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HerInfernalMajesty

HerInfernalMajesty

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HerInfernalMajesty
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  • Is it possible that the switch to UE5 changed how 360s work in a small way?

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729913#Comment_3729913

    That is very optimistic of you.

    I try to be a bit of a realist, and accept that the survivors' goal shifts throughout the match. At the very start, it's getting as many people out as possible. Depending on how the match goes, that shifts to getting hatch. And some people go one step further and just want to go next.

    I remember a game a while back where I played with my duo partner against a wesker. The other two, Claudette and Meg, got downed together near the basement about a minute in and the killer just stood at the top of the stairs camping them. That's not a 'buckle up and we've got this' situation, it's an unwinnable scenario for survivors. That game was already over at that point, we just had to decide who might try to get hatch.

    At least there is hope of hatch.

    Realistically, the times that I felt there was the least amount of hope turned out to be some of the most brilliant comebacks I’ve ever experienced. I also used to think that being realistic meant losing hope when a match appeared bleak only instead to be proven wrong by an escape.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729840#Comment_3729840

    Completely agree, the game hinges on survivors having a hope of escape. Without that, the game doesn't function properly and you get something like the 'just go next' mentality.

    Unfortunately, regarding the topic, the only actual fix is to make the gameplay fun. Survivors can generally accept losing the game most of the time if the gameplay is fun. So fun chases, fun or even funny moments.

    Getting tunneled out 25% of the time, and having to go be a gen jockey the other 75% isn't exactly mind blowing gameplay. There's no variety, it's just 'do gens or you lose' and, with the current game balance, you're probably gonna lose anyway.

    I believe that hope always exists in match regardless of the perception.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729834#Comment_3729834

    Yes, just like the Nurse, who is the most underperforming killer in the game according to the stats.

    Technically yes actually.

  • I think it’s a perception issue. A perception of hopelessness. When Survivors 4% themselves out of a match it’s done for a reason. It could be anything really, trolling, throwing, loss of hope, actual hope etc. I never DC as a Survivor. And I can not tell you how many times games appeared to be a lost cause that ended up getting turned around where some of us escape.

    I pride myself on sticking it through to the end of a match. I also pride myself on never losing hope that some kind of comeback can happen, even if it’s hatch. However, even I experience false hopelessness of the redemption of a match sometimes.

    I know most people don’t share my levels of optimism so I imagine that the perception of a loss is much stronger for other players and they decide to give up as a result.

    It really isn’t over until it’s over with this game. In fact, some of my most exciting moments from the game have come from matches that look impossible to turn around.

  • If they underperform then they should just get buffed.

  • It’s be nice if he got a small buff. Maybe he needs a minor rework, especially now that the game is running UE5.

  • As others have said, Kindred is very good. Also, make sure that when you loop a structure as a Survivor, that you loop it as tight as possible. Lean your character into the wall as you run forward. They will maintain speed while using a leaning into the wall animation. If you do this you can actually make some time and distance around corners since Survivors have the ability to turn corners sharper than the Killer can.

  • It really depends, they both have unique slowdown mechanics.

    I have personally struggled against Alien more than Nemesis. But he’s still pretty good too. Maybe Bhvr could add more zombies to his kit one day. We can hope.

  • Games are as long or as short as the Survivor team wants them to be. I would prefer more basekit slowdown options for the Killer. Maybe Ruin or PGtW

  • I play 50/50 but prefer the Killer role. I love indoor maps as both Killer and Survivor.

  • I don’t think it will happen. Mathieu Cote mentioned that they take great care when deciding collabs to make sure they fit in with the horror theme.

    Nic Cage is in a lot of horror movies and he usually plays some guy who goes crazy and yells a lot.

    Dnd has a lot of horror in it alongside the fantasy. I mean, any one of us would be terrified if we actually came across Vecna.

    I understand the fear is there, but I think Bhvr is aware of this. They have so many passionate horror fans that work in the company. I don’t think that they will destroy the horror premise of the game.

  • Doesn’t bother me really.

    Side note: @Pulsar , Michael Myers??? No Billy pfp???

  • Tribalism and a grudge.

    I have fun playing against her though.

  • It feels like Killer difficulty level is telling the player what caliber of mmr Survivors you should expect to see.

    It feels like all Killers exist to serve certain ranges of Survivor mmr brackets. Trapper the lowest Survivor mmr (maybe Freddy), and Nurse at the highest Survivor mmr along with Oni and the other “Very Hard” Killers. It makes sense since eventually Trapper players probably hit a hard wall of difficulty from the Survivors.

    I honestly wouldn’t even doubt if Survivors have an individual mmr for each Killer.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415568/why-do-swfs-get-mad-when-you-win

    Just as not everyone who plays games is a gamer, there are also pockets of people who pretend to play games and make a living from mocking others. In reality, their numbers are not so small that they can be ignored, which brings these problems to light.

    Welcome back xltechno!

    And yes this is true, there’s a lot of gamesmanship going on. It’s difficult to ignore and as you say, is big enough to bring these problems to light.

  • @Rxstevo said:

    Context: I was playing a match as wesker where they sent me to coal tower. They were clearly playing to win as they did gens efficiently and were predroppig most pallets. Once I reached 2 gens 0 hooks they started playing toxic and flashlight clicking. I was able to get a hook with a nice flick I got on wesker and decided to try and snowball on that. I successfully did by slugging them and chaing the last guy who was on the last gen. After that they all called me dog and trash and left comments on my steam profile because I won that match. This happens a lot with swfs I play against. You lose the match its a "GG" you win the match its a "Your Trash".

    Ego

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415113/help-with-understanding-hugging-loops

    Hugging a loop maximizes the lead you have going around the loop, survivors have a smaller hitbox allowed them to loop tighter around the loop, so if even if the speed difference between killer and survivor is 100% survivor speed and 115% killer speed the effective speed difference can be different if the survivor can loop tighter than the killer, making it closer to a 114 or 113 or even more depending on the difference in efficiency between you and the killer because the path a killer has to take can be 5 ~ 10% longer than a survivor path around the loop due to hitbox size

    Its a small difference but its constantly adding up, but its all dependent on the loop and the killer on some loops and depending vs some killers it can let you eek out enough distance for another loop, vs others it might mean the difference between a safe pallet drop and risking a hit.

    You don't lose any speed for sliding against a wall with almost any angle.

    Thanks for replying. Yes I tested out the angle and it does seem to be a little more than 45 degrees that you can run into the wall and still go max speed.

  • @the_krapper Interesting info, thanks for sharing it!

  • @Xernoton said:

    • 1. Yes. For simplicity imagine a circle as a loop and the killer's and survivor's hitboxes as smaller circles with the survivor's circle being smaller than the killer's. To do a full loop you need to follow the big circle's circumference. But since neither the killer nor the survivor can glitch into the big circle, their own hitboxes extend the radius of the actual circumference they need to follow by the value of their respective radii.

      So if the loop had a radius of 5 units, survivor radius of 1 unit and the killer's radius was 1+x units, we'd get a circumference of 2 * (5 units + 1 unit) * pi ~ 37.70 units for the survivor and 2 * (5 units + 1+x units) * pi ~ 37.70 units + x * pi units. Luckily, most loops are more like rectangles and triangles, which means, that the killer only looses ground on each corner.

    2. That depends on the killer, the loop and how well you can actually hug the loop. In general it's pretty good against all killers but some like Bubba, Billy, Wesker and Demo (killers that go out of their way not to hit obstacles with their power) are more affected by it. As for which loops it is most helpful on, a good rule of thumb is: "The more corners it has, the better hugging becomes."

    This is because running in a straight line will cause you to lose distance but you make a bit of distance every time the killer has to run around a corner. If a loop has at least 3 corners, than hugging it will already give you an advantage (consider a straight wall a loop with 2 corners). On some loops it can grant you an extra run around the loop before you need to drop the pallet on others it can be even more. Especially, if it's a killer that will not hug the loop as tightly.

    A Bubba for example might hit you easily, if you run around the loop like normal but if you hug the loop tightly, the extra distance you get from each corner can make it close to impossible for him to hit you with the chainsaw, which means he will have to rely on a M1, which takes longer and doesn't insta down. This is why a good Bubba is so scary. Because he will know how to tightly hug a loop too without bumping.

    3. As long as you are not leaning into the wall too much, the game will correct your momentum forward. It's similar to a Hug Tech, where the game registers that you technically connect with something and cannot pass through but you also don't bump, so your momentum is shifted in the right direction. However, as soon as you reach a corner, the obstacle will no longer block your way so you can move around it tightly.

    It also depends on the loop of course because on some loops you can get stuck pretty easily while on others you can lean into them like you're covered in butter. Loops with bad collisions are usually the same for killers and survivors (few exceptions). Basically any bush or tree with low hanging branches as well as those forked trees on Badham cannot be hugged too tightly.

    Wow thank you so much for the explanation Xernoton. It’s so interesting how these small details add up to big gameplay advantages.

  • One of my strategies is making the mmr work for me. I pick a playstyle and eventually the mmr gives me matches that incorporate the playstyle into my games.

    When playing Survivor I will play ultra altruistically. I will go for the unhook even if I know it’s a guaranteed trade. I will take protection hits, even if they down me just to help someone wiggle off the Killer’s shoulder.

    Over time the system now gives me matches that match my looping abilities with the Killer’s chase abilities. It’s really fun because some games I’m the rabbit for the team and I’m able to keep the Killer occupied for long times.

    In the way that Killers can get into a higher mmr by tunneling, the same thing happens to Survivors who hide and gen rush. Eventually those tactics alone aren’t enough to carry the game.

  • Honestly, I really want to see all types of Horror asyms flourish. What’s good for dbd is good for tcm and vice versa.

    With that said, dbd is at the top of the industry with these kind of games. I can’t see it going anywhere.

  • @HexHuntressThighs said:

    Survivor hit boxes are straight up and down and do not match the lean of the model at all. So when a survivor is leaning heavily into a wall, whether injured or not. The hitbox is one uniform cylinder that does not deviate in any way except when crouching. So there is no penalty for hugging walls besides loops with object collision stuck to the like a totem or something that will stop you dead in your tracks.

    Oh wow… That’s very interesting. All of this info is really changing how I see the competitive aspect of this game.

  • @Snowbawlzzz said:

    You should think of this game like a fighting game, frames matter a lot. It can and will be the difference between getting hit at the window and getting away.

    Yeah huh? I’m starting to see that.

  • @naeveragedjoe said:

    i personally find it a bit difficult, and sometimes i get stuck on tiny obstacles around the loop

    https://us.v-cdn.net/6030815/uploads/2N89KO5E2G0N/image.png

    this structure of the autohaven maps for example has a very tiny obstacle right next to the window and, trying to get enough distance for a fast vault, i get stuck on it instead.

    https://us.v-cdn.net/6030815/uploads/PD9SZSK8QWX6/image.png

    i also never manage to get this fast vault on haddonfield, even if i hug the little fence where the pumpkin head is

    hugging loops and looking back at the same time is also a struggle for me

    I see. Interesting. Thank you for answering.

  • @DragonMasterDarren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725475#Comment_3725475

    You can’t really hit too tightly as a survivor and yes, Killer can hug loops as well, however, I wouldn’t recommend it in a lot of loops, as they often have terrain that they can get stuck on, Plus, if you’re playing a killer like Billy, Bubba, Wesker, and other killers with dash powers, there’s a good chance you’ll hit the loop while hugging it, making you slow down and waste your power

    Oh okay gotcha. Thank you for answering 😊

    So when it comes to terrain that can get players stuck… I know it’s the small debris props/ rocks that you see in loops that stick out.

    My question: Do there exist objects in loops that Survivors can lean into and automatically slide around that instead make the Killer get stuck on?

  • @Rulebreaker said:

    1. Yes survivors have smaller boxes than most killers (think the only exception is Chucky and Victor). They can hug loops tighter and cut corners better than killers.
    2. It makes some difference (couldn't tell you how much truly). It maybe may make a difference in bout 1/5 matches but that's a simple guess.
    3. Yes you need to be careful though for reasons Dragon Master Darren said.

    Wow okay. Thank you all for answering. So about point 3… how much of an angle can a Survivor lean into the wall before it slows their move speed down? It’s not 45 degrees is it?

  • @DragonMasterDarren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415113/help-with-understanding-hugging-loops

    The primary reason you'd want to a hug a loop as survivor is because it lets you cut corners, think of it like race-car drivers sticking to the inside lane on turns

    You want to be as close to the loop as possible in order to cut off those precious few milliseconds

    Right I get that much. I guess my questions are a little more about how exactly it works.
    Shortest path, got it. But can the Killer do it? The same as the Survivors? How much actual value results? And also, can you hug too tight that it slows you down?

  • For sure the second part

  • Hopefully all of his moves from Castlevania 1 😊

  • Gosh how amazing would that be if he came to the game.

  • I love the Horror genre. Whether I’m the one using the Mori or it is being done to me, I always love to see it. It makes the mood of the trial even more horrific and creepy. I love them.

  • It was so weird, one time as Survivor the killer dc’d but it looked like the server kicked everyone out. Both the Killer and myself received no bloodpoints. Super weird.

  • I also wish autobuy on the Bloodweb could have the option to prioritize the most expensive addons/offerings instead of the cheapest.

  • @Starrseed said:

    i mean do you know how often i roll a 1 when i play board games? my record is 15 times in a row. and a dice is still random

    Same, I have the worst dice rolls 😂

  • I think it’s there so that new Killers/Survivors can’t be boosted too fast. However I would like to see the cap being raised to 3 mil though.

  • @Nerf_Dweet said:

    I feel like all the maps could have shallow water, and that Bruce [The shark] could swim in. I know it doesn't make a whole lot of sense but it's the Entity Realm so logic has left long ago.

    So, do you have any ideas for a JAWS chapter?

    Every map would have to have a filter on it like Freddy. The filter could be a shade of blue or even just floating bubbles to show you are underwater. The Survivors would all also have to move slightly slower so it feels like underwater.

  • I have to say Trapper. I think his bracket is mostly for lower mmr Survivors.

  • @PreorderBonus said:

    Using kills as a win metric stopped being healthy maybe… 7 years ago. A game where you play for hooks instead is way more fun for everyone involved.

    • As a Survivor, escaping is satisfying whether you had zero hooks or two.
    • As a Killer, 12-hook matches are the most fun and rewarding you can have.

    Neither Killer nor Survivor has fun when the game is only 4 hooks long. It feels rushed and unfulfilling. Both sides get to fully engage with the game when the goal is to get 12 hooks. And yeah, sometimes you get 9 or 10 hooks instead, but it’s still better than going for kills immediately.

    The fact that, as a Killer, you cannot see the hook count is worrying because it literally prevents good games instead of encouraging them. I can't count the times I've killed someone accidentally because of this stupid idea that a hook count would cause tunneling. Instead, it would help Killers aim for those rewarding, extended matches.

    If the game slowly started balancing towards hooks instead of kills, I think that it would end in a way better place than now.

    Sounds like it could be fun, especially if matches last longer. So much would have to change to balance around 12 hooks. Changes that I don’t think many people would like.

  • I like it! It’s fun seeing all the different combinations.

  • I’m sorry you’re feeling frustrated.

    It’s like this because it is a Forbidden Experiment.

  • Iri addon- add 2 additional zombies

    Purple addon- add 1 additional zombie

    I really really hope they take another look at being able to add more. It just sounds so fun!

  • Rick is badass but Michonne is way way more badass. I would also love Glenn as a Survivor, graphic novel version or show version. I’m happy with either.

  • @supersonic853 said:

    I got a new Turtle Beach headset for my playstation account and noticed it had this mode. Its supposed to highten footsteps and lower other louder sounds i guess? Kinda like a equalizer i think but for console. Obviously it comes from the headset itself so i don't think it'd be bannable but thought id ask. It sounds so scuffed though when i use it. Spirit would have a field day with it though probably.

    From the Turtle Beach website:
    "Activate Turtle Beach’s exclusive Superhuman Hearing sound setting on specially equipped Turtle Beach and ROCCAT gaming headsets and gain the advantage by being able to hear subtle yet game-changing sounds you might otherwise miss. Enemy footsteps sneaking-up for the stealth kill, other players reloading their weapon just before an ambush, and enemy vehicles off in the distance approaching with reinforcements are vital pieces of audio-based intelligence, informing split-second, life-or-death decisions that elevate great gamers above everybody else. When you have a gaming headset with Superhuman Hearing, you not only have phenomenal audio—you have the competitive edge."

    It’s the same as having a turbo controller for Mario Party.

  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/PW9BEODYXVTP/image.png

    I hope BHVR will give Castlevania skins for survivors, and may be even killers? Imaging Carmina in Camilla's dress

    C3… Are you also a Castlevania fan??? Omg I am so extremely excited for the collab.
    Thank you Bhvr… 😭🙏

  • Love the forums. Is it a glitch that new comment tags on threads don’t appear as yellow anymore? They’re pitch black and very difficult to see.

    Regardless, thanks for maintaining this place! 😊

  • Yes!!! I’ve been waiting for this to come up! How awesome would it be if an add on could grant more zombies?

  • A low hum outside the Dungeon… Advancing ever inward…

    Inverted… Heart up… Stomach down… Uncanny rotations… Ascending above the ground…

    Silent whispers… Silent screams… Waking nightmares… Abduction dreams…

    IMG_7367.jpeg IMG_7368.jpeg IMG_7370.png


    💀🩸❤️ Go in Peace… ❤️🩸💀

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