035249#Comment_1035249
It's true they did not directly say that they want short games. But when the first 2-3 gens pop like crazy and the survivors are smart enough to not three gen themselves what do you think is going to happen.
Survivors not 3 gening themselves is up to the killer as much as its up for the survivors, if you put a lot of pressure on gen clusters either they go fix the lone gens which will put them in a 3gen scenario or they try to fix one inside the cluster where you patrol which is way slower and serves as stalling because someone has to lead the killer away and he can come back and defend them very fast.
It also serves as soft indicator of how good the survivors are overall, if they fix one lone gen near an Exit Door as first gen they arent super good but if they dont and they go for the center ones as first gens... either they are super super bad or you are in for a very hard match because they know exactly how to screw you.
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I think Pig is underrated, not the best killer but not as bad as people believe, you just have to play her diferently and dont waste your traps (for example dont RBT someone who you are going to hook near a jigsaw box or dont trap the weakest survivor in the group, trap the looper).
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The achievement was very hard and luck based before EGC, now is almost impossible unless the Killer lets you do it or an inmense amount of luck like having a gen at 90% and the second last guy getting sacrificed at that point.
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@DwightOP said:
The stun challenge are always stupid. I mean, 3 times? I don't even use so many pallets in regular match, I'm always very efficient with the recourses (not only for myself but also for my team). And once a killer notices you go for stuns he respects the ######### out of pallets.
This stun challenge from last tome took me around 9 days to finish.
True, but at least in this case is stuns, I guess all stuns work, like Head On and Decissive Strike.
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Coulrophobia, is not super good but in the late stages with 4 or 3 clustered gens left it forces survivors to go heal far away from my patrol zone or stay near my TR and heal very slowly, it stalls them in both scenarios, if they decide no to heal they are open for a one hit down.
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Weird, I feel like lunges are shorter, some misses made me think "how the heck that didnt hit?".
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You should try it and judge by yourself if it suits your playstyle and choice of killers, people always told me I should use BBQ, I gave it a try and found it wasnt a perk for me or the killers I used.
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@Boodge said:
People kept saying Dr was nerfed, but I think this update made him stronger than ever
Proof people have no clue and talk without trying things, Doctor is way way better than before, I played him a lot and his only strength was 3 gen turtledoc or The Game map, now I find him easier to play as, less frustrating (stance switching was nice on paper, terrible on execution) and overall better at everything except 3 gen turtling (which was an awful and unfun tactic anyway).
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Wasnt Dying Light reworked like 3 months ago?.
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Why? is already a very bad perk except for high mobility killers.
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Only to friends with patience and high tolerance for frustration, not because "imbalance" "killer is so weak pls buff" "survivor is so weak pls buff" but because the comunity is rather childish and a lot of them act like spoiled brats.
Some people dont play to have fun, they play to ruin others fun.
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Bamboozle by far, imo is one of the best perks in this game.
It closes any window loops after the first jump, it also lets you cross windows a bit faster. Even the dreaded Killer shack loop is countered by it. I cant count how many times ive closed some of the harshest window loops only to see the survivor reach it the blocked window and flicker before the hit probably thinking "ah crap, he has bamboozle".
I always tought it was weird how many and how much people complain about loops yet I see very few using Bamboozle, guess they have to use perk slots for metas because some youtuber told them X perk is mandatory or you suck.
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It really doesnt matter, almost always if you see the last survivor with the hatch closed he is pretty much done for, either you hit him twice or you chase him enough time for the Entity to finish the job.
The only reason I see for it to work is if you want to mori the guy for a daily challenge.
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If I "win" I say it only if the "losing" side says it first, if I "lose" I only say it if I there were lame tactics, sweating or stuff like that.
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Because its way easier to put them on tier3 than before, like way way easier, so to compensate for it now snap out puts you back at 1.
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@Carlosylu said:
It's actually giving red ranks survivors more of a challenge, I could work through Ruin every game with my usual SWF party, it actually felt like going against a 3 perk killer, but not anymore
I agree, as a red/purple rank I was used to play against 2 perk killers since BBQ and old Ruin are useless against reds, now they are starting to use useful perks against us (luckily BBQ is still there wasting a slot except for Hillbilly, Nurse and Freddy).
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1004648#Comment_1004648
And what if there isn’t a cluster? On big maps ,the chances are low that there will be a cluster of gens. Even if there are, good survivors will run to the nearest loop once they know you are coming.
There is always a cluster of 3 gens that can be checked in a relatively fast way but you have to identify them right at the start and play around them, try to steer them to those 3 gens so they use the pallets in that area and to stop them for working on them, you cant have 2 or 3 gens pop and then go "ok where is my cluster to defend?".
If they run to the nearest loop you have to ask this yourself "can i down him relatively fast?" if yes keep going, if no stalk all you can to reach near EW3, abandon chase and go back to gens, eventually the answer is going to be "yes, I can down him before he reaches the loop with EW3", also, getting a hit and leaving the chase to check again on gens is an option, Myers has 8 meter TR at EW2 with Monitor, you can get close enough to put them on dying if you are clever on your approach, starting a chase with less than 12 meters distance between you and the survivor is a guarantee hit unless extremely unlucky or the survivor is way better than the killer.
Also use real perks like Bamboozle and Pop instead of Ruin or BBQ, those 2 are useless for Myers against reds and purples (they find the totem in less than 30 seconds or power through it, BBQ is only useful for high mobility killers like Hillbilly, Nurse or Freddy).
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1004332#Comment_1004332
Some killers have absolutely no way to pressure gens. How is a killer like Michael supposed to do that on rotten fields? The map is too big to traverse and is full of safe structures that are going to add a ton of time to any chase you engage in. Even when you know or suspect that survivors are on a gen, there reaches a certain point where it’s going to get done no matter what since regression is so slow.
I play Myers a lot, I believe is the only killer I actually perform very well (usually getting 3K/4K regularly) and I never use Ruin, as matter of fact I dont even have it unlocked on the bloodwebs I consider it a "bad" perk.
His problem in Rotten Fields is not his lack of pressure, is that corn screws him up BADLY, you cant stalk through it and you cant hide in it like Ghostface or Pig because he is so tall any decent survivor will see his forehead easily and run away, corn alone denies him of 2 of his 3 strengths (being stealthy and gaining EW).
Also you are right that Myers has very little pressure at the beggining, I always play with him with the idea that at least 1 gen will pop before I can hook someone and 2 before I get 2/3 hooks, he makes it up in the late game if you manage to cluster the gens and patrol them close to EW3, if they gen rush they will always leave the last 4 gens in a cluster unless you are making a lot of mistakes defending them.
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I agree, there should be an option to chose between darken the screen or light up like it is now.
It shouldnt be too hard to do, is just a color swap in the effect.
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Toxic killers, dumb teammates is as bad but since they are harder to notice you dont get frustrated as much.
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Only slugging is new.
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I think the way it is now it should be a stealth hex, giving no notification to survivors and trying to be as unnoticeable as possible without the "make the totem unlit" suggestion.
For example the regresion should only start after X amount of seconds stopping working on the gen so survivors dont tap it for 2 seconds and find ruin at the start, it also should substract X amount of work as starting value to compensate for those seconds ruin wasnt active, if someone starts working again on the gen before X gets substracted it gets added to a pool and it gets substracted once the gen starts regressing (up to a maximum).
It could also proc more fast checks and less slow checks.
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It depends on how its implemented, if the survivors never get a notification and the gens dont show sparks unless kicked it might be decent, especially against solos since we all tend to stop repairing and go for rescue when someone gets hooked.
Best case scenario it makes people stop picking it against red ranks, where the perk is pretty much useless since either reds hit a high % of ruin skill checks or find the totem in less than 45 seconds.
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Actually is even worse, luck doesnt affect items in chests, only unhook and bear trap attempts.
I would make it affect several of this mechanics slightly (not necessarily all of them and not in a heavy way like 0% skillchecks): items in chests, position of doors, totem spawn points, number of skill checks, number of fast and slow skillchecks, position of gens and number of crows.
Also i would make bad luck offerings for killers.
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They should get rid of the 4 gens with Dark Sense and 4 sacrifices in the basement, they are pretty much luck based, especially the 4 gens. Or at least reduce the number to 3 for both.
The rest are ok.
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I must have been very bad because I got The Game, 2 Hawkins Lab, Lery and The Game again in a row.
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People yell at me for using Iron Will, Urban Evasion and Spine Chill.
I yell at people using Insidious (camping is boooooooring).
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@innocentguy said:
playing with a WELL coordinated 4 man SWF can be difficult for killers.
but for the most part, it’s killer sided but nobody will admit it
Pretty much this, playing against an optimal 4 SWF group or survivor virtuosos is very hard but those scenarios are very rare yet people always remember when they get humilliated but they never when they smash 4 solos.
Also the distorted idea that killers should be balanced around 4k and anything less is a lose and a disgrace for you, your family and your ancestors.
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If you see a lot of flashlights get Overwhelming Pressence or Lightborn, problem solved.
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Bad idea, Solo survivor is already "everyone man for himself" fiesta and this idea would promote it even further, SWFs wouldnt give a damn since they would just bring more keys or plunderers.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/920545#Comment_920545
The same should happen to survivors then when they escape with a key. Yet the opposite happens
It depends, if you escape with a key with all 5 gens done (hatch doesnt spawn before that with 4 alive) you should get a ton of points and pip, after all 5 gens worth of game time means lot of chases, hooks, heals, cleansings etc. If you escape as the last guy with 1 or no gens at all you are probably going to depip or black pip at most since the team didnt do much.
Same go for killers, if you bring an ebony, hook them once and kill them asap you are not putting much on the trial, if you bring the same ebony, use it only when they are dead on hook, chase a lot, kick pallets and gens, injure people, use your power a lot etc you will probably pip.
Pipping its not about escaping or killing is about the amount of work you put on the trial, you put 0 effort you get -1 pips.
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@Mr_Slick546 said:
https://forum.deadbydaylight.com/en/discussion/comment/921672#Comment_921672
The failure in your argument is that corrupt intervention exists and hiding for 2 mins is doing the killer a favor, having a guaranteed 2 mins of Ruin vs having it destroyed right away is worth it for the killer.
Corruption intervention works because not all survivors go hide in lockers for 2 minutes (hoping out every once in a while to avoid afk crows), if they were to do that the perk would be rendered useless since 2 minutes with no hooks, no gens and no pallet throwns is the same as starting the game 2 minutes later.
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I agree, the "us vs them" mentality plagues this game and makes certain decisions and changes a pain to deal with, take as example Spirit and insta heal nerfs, people going insane over small tweaks and calling unplayable garbage the new Spirit or saying insta heals are now a wasted add-on slot.
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If you get destroyed so many times in a row you would have deranked enough to exit the sweaty swf bracket, either you are grossly exagerating or your perception of "getting destroyed" is vastly inflated.
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@Venoxxie said:
poor We're Gonna Farm - I mean - Live Forever. I use it to earn extra BP as of recently. But ye, other than BP it has no purpose... rip :c
And some of the lower perks are a lil bit better than their current teir, only if you actually pair them with perks that make them good. Such as Plunderers which I would put in E tier in the first place because you can still get brown items with it and without addons, makes those items still not good but pairing it with Ace in the Hole though would make it better.
Also BPs are way easier to get now as survivor with the increased gains, more events, rift challenges and the Bloodwebs are less grindy with the 4 perks per web instead of 2 so you need less points.
And yes, the strength of perks come from combos or even gamestyles, Plunders+Ace's being a good example and Streetwise is really good if everyone brings an Engineers or a Commodius for genrushing, Deja Vu is super good for newcomers who get lost in maps and dont know how to find gens easily.
They even depend on killer gameplay, against me Unbreakeable and Borrowed Time are useless since I never slug and I almost never camp the hook.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/885729#Comment_885729
It's not a better stalling tool when they literally nerfed the Mend time.
It is when you have to mend yes or yes, how many videos can you find in Youtube with people inside the terror radius doing gens while Legion is chasing someone else nearby?.
Now people will have to mend before doing gens again, if they go back to a generator near Legion he can activate his power, hit them once more and force a mend again.
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His power is not meant to down survivors, its supposed to stall the game by having them mending, by having the gauge deplete unless running or mending you are forcing people to mend instead of working on gens while on Terror Radius making it a better stalling tool than before.
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I believe they will buff his ability to inflict madness directly (shock attack) and nerf the indirect madness build up (terror radius madness increase) since the most boring/frustrating thing about him is the 3 gen Distressing build.
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@[Deleted User] said:
Spirit didn't have an animation for vaulting over windows. BHVR: "We needed to bring her up to par with the other killers who do have that."
Freddy has no terror radius while asleep, one hit brings you into Dreamworld and Borrowed Time continues to deplete even within a chase without any drawbacks or counterplay. BHVR:" Um..." *BHVR has left the chat*
You can buy Spirit with shards.