Avatar

Huntar

Huntar

About

Username
Huntar
Joined
Visits
171
Last Active

Comments

  • @Andreyu44 said:

    I use Legion, so I can just hit the unhooked guy with FF and go after the unhooker .

    Gotta love my favourite killers <3

    You realize that you're just giving them a free Borrowed Time by doing this, right? They operate exactly the same once applied.

  • And, like, the only way you can stop them from doing this (sometimes) is by taking Kindred and hope they actually look at the other survivors when they crouch around the hook. And even then, they'll sometimes take everyone else sitting there as a sign that they're doing the right thing and refuse to move since nobody else is.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/614371#Comment_614371

    You could just run to the other gate and open that one if you suspect it. If both were open don't blame blood warden blame your teammates for opening both gates

    Now that EGC is around, the killer gets a notification when the first gate is opened, and BW blocks both gates, whether they were open or not at the time. However, since it requires a hook, that means that it only closes the gates for 1/4 the time of EGC unless they pull the person down and nobody else goes down in that time. If you're pulling people off the hook while BW is up, well... That's kinda your mistake, since they'll still have half their hook time once the gates are open again.

  • Survivor behavior is an actual treat to watch. Everyone sees ggez streamer plays and want to mimic them, except they don't realize the streamers are actually putting thought and skill into their saves. Altruism kills more survivors than anything else.

  • Survivors can't lag switch. The killer is the host. A survivor attempting to lag switch would just be unable to see what any other participant in the match is doing, without any benefit for it.


    Sounds like this was just a typical connection drop. Either you lagged out and they DCed because they couldn't connect to you, or you hit the bug that seems to randomly force all survivors to DC at once.

  • Yes, all DCs should be punished. If it's your first time, you'll just have to wait a few minutes when the new measures come out. If it's happening often enough that you're getting actually punitive ban lengths, then there's an issue with your setup, and continuing to play is actively making the experience worse for every other player in your game.

  • If you don't care about his traps, hearing the lullaby instead of his TR, or speeding up his teleport, feel free to stay asleep. Play the game however you feel is best.

  • It's unfortunate, but BT simply encourages bad plays by survivors. With it, you can be sure that the person coming off the hook will almost definitely get away, and essentially gets a free health level when unhooked. If the person unhooking is at full health, you can guarantee that both survivors will escape unless the killer decides to commit to a chase of one of them, and abandon pressure on anything else.


    It makes unhooking far too safe in most circumstances, especially with all the limitations on when the timer actually starts going down. I understand it was changed since Legion's Deep Wounds mechanic uses the same status, but that seems like a reason to unlink the two, since you either have to choose between making BT far too safe, or Legion far too strong.


    Edit: Survivors shouldn't be able to run to the hook with the killer on their tail, and then be able to get both themselves and the hooked survivor away without having to worry. Unless you decide to completely abandon protecting the hook, or have a killer that can suppress their TR, this play is simply too safe for what should be a risky maneuver.

  • Guys don't want bikini Jane. Real guys want shirtless Myers.

  • I believe the devs said that these two effects use whichever countdown is longer when a new status is applied back when Legion first came out. So if BT was almost over, you'd be restoring it to the timer used for DW.


    They're both the same status effect, so they behave the same, whichever way they're applied. But honestly? This status effect is so extremely lax for survivors now that they'll basically never go down because of it, even if they made it so stacking the two made the timer run out at double speed. I haven't seen a single survivor be pressured in any way by this ever since the Legion nerf hit.

  • This would probably be the biggest QoL change possible to the game, and would provide players with enough information to actually make informed decisions. I'll be honest, we shouldn't have to go to a wiki to find these numbers and be able to know whether it's worth using an add-on.


    Like Cannibal's chili add-ons. What's the speed increase on those? I'd love to know.

  • If you realize you're at an infinite, find another survivor to chase. Do this each time you chase a survivor. This is the official dev stance on this issue.

  • Like he said, put in a support ticket for this. The screenshots can potentially help. But you need to actually submit a ticket for them to look into it. Use the link provided earlier to do so.

  • I'm super excited for the new system. Instant "cooldowns" for every DC are going to be really nice. If you don't want to play the game, the devs will make it real easy for you soon.

  • Honestly, agreed. Just like with the stun VFX, it isn't really necessary to have both. The visual cue should be enough for most survivors to realize they've been exposed, if they don't notice the status. Both is just annoying.

  • @Mc_Harty said:

    Jesus ######### Christ it was a joke thread. The guy who made isn't even on the dev team.

    FFS

    I didn't see the original post. I was looking for official confirmation to cut this off at the knees before it started spreading.

  • Did they remove it completely? I thought it was just obfuscated by the new exposed sound.

  • Previously, all add-ons that didn't specifically say they don't stack have some sort of stacking effect. This is likely true for GF's add-ons, but I haven't seen anybody do the math to say for sure.

  • I'll be honest, I've never had a drop from a window grab that wouldn't have happened anyway, but it would be nice if there were a rapid-fire way to decide if you're going to grab or attack, since the time it takes to back up to turn it into a lunge will usually also give the survivor enough time to get away from the window they were vaulting.


    And honestly? A lot of the time when I grab, I'll wish that I hadn't since that means I now have to walk around the obstacle instead of just having the survivor deliver themselves to the other side for me. This is especially big in places like the OP mentioned, where it's a maze on the inside, and completely open on the outside. This is likely just me not memorizing the layout of the swamp house, but maybe a hook spawning down in the corridors would also make it way less unpleasant when you accidentally grab down there.

  • @darktrix said:

    Brought up before, blah blah blah, no thanks. The limited visibility would outright cripple survivors since the killer moves much faster, survivors need a bit more awareness.

    Now if you were willing to give up the killer's advantage of higher speed (or lessen it at least) and force survivors into first person, that might be more interesting.

    I'd be 100% down for that, tbh. It was be super cool to have an actual horror movie mode, with a slow-moving killer using everyone's lack of awareness to take care of them.

  • Discordance is the only perk in the game that gets worse when you level it up. By increasing the period between notifications, you're getting less information, and know that survivors left the gen more slowly. Every other perk that you don't want to level is very specific, niche circumstances (like keeping Whispers at rank 2 on Pig so that you can crouch just beyond her TR range so that survivors don't get that hint that you're coming), whereas Discordance is worse in all circumstances by leveling up since it's impacting the core utility of the perk.


    If they wanted to keep the increase timer on the noise notification, they could also add a secondary effect that adds a check every 4/2/1 seconds that turns the gen white if the survivors have gotten off the gen since the last noise notification. This way, you'd actually get added information from each level of the perk.

  • Anyone have any opinions on this change? Like, dislike, anything I missed about it? I'd love to see some discussion on the idea.

  • @LordBeerus6595 said:

    It is true it has too many fake pallets, and the fact that it can hit you without falling asleep is really making it really unbalanced.

    Honestly. I can't believe they let Freddy break the game by hitting you when you're awake, when the rest of the killers have to put you to sleep first. Can you imagine playing against a hillbilly if he didn't have to put you to sleep before chainsawing you?

  • @fluffymareep said:

    Isn't there already a bonus of shards for playing the other role the first time during the day?

    300 XP for your first game of the day as each role. However, this bonus is worth less than a single game, and is rewarded to you regardless of what the actual need at the time you play is.

  • @LordGlint said:

    I feel like alot of this comes from going from games with semi-competent teammates to getting teams full of potatoes. Not making excuses, but rather stating a possible cause to the crankiness.

    I appreciate that, and I understand why they'd be annoyed with this. I'll be honest though, it seems like it's usually the teams that work really well together, and just barely fail that get the most upset. I know they likely are typically in higher ranks, and don't expect to have trouble with a low-rank killer like me, but it would be very nice if they wouldn't take out their frustration on others.

  • Yeah, sounds like they were cheating. I think a new tool came out recently, because I've been seeing a few players like this. Hopefully they squash it soon, since a full squad of people using it kinda ruins things. Also had a survivor pop someone up from downed to fully healed right after I hit them, without a med kit or anything.

  • The devs previously said that they'd lower the stun time of DS back to its post-nerf time once Enduring was adjusted. Hopefully this issue will be corrected soon.

    in DS? Comment by Huntar
  • @Munix said:

    I just see a lot of what seem to be killer mains crying about Ghost Face. IMO that's the problem. People that are probably just not taking the time to practice with him and saying he needs to be buffed. It's like a new player trying Nurse saying she needs to be buffed.

    Wouldn't that be equally relevant for this thread? Couldn't you take time to get better against GF and learn how to most effectively break his shroud? I mean, he can't stalk at all if you just look at him for a while.

  • @Chaddad2169 said:

    @blue4zion I'll take your word for it, I'll hop on my PS4 rn and ask my friend who mains Spirit. The only thing I heard was that her hair goes completely up on end when she phases as well, but I'm not sure if that's true or not.

    Yes, that's correct. When she begins phasing, her hair will snap upright, and then settle back into its usual pattern. This is because a new model is created for her when she starts haunting, and the physics have to take a second to settle in.

    As other people have said, this is part of her mindgames. If you're not good at managing her mindgaming you, just pretend that she's not phasing every time. At the very least, when she tries this tactic, she'll just be left in the dust when you run away.

  • And even if they're camping for the achievement, that's just a single game where that's an issue. Right now, they're forcing people to go hard 24/7, and I don't know about anyone else, but someone going full sweat when you're just trying to do a normal game, survivor or killer, kinda ruins the experience.

  • Agreed. Discordance is the only perk in the game that you don't want to level up, outside of severe edge cases (such as keeping Whispers at level 2 on a stealth Pig in order to make it so survivors never hear your TR when approaching), which seems like a bit of an issue. Each tier gives you less information than the last, which is a major issue when upgrading is supposed to always be a good thing.

  • @Origamimaster81 said:

    You'd have to make the appearance of the blocked totems quite discreet. (If survs see a big claw covering the corner of a wall they'll know there's a totem right there when they might've missed it otherwise)

    Or just make it so they can be broken, but they appear to be dull totems during this time.

  • @Boosted_Dwight said:

    Yes but please don't play him like Myers. I've seen too many people just walk up to survivors and try to stalk like Myers. It's better to use his power for mind games, only stalk if you know you can pull it off.

    Unless, of course, you're trying to find survivors. Shroud yourself in the middle of a field, and survivors will just keep staring, even while you use it to track them down. Quick and easy hits on "stealth" survivors pretty much constantly.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/539222#Comment_539222

    Devour hope is a bit of an edge case and we'll have to take a look at that when we get time (the game doesn't treat a mori from devour hope differently from an offering right now). We're taking a look at some of the issues on the killer side of emblems right now, but I don't have anything set in stone to share just yet.

    If I can beg for just one thing, please bring back the victory cube. It was simple, understandable, and rewarded killers for being good at their objective, however they achieved it. It felt correct. Feel free to do the rank adjustment like the new emblem system, just please make it so the killer doesn't have to drag out the game just to not be punished for winning.


  • @Peanits said:

    It's way more complicated than it seems. Not all groups are super coordinated and trying to win as fast as possible, most are just a couple friends hanging out and chatting while they play a game. How would you suggest doing so in a way that would unnecessarily punish the casual groups that are not trying as hard as possible to win? And how could that not be avoided by queuing solo at the same time as your friends?

    Why nerf them? Just increase killer BP gain depending on whether they went against SWF. People have been saying this for, at the bare minimum, months. Or heck, give solo queue survivors a BP multiplier, since they have a worse experience than SWF.


    I have to admit, it's kinda disappointing that it seems like you guys typically only respond to the stuff that obviously isn't workable, and don't really communicate with the community about the things that have less obvious issues. I understand it would affect the BP economy, but is that so tight of a market that adjustments like these can't be tested?

  • @Atrushan88 said:

    This may be the case at rank 1 gameplay but in my gameplay experiences survivors rush to unhook me without Borrowed Time, I get downed and put right back on the hook and they get off scott free. Then they do it again and I get killed without even really getting much of a chance to play the game if I'm the first one down. It's at these moments when I watch the game hoping the killer kills them. But then someone WITH Borrowed Time unhooks them at the end of the game and they get away and I'm even more annoyed. I wish it was a mechanic that you couldn't be unhooked in front of the killer unless the one unhooking you had Borrowed Time. Getting farmed pisses me off more than anything.

    Yup. Unfortunately, a lot of the popular streamers know how to play the game, and make hook saves look easy. So solo low-rank players think they can do MLG hook saves without BT, and forget that only works if you can also bodyblock or bait a hook hit. Either that, or they purely are just farming so that the hatch will pop faster, since you don't even need the two gens to pop it anymore.

  • @weirdkid5 said:

    Almost makes you miss the Victory Cube doesn't it?

    Honestly? The Victory Cube was simple and made sense. It rewarded skill at the game's central goal, and actually sorted people according to their ability to achieve that. The new pipping system is overly complicated, obtuse, and has very little to do with actual skill. I'd say, without reservation, that the new pipping system is a failure in every aspect.

  • @Peanits As other people have said, DS was buffed because Enduring was too strong of a counter. Now that this interaction has been removed, what are the future plans for DS to be modified?

  • @Jimsalabim said:

    what exactly is changed with the vaults? i haven't noticed anything.

    They changed vaults a while ago so they're split into slow/medium/fast vaults. Slows vaults are the stealth vaults, medium vaults happen if you're running but don't have enough momentum to jump quickly, and fast vaults are for if you're running directly at a vault for at least 3 meters before hopping it.

    Fast vaults were bugged since this change, and could be used in far more circumstances than was intended. Specifically, you could turn and trigger the vault in such a way to go through it at full speed, even if you were running perpendicular to the vault before hitting it. This artificially extended a lot of loops that the devs have been trying to make less problematic.

  • That's how it is with every DLC. Every single one of them has a cosmetic or two that are locked to buying it wholesale. Buying with Auric cells is always a bad idea, if it's available elsewhere.

  • Because it does take longer. I believe it's 30 seconds baseline? As a comparison, Legion takes 20 seconds for a full recharge, so his is 50% longer.

  • Any word on whether the blood spout from the charging gen teleport will be for the full time it takes to channel, or just a few seconds at the end? It's fine if you also can't confirm that.

  • @AshleyWB said:

    GhostFaces power is determined by how observant the survivors are. Survivors can be just a little bit observant to take away GhostFaces power. Worse killer in the game, because he basically has no power. He needs his own control of his power rather than the survivors having so. He will be fixed but he needs buffs.

    He has control of his power! He can just choose not to use it, and then the survivors can't take it away from him.

  • @TheBean said:

    I love that people still use that 3rd party rule to call people cheaters, etc... or use it to defend their argument.

    They spend all the time looking up information about SWF to use in their arguments but never bother to look up BHVR response to that rule and how VOIP pertains to that rule.

    That rule was not made with VOIP being considered a 3rd party tool. That rule doesn't apply to VOIP.

    Sorry.

    Mind providing a link to that statement? I see the argument made quite often, and it'd be nice to have evidence against it.

  • Sounds like you overshot and hit the person being unhooked. Could've also been MoM going off, if they were already injured. Feel free to share the video, if you'd like.

  • The only change they've done for hit registers is to make it so all killers have the same range when they attack. Everything else is due to lag between you and the host. If you feel that you're being hit when you shouldn't, be more picky about the lobbies you stay in, and don't go for any lobby with yellow or higher ping.

  • @se05239 said:

    There was a lot of wasted time with Mathieu ruining the moment, music intermissions, community user intermissions and dev intermissions. There were also a lot of cringey meme making attempts.

    The livestream was pretty ######### overall.

    I'll be honest, I was very disappointed with how often they asked a question about the upcoming content, just to be told the question was no longer relevant. I feel like they should've gotten the script down a bit more before starting, especially if they already had segments dedicated just to talking about things that were simply dropped without any replacement.

  • @CookieBaws said:

    It is an obvious cheese, but it's not super popular so devs would look at it.

    Just drop chase if you get looped like this next time. Untill devs actually get looped like this and plug it within a week.

    After the flashlight game, they just stopped playing invite games entirely. Now, they just play with rank 18s and 19s. I'll be honest, I've never seen a dev any higher than rank 15 so far. So, unfortunately, I'm not sure if they'll really be hit with the full cheese of this map.


  • @LastShoe said:

    Additional objectives are a good way to go... maybe 3 more totems per game, survivors can always ignore them and risk meeting the mighty NoED.

    Make it so that if there are more than 5 totems when the gens are finished, NOED attaches itself to one of them. If the killer already has NOED equipped, two of them get lit.

  • This suggestion would be acceptable if survivors didn't see the gate alerts if the killer closes the hatch. Feel free to make it super short if it's not just a free escape after the survivors failed their objectives three times.

1 … 6 7 8 9 10