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Huntar

Huntar

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Huntar
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  • @Nyxis_Fier said:

    Pop goes the weasel. Its there for a reason. Also the new ruin works great as it regresses gens when you're near the survivor. They have no other choice but to step away from the gen. Luckily not every survivor goes around looking for totems. I don't see a problem with gen tapping. If you kick and leave and come back in 5 sec to it being tapped, then look for the survivor(s). It means they're staying nearby. And if you keep going back to kick it and can't find anyone, move on, chances are you're being trolled and distracted to the one gen while the others complete the other gens.

    Fixing issues with the game through perks will never be a good idea. It shouldn't be up to the killer to choose whether to bandage something that can be easily abused.

    Honestly, gen regression is generally so mild that it's barely worth kicking them until you're almost done with the match anyway, since there's generally no risk to stopping it for survivors. If the killer starts heavily guarding a single gen that's getting tapped, the survivor can then just choose whether to sit there and continue to tap whenever the killer starts moving away, or go to a different gen and let the killer waste time on a gen that's not being watched anymore, and the whole time, the rest of their team is working on gens without anything to stop them. There's really no winning move for the killer in cases like this.

  • @TTVfbYTigTW said:

    Going with this not being a joke...the only small issue with Mad Grit is the distance covered. Because when you swing, you swing at 115% speed. So, you gain more distance. It'd be the equivalent of a survivor tbagging and suddenly moving at 107%.

    The devs fixed that at the same time as the first Legion nerf. Killers no longer gain any additional speed when swinging with Mad Grit.


  • @[Deleted User] said:

    Despite what everyone is saying, it is considered holding the game hostage, but they need to do it for a long time.

    https://us.v-cdn.net/6030815/uploads/516/KMNQXKBWNNHT.png

    You just said that the intention was to keep the killer there and hold them in the match until they DC. I don't know how that isn't holding the game hostage. Holding the game hostage doesn't mean it needs to be IMPOSSIBLE to get out. Holding the game hostage is, holding the game hostage.

    Thanks for sharing this, it's good to see that their stance has changed on this issue. Though I will admit that it's pretty disappointing that the killer has to prove that they're abusing the system, rather than there being any way for the support team to confirm behavior in the match. Kinda places an excessive burden on the killer to go through the effort of recording and tracking bad behavior, while allowing other people to get away with it due to most people not knowing about/being willing or able to go through that effort. And I'll be honest, I'm not sure how a killer would "prove" they were acting to intentionally hold the match hostage, since there can be a lot of reasons someone might sit and hide somewhere for an excessive amount of time, especially since it was said previously that sitting and waiting for another survivor to die in order to try to get hatch isn't something that will be punished.

    @kucerka said:

    It's annoying as hell, and I'm survivor main so I just can't understand how someone can play like this - kids maybe ๐Ÿคท๐Ÿปโ€โ™‚.

    But I also play killer - rarely but I do and this happened to me too. And it was even before challenges were introduced so no one can whine and said "I needed and escape challenge".

    I even wanted to open the gates by myself - but I Couldn't, so I'd like an option to opne the gates whenever I want. OOR...if survivors don't touch a gen in 3 minutes or so...they could be revealed to you- that would be pretty fair...you do nothing to escape so...just hiding somewhere is an idiotic strategy, you're not wasting your time but even the killer's.

    This is what the crows are supposed to do, but they're way too easy to turn off. If two survivors are both injured, they can cancel the crows by just tapping healing on each other every minute or so. And there will always be at least two doing this, since the killer can close the hatch or open the gates if there's only one left and start EGC.

  • The devs have previously said that survivors can never hold the match hostage, no matter what. They said this was because the killer could always have a chance of finding them and killing them.

  • Legion can barely do anything in Frenzy. Like, oh no, the survivor now is affected by a status that is used by a meta perk that survivors bring to nearly every match and willingly apply to themselves! I'm certain that doesn't mean that the status effect isn't a threat or anything.

  • This is known, and it's an even bigger problem now that the devs have said that survivors can have perks to speed up gens, but want to nerf or completely change perks that slow down gens. I'm mostly just waiting to see if anything is done about how bad all of this is, or if the devs are cool with a bunch of people just not getting a chance to play the game before the match is over.

  • Using the tuft doubles the length of time he has to stalk you. If your team can't crouch behind a LoS blocker for that long during a match, especially with how fast gens go, I have to wonder how they managed to play this game past brown ranks.

  • @Peanits said:

    I like scary stuff as much as the next guy, but just adding blood and gore isn't going to make it scary again. At some point, you just get hardened to the horror aspect of the game.

    What about bringing back the old atmosphere, thick fog, lack of information for survivors? This game was genuinely scary and atmospheric on release, but everything that made it so has been stripped out over time.

  • As a survivor, none of them are really stressful. You can loop basically all of them, and the ones that can't be looped now have simple enough counters that you don't really need to worry about them. The only one that sometimes makes me jump is Oni, and that's just because I don't like loud noises.

  • I agree, this game was very hard when I was rank 20. But then I learned how to play, got a little better, and learned how to properly use vaults.

  • Sounds like the other survivors were farming. Farming is not an offense.

    If they were leading the killer to other survivors consistently and intentionally, it might be something they can get infracted for. However, don't forget the ratting out your fellow survivors is considered a valid play in some situations. You need to prove it's malicious, pre-arranged, and consistent.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1106082#Comment_1106082

    I speculate itโ€™s purely to โ€œfill the numbersโ€ for now, so heโ€™s not short 1 add on.

    Hopefully though the ring is temporary and they have future plans about what they would like to change it to.

    Or they just fill in the circle. It's really just the hole in the middle that makes it so bad.

  • This is a known bug. Turn on Ultra settings, and the lighting will be fixed.

  • Like Milo said, use Calm Spirit if the doctor bothers you. It completely shuts down screaming, so you can UE around the map as much as you want.

  • @TWiXT said:

    well... except for giving us back Scrapped Tape... They could've at least changed its effect to something more useful because it was so god awful I was releived when it got scrapped in the doc update, now its back to haunt our inventories as the useless garbage it had always been. Sigh

    Aw, I was hoping it had been changed at least a little to make it less awful, like fill in that center hole maybe? It just doesn't feel natural for either side, honestly.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102552#Comment_1102552

    What is the point of the change if more survivors are not wiggling free due to hooks being sabotaged?

    Presumably to keep survivors from generating pure dead zones for 3 minutes, essentially whenever they want. At least with this, if you realize you're too far from any hook but that one, you can drop the survivor and go after the one saboing, which will then likely tie up three survivors for one save. Or just stay on the dropped surv until the hook is back, and then throw them up.

    Fingers crossed that's how it works, at least.

  • I'm sorry, but if you're running a meme perk like Head On, and complaining that you might have to swap it for an actually useful perk, I'm not sure what else there is to say.

    I mean, besides begging the devs to bring back the lol button.

  • The devs can't tell whether you forced a crash or it happened naturally. If it's a rare occurrence, the timeout will have been almost expired by the time you get the game running again. This is intentional, and how the devs want it to be.

  • @[Deleted User] said:

    It only cools down by like 5 minutes every 24 hours too, which is a bit slow given how often the game has issues. I just had a rank update error and got a 10 minute ban, I was so mad I closed the game down for the day.

    Rank update is a post-game error and shouldn't give a timeout. Post this on the bug report forum.

  • Same issue with Demogorgon rending pallets. As soon as survivors start the animation, they're completely safe from a demo leap.

  • Honestly, probably neither. When killers can consistently stay in chases, and aren't messed up by excessive safe pallets/vaults, the games go pretty decently. The real issue is probably just map sizes and an overabundance of ways for survivors to deal with anything a killer can do without any genuine risk.

    If survivors can finish a gen before the killer can cross the map, that's an issue.

    If survivors can unhook someone right in front of the killer without any risk, that's an issue.

    If killers are required to engage in chases perpetually and without mistakes to have a chance, that's an issue.

    There's a lot that could be done to mitigate or fix the issues with this game. I believe that the two things I listed are the biggest problems with balance at the moment, though.

  • Trapper is in an abysmal spot right now, with the only power that survivors can completely take away. Fixing the things that make him an obvious relic of a different time isn't going to make him boring. It's just going to make him not be an obvious losing proposition.

  • I'll be honest, I agree. I've stopped playing completely recently, just because I have a choice between sweating 100% every game against red rank survivors and being super rude just for a chance of a 1k, or going survivor and basically being able to turn my brain off and still walk out the gate without even a real chance of loss. But hey, at least Last Year is having a free weekend on Steam right now, so I have something to play at the moment.

    The difficulty of the two roles are basically completely reversed. It shouldn't be easy to play killer, but it shouldn't take perfect play without the chance for mistakes. Meanwhile, survivor shouldn't be so easy that you can completely ignore hooked survivors until the gens are done, just to unhook them and hop on out the gate that one of your buddies primed to 99%, just tanking hits the entire time due to at least one hit soaking perk per survivor.

    I say all of this as an (apparently) rank 4 killer, and a rank 10 survivor. I'm not amazing on either side, and I'm nowhere near good enough to be matched up against the people I'm forced to play against as killer, but nothing about this situation feels right.

  • I'll be honest, I wish that trapper could just reset the trap with his feet. Just step on the release bar, and then kick it open with the other foot. It kinda sucks that he loses so much awareness when setting traps, especially since that's his primary method of spreading out map pressure. I've had people walk straight in front of me and crouch at the nearest corner, just to reset my trap as soon as I walked out the door. It's not a great feeling, especially since there's not much you can do about it unless you check every single corner before leaving your trap.

  • Anything less, and you wouldn't even see the ban before you were able to boot the game again after a crash. This was an issue the devs were seeing during the initial test. People would have repeated crashes and DCs, and not even know they had been punished until suddenly they had a 30 minute timeout. I don't know about them, but this doesn't seem fair to me. I think people should be aware they were punished the first time it happens.

  • @GuardianThanatos said:

    Okay if its easily avoidable then people are obviously exploiting the flashlight in higher ranks then and it needs to be looked into. As I have said multiple times I have never had an issue with flashlight until this month and used to laugh at people that tried to blind me with it. Now It instantly blinds so you CANNOT look away, no matter how fast you look away it doesnt work and even if im mostly looking away from them before they use it and come at them from an angle its still blinding me, that and there seemed to be no CD, if it did have one then it was 2 seconds.

    This is a visual bug. The flashlight takes the normal amount of time to blind you, but the visual only appears in what seems to be the last 20%. Just pay attention to when you're getting clicked at, and avoid it like you would if you were 50% blinded at all times.

    Feel free to get clips of it happening and submit it on the bug report board.

  • I'd absolutely love it. Seeing older clips with the killer actually creeping out of the fog looks really great, and properly established an atmosphere. Being able to see everything clean across the map seems a bit much these days.

  • Look up or down when someone tries to flashlight you, and you won't get blinded. And seriously, never got a down near a wall? Just time your downs better so you're not as vulnerable, and spin to a safer direction just before the pickup.

    Out of everything to complain about, flashlights aren't an issue.

  • @Uistreel said:

    What is with everyone playing clown recently? I've noticed a MASSIVE increase in clown players in the past couple of weeks

    If you're not gonna win either way, you might as well have a good time.

  • Nice. Maybe we can play with folks that won't "crash" out of every game finally.

  • @Prex91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091598#Comment_1091598

    Maybe that is true. However there are always borrowed, decisive, bodyblock and some other tools. Also a surv that wanto to farm an hook/do an aggressive safe no matter what do it now yet.

    It's a bad idea, and would make bad plays even safer than they already are.

  • If the next killer is hit by a pallet, he'll have to go find a bed and take a nap before he can do anything again.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091129#Comment_1091129

    So basically "let me be toxic and get away with it"

    Killers can keep making survivors bleed out "for the lulz" but don't cry when something comes along that changes that.

    Feel free. If the survivors have no chance of survival past a certain point, I feel the match should just auto-resolve and give everyone the points they would get from that point on. Everyone gets auto-sacced if they're all downed at the same time without a perk to pick themselves up, everyone gets an instant escape if the killer can't get any further kills no matter what.

    Until then though, you have to play the game as it's designed. DC and eat the penalty, or don't and keep playing.

  • @fengsad said:

    And if you get a dumb teammate it messes the game for everyone, but that isn't penalized. Meanwhile my 1500 hour self crashes a few times in a 10 hour stretch and my penalties keep increasing. Makes no sense. As i've said before, make it a percentage of games not just a number in a 24 hour period. Right now it penalizes people who play a lot and crash a few times, and doesn't penalize people who play hardly at all and DC every game. Stupid.

    Either figure out what's wrong with your computer and fix it, or find another game to play.

    @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091056#Comment_1091056

    Not really. Most other online games don't allow you to force the other players to sit there held hostage for 4 minutes.

    DC and just accept the extra minute for the ban if it upsets you that bad, or play one of the other games that doesn't have this as a potential outcome.

  • @PacifiedByDaylight said:

    Someone`s suggested an idea that such windows would break after a few uses

    I'd be down for that. Just have the window slam shut after survivors use it four or five times if they're found to be too strong. This way the game is still strong for survivors in the beginning, but if people use them excessively, everyone has to find another place to be safe.

  • @aregularplayer said:

    I didn't get the "now" part, just played trapper and I couldn't reset traps...

    When the next update hits, probably with the next chapter.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1090579#Comment_1090579

    To be fair, the video was actually meant to be really dumb and over the top. We just knew that this is something y'all have wanted for a long time and wanted to announce it in a special way.

    Sincerely hope this is a prelude to a full add-on or base kit overhaul, though. It would be nice if he didn't have to waste as much time at the beginning of the match.

  • @Foxfire47 said:

    Would be interesting to see the Entity's tentacles wrapped around the hatch so it won't open. But @Pythonheir is right that keys should be removed from chests. I feel that if the killer knows where the exit gates are since they are highlighted, they should also have the hatch highlighted too.

    I'd rather see survivors that try to escape through the hatch with BW active just get pushed out of the hatch by an entity tendril.

  • Anyone mind explaining what the surprise was for those of us who can't watch?

    Edit: Oh wait, brain fart. Trapper can now reset traps without having to pick them up, right?

  • @johnmwarner said:

    Okay sorry I should have clarified, they didn't actually give any reason just their "we're looking into it," you know what else they are looking into and have been looking into Sound bugs... for months.

    Let's imagine your bank overdraws $500 from your account and tells you they'll look into it, then you don't get an answer for over three months, are you cool with that too then I assume?

    I mean, it just happened a few hours ago. I'm not really sure what else you could expect them to say. I'm disappointed with them over a lot of things too, but we've got to be reasonable about it.

  • @LivUndead said:

    https://forum.deadbydaylight.com/en/discussion/129512/whats-the-counterplay-to-keys

    the only quote unquote counter play is mori. as of now there is no counter play to them.

    Both do give cheap wins and personally i don't bring either cause i wont feel like i deserved that 4K or escape.

    Oh, same. The only mori I really feel is deserved is Devour Hope. And even then, I'll sometimes avoid it if I feel that it was just one person farming the whole match.

  • You know what would be a fun way to add a bit of challenge to keys? Make it so when the survivor stands on the hatch, a chain begins to appear with the pattern of the entity appearing, like it's burning into existence. The survivor then has to follow that chain at least two tiles away, and they'll find the lock there. Same lack of interaction time with a current key, but instead of an instant escape, the chain then begins to burn and let off light, and the survivors can then follow it to the hatch to escape the match as usual.

    This would add at least a chance to deal with someone with a key without turning it off, since two tiles isn't super far away. It would also tell all other survivors where the hatch is, so you don't need to be in voicechat with someone to avoid screwing them over with a premature hatch opening.

  • @DocFabron said:

    I would honestly just take the guy with the key out as quickly as I could.

    That just leaves the key on the floor, and then you don't know who has it.

  • I'm not seeing any counterplay to keys besides Franklin's if the survivors equip it pre-game, unfortunately. Does anyone have any additional ideas?

  • @[Deleted User] said:

    I just want to be able to take my time having fun hooking everyone. As it should be. Killer shouldnโ€™t feel rushed or pressured.

    But instead itโ€™s a race against the clock. And good luck on large maps. I donโ€™t play billy or spirit and i never will.

    It's an absolute shame that if the survivors are playing decently, you'll get around 3 hooks the entire match. And if you're not sweating intensely, that means that you'll get 0 kills. Like, it feels like you have to be super rude to get anything more than a 2k, and that's mainly people getting overly greedy in EGC.

  • @kcwolf1975 said:

    Chains are to "lock" up gens which is why they nerfed ruin so much. Secondary action will now include unlocking the gen before it can be repaired.

    Wishful thinking at least....

    With the recent changes, it would take 5 seconds per completed gen, starting at 5 seconds, for the killer to chain the gen, and they could only chain one gen at a time. Meanwhile, survivors can unchain it after interacting for 2 seconds, with a very rare add-on that increases that time to 2.5 seconds, and an iri add-on that marks the gen with yellow when a survivor starts working on it after it's been chained.

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