Iron_Cutlass
Iron_Cutlass
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- Iron_Cutlass
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@HEX_DEAD_BY_AI said:
I've met many killers who have this charm, but I can't search for any info on it via Google or https://dbd.tricky.lol/charms .
As I see, this is the most beautiful charm.
HOW TO GET IT?
https://us.v-cdn.net/6030815/uploads/NU09V0GKEQCA/screenshot-2.png
That is from the Haunted By Daylight event.
Though if you want some nice looking charms, I can recommend looking at the older Archives, Crescendo has a really good charm imo.
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@vol4r said:
I am playing on 21-25 ping.
Why is killer rewarded for having worse ping? It doesn't happen on any other game. It's so stupid.
Keep in mind that the hit is determined by:
- (your latency) + 2(the time it takes for the server to process the information) + 2(the Killer's latency) = (overall delay/latency)
The reason for this is:
- Your client has to send information to the server.
- The server then has to process that information and then send that information to the Killer's client in a way that the Killer's client can understand (netcode).
- The Killer's client then has to receive that information, and then send the corresponding reaction information back to the server.
- The server then has to process that information and then send that information to your client (netcode).
- Your client then receives that information; either resulting in a hit or not a hit depending on what the netcode has determined.
How hits are determined in the netcode:
- The netcode specifically uses a simple algorithm to determine if a hit should go through or not to the client.
- To get a rough idea, in a way that would make more sense for most people to understand, the game checks the distance between the Killer and the Survivor, if the distance is within enough range for a hit to normally count (specifically within the lunge or range of a given power), the hit will count; if they are not within that range, it will take information from both the Survivor and Killer's client to process rather a hit did occur.
None of this is to say that the hit detection system is perfect, it is does have it's issues. But this is more or less an explanation as to why these hits occur.
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@Sarrif said:
I get it, you just downed a survivor and want to hook them. But also, you can't complain about this if you want gens to slow down. Survivors currently have one objective and that's to do generators and not much else. If you want survivors to do something other than gens then it has to be worthwhile for survivors to do since they aren't doing the one thing they HAVE to do then it has to be rewarding.
In short, I'm genuinely curious. What would you rather have? Fast gens or sabotaging hooks being actually useful?
"You cant complain about this if you want Generators to slow down."
They buffed the sabotage speed of the toolboxes, while also not changing the repair speed from toolboxes. It's not like we are having to trade our repair speed to gain the sabotage speed, this is just a direct buff with literally no downside whatsoever.
As someone who plays both sides, I think Generator speeds and regression just need a nerf across the board; the sabotage change does not do either, it just makes already strong items even stronger.
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@opxtreme said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721567#Comment_3721567
No, thats not fun, was platform reliant and scampering is his anti loop. He still makes audible noise and its quite lengthy to scamper. Hes balanced, and should not be touched
Except it is not balanced.
It takes 1.4 seconds to Scamper under a pallet as Chucky; a Survivor fast-vaulting a pallet takes 1.1 seconds.
There is a 0.3 second difference, but Chucky moves fast enough to easily make back that distance on most loops (which is made even easier with certain perks and addons), leading to unavoidable hits.
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MMR seems to be off for the new gamemode, which I personally like, it adds the "chaos" to Chaos Shuffle.
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Go through with changes but bring back the 180* Chucky flicks and various techs his power had.
Scamper was a boring part of his power anyways, youd just keep going under pallets until you got a hit or zone the Survivor in a way that gets a hit, little to no effort or interaction was involved.
Instead, bringing back the fun aspects of his power would make him more enjoyable for both sides, and reward people for making skillful plays and trying out new things.
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@HexHuntressThighs said:
Is there any reason why Surge is basic attack only? Especially with the 8 gen regression limit. Why is Rapid Brutality an M1 perk only?
What killers are stopping these perks from being available to all attacks. Is it because Trickster would get 5% haste for every knife he lands? Can’t it be made to activate when taking a health state? I’m not saying exposure perks should work with hatchets but just that some perks are M1 only and don’t need to be.I think some perks have the M1 requirement to reduce their strength on heavy M2 Killers. Naturally, M1 Killers need the boost more anyways, so I think it is fair to have the requirement for most things (of course niche exceptions apply, e.g. old Dark Devotion).
(Also nice name.)
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I personally think people have the right to do it if they want since it is just the game… but I also think it is boring.
It really is not fun being Bleedout for a full 4-minutes while my teammate hides, I dont like having my time wasted and with this I feel like my time is definitely being wasted. I wish I could just bleed myself out faster if this happens.
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I mean SOMEONE has to eat the Escape Cakes and Survivor Pudding, and if no one is around to eat it, the Entity will just "eated" it all.
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Like "bypassing the profanity filter" is not really well defined. What counts as bypassing?
If someone spelled out something awful but put spaces between so the automatic filter doesnt apply, Im sure it would count as bypassing the filter… but does that extend to replacement words such as "heck" and "dang" count?
I dont expect a full on essay on what does and doesnt apply, but I wish BHVR provided some examples for us to go by, so people dont accidentally break the rules because the wording is too vague.
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I dont think the Lich is in meant to be "pretty" or something. I mean, Liches are literally suppose to be reanimated corpses, and corpses are not pretty either.
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I still dont understand why people want Windows of Opportunity nerfed.
Like most people I see use it are SoloQ, it's not like it is a "carry perk" since WoO does the exact same thing that SWF comms can do. It prevents Survivors from running into deadzones by giving them information at to what pallets have and havent been used, but a SWF can just call out which pallets have and havent been used.
Calling for a nerf to WoO is like saying "let's nerf one of the main tools that SoloQ uses" which I dont agree with, especially since it does not affect good SWFs in the slightest.
Though in my opinion, I think it is overrated, and I prefer to opt into other information/utility perks when SoloQ'ing (e.g. Bond, Empathy, Troubleshooter, Alert, Any Means Necessary, etc.).
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716100#Comment_3716100
"Quantifying how much of an advantage it brings to the table is
important, so you need a Control Group and limited Variables to compare
between, otherwise it creates room for misinformation, bias, or results
that are altered by Variables not accounted for. "No one's disagreeing with this as a concept. It just doesn't apply to this scenario.
"Who are we to say that filters provided a player a given advantage in a
scenario when the Killers in Group A was worse than the Killer in Group
B. Likewise, what if the Survivor was worse than the Killer in Group A,
the Survivor in Group B would suddenly look better regardless if filters
are being used."Because their skill is irrelevent for what is being tested. What is being tested is not how well you can use the advantage based on your skill, it's for measuring "does the red stain reach 2 meters further".
"Likewise, it creates great probability for error to exist. In science,
things are not determined by if they are right or wrong, but moreso for
the margin of error. To put it bluntly, science and experiments do not
deal with "absolutes" but moreso "the least amount of error possible."
If experiments in DBD are not held to such scrutiny, it can easily lead
to misinformation being spread around, which is something we, as a
community, should not stand for."Yes, we all know this, but this has nothing to do with my point. I think you are conflating two things as similar when they're not. Those two things being the objective value it provides and the subjective value it provides based on skill.
We can see this illustrated by the fact that when I asked for examples you gave none. You just listed off why control groups are important, which is obvious. The question is not why control groups are important and matter, the question is for you to provide an example of why in this specific scenario a control group is needed. Provide me a perk, a survivors skill, or a map that would hypothetically mess up his experiment with them being different.
As I already mentioned, when he's measuring how far the red stain shows between filter and no filter, the map, skill, or perks being ran provide zero difference on the objective advantage provided. This is my example as to why this is an exception to where your control group is not needed. Please provide a hypothetical example as to why I'm wrong.
I think that you are wanting a control group to control for factors that don't actually need to be controlled because those factors actually have zero influence over what is being measured.
You realize what I am talking about is not just what is displayed in the video. I am talking about the entirety of Tru3's "experiment" stream, which has far more than what this video is showing. Im sure you can find the VOD if you want, since it is on his Twitch.
The entire stream was not just about "rather they provide an advantage or not", the stream was about "how much of an advantage it provides," which is WHY my points are important and should not be ignored; this one video was just a small part of the entire stream, since Tru3 uploads small clips or matches instead of his entire stream onto YouTube, thus they are not entirely representative of all the points Tru3 is trying to make since not all of it is actually there.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715806#Comment_3715806
While a control group would normally make sense, it does not for this. There's no reason to. The test is for visuals, perks or survivors specifically is on the verge of entirely irrelevant. This isn't testing skill or power level, it's literally just how the screen looks. The closest you're gonna get to any difference would be map and even then the result is very similar. If you still disagree, please provide examples of perks or how different survivors could in any way affect this result. I feel like this is all reaching very hard to find an issue with it.
Quantifying how much of an advantage it brings to the table is important, so you need a Control Group and limited Variables to compare between, otherwise it creates room for misinformation, bias, or results that are altered by Variables not accounted for.
The entire foundation of experiments is reducing outside influences and trying to pull the most accurate results. Saying "we dont need to reduce other variables because there is no reason to" is fundamentally stupid and ignores potential nuance that could exist.
Who are we to say that filters provided a player a given advantage in a scenario when the Killers in Group A was worse than the Killer in Group B. Likewise, what if the Survivor was worse than the Killer in Group A, the Survivor in Group B would suddenly look better regardless if filters are being used. Tru3 did most of his testing in public matches against random players on random maps where no such Control Groups existed, meaning a LOT of variables could have affects the results.
Likewise, it creates great probability for error to exist. In science, things are not determined by if they are right or wrong, but moreso for the margin of error. To put it bluntly, science and experiments do not deal with "absolutes" but moreso "the least amount of error possible." If experiments in DBD are not held to such scrutiny, it can easily lead to misinformation being spread around, which is something we, as a community, should not stand for.
You can hold your own opinion about filters and such, as I have my own as well, but at the same time our own bias should not act as an excuse for misinformation and flawed experiments to be spread around.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715806#Comment_3715806
I think the devs said they won't ban people for using filters...
@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715806#Comment_3715806
FWIW on that last point Nvidia Freestyle (filters) is a whitelist only, opt-in program. It doesn't work in games that a developer doesn't want it to work in. The fact that it works in DBD is implicitly saying it's okay.
Thank you for pointing this out, I was not aware, my apologies for any misinformation, I have edited the reply to correct this. 👍️
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Sidenote, but I really do not like Tru3's experiment.
If Tru3 was really trying to test the difference it makes, ideally they would need a Control Group. The same Killer/Survivors, on the same map, with the same perks and everything, since it reduces variables that could affect the result. The issue is that Tru3 wants to do experiments that I do think are interesting to watch but ultimately fail to apply any form of scientific process or method to reduce outside influences from affecting the results.
He only went back on this… like a week or so after starting this whole thing? After being called out for his experiment not really removing outside influences and not using a Control Group, and only after going on an entire rant on Twitter about how they were being unfairly cancelled when nobody was cancelling them. I think Tru3 DOES have some good points but he does not do a good job to really support them or put people in a position where they feel inclined to support him.
And dont get me wrong, I do think filters provide an advantage, I use them to help with my colorblindness so they gotta be doing something, but overall it relies on if BHVR thinks they should/shouldnt be used, and we have basically heard little to nothing from their end.
(AS POINTED OUT BY OTHERS: BHVR has to opt into Nvidia Filters being provided for their game so BHVR currently supports filters to some capacity. Im editing this to help prevent misinformation from being spread.)
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@RhysVMT said:
https://forums.bhvr.com/dead-by-daylight/discussion/413558/nerfing-ds-is-crazy
I'll give it 2 months till its back to 3 seconds and gives exhaustion. Once somethings too strong for survivors it's immediately blasted, Killers playing scream simulator blowing up a gen every 30 seconds with quad slowdown? Nah g that's fine leave it, oni lunging across the map carrying survivors cos of a bug? Fine bro say less, Blight "hug teching" walls exploiting a bug? All good we will fix it in a year and a half.
B-but wait survivors are abusing Kinetic Energy exploits to sauce Gens, we must killswitch it! BHVR have and seemingly will continue to hold Killer players hands and until the game is balanced fairly for both sides I'm happy to stay well away from playing both sides
"Once something is too strong for Survivors, it's immediately blasted. Killers playing scream simulator blowing up a Generator every 30 seconds with quad slowdown? Nah G, that's fine, leave it."
Somebody didnt read the patchnotes.
- Pain Resonance Nerfed.
- Pop Goes The Weasel Nerfed.
- Deadlock Nerfed.
- Grim Embrace Nerfed.
- Blight Nerfed.
- Chucky Nerfed.
- Wesker Nerfed.
But yea. The Developers are Killer biased clearly.. or maybe, just maybe, they are trying to make balance changed for both sides and they dont have a bias towards any particular side?
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@Halloulle said:
Buckle Up by itself has never never been the problem; the instant nature of it being paired with FTP is the issue. Picking someone up w/o endurance if a killer wants to slug is absolutely pointless since the killer just swings the moment the surv gets picked up; it doesn't matter how fast or how long they sprint if the don't even get to the sprint animation starting …
Almost more importantly though: "Since there’s a lot of competition between Perks which grants Survivors Endurance from the dying state" Uhh…. last time I checked there were exactly two perks that give you endurance from the dying state: Soulguard & WGLF. That's not exactly a lot of competition… Or am I missing something? Do we count "on hook" as a dying state? - Or did someone forget to remove the "from the dying state"?
For The People has generally been considered a fine perk for a long time. I dont see why it would suddenly be an issue.
The issue was Buckle Up. Perks that provide both players Endurance have naturally always been busted, it's why the original Borrowed Time got nerfed back when it first released.
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"GG" is normally just a kind gesture, it's not meant to be toxic or have any deep meaning. Sometimes I have bad matches, sometimes I have good matches, but I still say "GG" regardless since it's standard and overall respectful to do so. And if I am feeling really daring, Ill throw in a "WP" for "Well Played" at the end.
If you are upset by that, I can just recommend moving on, since a single "GG" is nothing to be upset over.
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I think the issue is that there are more mechanics for Survivors to engage with compared to Killer thus resulting in Killer challenges being more tied to normal gameplay since there is less overall to engage with.
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Four things:
- Because it hits random Generators, it is really inconsistent in the early game. It is nice in the late game but overall there are just better perks to run since your general Generator pressure should overall be easier to maintain since you dont have to defend as much.
- Skill Checks can be hit, thus denying the regression. Overall you are better off bringing Hex: Ruin since you have the 5% they have to repair to stop the Generator from regressing, it also pairs well with other information perks such as Surveillance, which has always been my favorite perk combo.
- You have to run a lot of perks to get significant value from it which is overall not worth it compared to the more meta builds (Pop/Pain Res/Etc).
- Long cooldown… cooldowns are fine to have on a perk, since they prevent them from feeling like they are being spammed, but overall Oppression has a long cooldown.
None of this is to say that Oppression is a bad perk. I do think it has a niche, and as someone who just does not like running meta perk since I think it is boring, I do use it a bit… that being said, the issue is that said niche is something that a lot of people just dont care for at the moment, and they would just rather bring something else.
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@CountOfTheFog said:
This week's weekly gift is 150,000 Bloodpoints.
I'm liking Weekly Gifts.
Thank you, BHVR Devs.
It shows you appreciate your fans and players, irrespective of if the gift is big or small, it is very thoughtful and appreciated 🤗
https://us.v-cdn.net/6030815/uploads/URS8QCIPI4UU/20240507-133112.jpg
Honestly yea, I agree.
It gives me a reason to log in every week even if I dont plan on playing. And because there is such a big time window, it does not really feel like an obligation, it just feels like a nice little gift or reward.
TY BHVR.
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They are not suppose to count as a regression event. If they did, Survivors could just blow up all the Generators constantly to prevent the Killer from regressing the Generator, which wouldnt make sense and BHVR thought it out.
Granted, DBD did swap to UE5 so I wouldnt be surprised if a few bugs slipped through the cracks.
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It looks decent as well, and will probably match a lot of things since we already have a lot of red banners.
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@BubMickey07 said:
This will be the first event I've played from dbd in I think three years and I'm super excited about it, I really hope they have more things to do then just touch a podium like thing and get a crown but I'm still excited.
I feels really nice to see some positive stuff on the forums, nice to see some people excited for it!
But yea, the Anniversary is going to be interesting, I have my fingers crossed that we get an Anniversary Demo skin kind of like how Ghostface got one.
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@vBlossom_ said:
He could have equipped:
- Lightborn to entire disable this meta if this is the issue
- Some addond that inflicts exhaustion or show survivor auras - Freddy unfortunately don't have one, but there are killers that have those addons.
- Some perk that reveals survivors - Infectious Fright would be good in this case.
- Fire up to mess up with timings on picking up survivors
- Exhaustion - inflicting perks, for example:
- Blood Echo
- Genetic Limits
- Mindbreaker - this one even gives Blindness and it's kinda used
- Septic Touch
Yet he decided he didn't want to and did video in which he demanded nerfs.
If I don't like my aura revealed, I'd bring Distortion - counter killer perks.
Killers could also do the same if Flashlights/Flashbangs/Exhaustion Perks are the issue, to this day killers have 118 perks and there are really some other perks than Pop/PR/Lethal/NTH :)I just want to mention this, but if a Survivor is trying to get a save with Background Player, chances are they probably dont have Exhaustion considering the fact that they are passively following the chase.
And to an extent, some of the perks mentioned are kind of useless for the first chase; e.g. Genetic Limits and Septic Touch are too gimmicky and rely on you dropping chase a lot in the early game, Mindbreaker will get no value since they arent on a Generator anyways (MB is better for countering Sprint Burst), Blood Echo requires a hook and you havent hooked anyone yet.
IMO, I do think Background Player is a bit overtuned. Flashlights and Flashbangs are perfectly fine though and should remain unchanged, since if you remove them, you could just go for Sabo and Pallet Saves and Background Player still would remain the issue here.
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713581#Comment_3713581
Time to wake up Tenno, and grind for the new Prime.
Ive been doing that. Came across Papa John as well, the pizzer man.
Also been working to get my MR up by grinding for Kuva/Tenet weapons, also trying to collect the Ephemeras in the process since I like the Tenet/Corpus look of them.
I know this is really off topic but since DBD has been a bit of a mess with the UE5 transition, Ive been playing a lot of Warframe to pass the time.
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@Zer0 said:
So the devs recently released a $20 skin for huntress. It's a very nice skin with a nice mori. Glad she got some love. However after the initial sales they heavily nerfed that SPECIFIC SKIN for some reason making it super loud to play as and against now. I had to turn down my volume due to this as well.
If you're unhappy with the skin of a character then fix it before selling it. Don't sell it, then make it awful afterwards in a rug pull. I encourage everyone to NOT buy their expensive skins unless you want to be screwed over later. Don't give money to encourage this behavior.
~ Buy into a skin because it is bugged and provides a massive advantage.
~ Knows that it is a bug and will be fixed.
~ Bug gets fixed.
~ Complains about how the developers scammed them despite them knowing the skin would be fixed/changed since the developers make it abundantly clear.DBD Forums.
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I feel as if this post is made to intentionally be disingenuous.
Both sides complain about it since it messes with the flow of gameplay. I queued into a public match to play with and against actual players, not AI; if I wanted to play a PvE game, I would be playing Warframe, not DBD, which is why regardless of what role I am playing it ruins the experience for me.
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Fundamentally, all Killers are good at low MMR, but some are vastly better at stomping new players than others. A few that come to mind are:
~ Dredge: Nightfall… need I say more. Also pair it with Blindness perks, pretty much a free win at that point.
~ Any Trap Killer: They wont look behind them so why would they even bother to look down?
~ Any Stealth Killer: New players don’t have the ability to use their neck to look around so they struggle a lot. Also the ability to use their ears isn’t unlocked until 50 hours in or so, it’s a shame that BHVR decided to lock it behind playtime, really following in OW2’s footsteps there. -
As a Demogorgon main… and a Dredge enjoyer… it depends.
Demo has more useful perks. They are also a licensed character; which means you could unlock the Dredge for free without being forced to spend money, but with Demo you’ll always be forced to spend money on them.
Dredge has more interactive and synergies/anti-synergies with his power which overall makes him far more interesting to play since perks interact with them differently compared to other Killers. None of this is to say that Demogorgon is boring but a lot of Demo’s tools have been gutted over the years and a majority of Shred spots have been ruined thanks to Invisible Walls.
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It’s been two weeks since we got to see,
An engine update and a buncha bugs.
Five days since I logged in,
Ran the game like a PowerPoint show.
Three days since we fried our eyes,
Getting flashbanged by flashing lights.
Yesterday it occurred to me,
That I’ve been playing too much Dead by Daylight.… Sorry. I just had to do it. The first part of this post just really reminded me of it.
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I think if they were problematic, BHVR would at least try to enforce some restrictions on them.
Also filters do have accessibility usage, I.e. helping with color blindness. For me personally, the colorblind filters that DBD uses are not the best with helping, and can often lead to situations where they are detrimental (Coldwind is a prime example). I’ve been using them for years now and while they help a bit, they just don’t really help enough, so I use filters to help a bit.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710977#Comment_3710977
Survivor book says there is no way you're going to tell me how to use my perks after enduring this disgusting meta on top of disgusting meta. After Tunnel + Regression, a whole new chapter had to be written.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710978#Comment_3710978
Did you really quote that lil bit of me to justify talking about you think? Alright I guess. Have some attention.
To.. what? Let me guess, "Killers try to ju
Just gonna cut you off there and let you know I'm really not interested in guessing. Keep that in the loops. You literally took this thought of yours and wrote paragraphs as if it was absolutely true, then told us all what you think, as if anything you wrote hasn't been written time and time again. Probably a chapter in the Killer's New Testament.. Good lord…
Pardon me if my post came off the wrong way originally. Looking back I understand that it might have came off passive aggressive considering the amount of back and forth this thread as a whole already has.
Im just going to ask for you to dial it back a bit here, and to maybe read my entire post instead of stopping part-way through.
If a Survivor is unhooked, has Off The Record and/or Decisive Strike,
and takes hits for the unhooker when Im clearly not trying to go for
them, am I suddenly tunneling for hitting them when they are actively
getting in my way?I asked this for a reason. And I wish you would please answer it.
Tunneling is defined by the Killer going out of their way to get a Survivor out of the match as early as possible by repeatedly chasing and hooking them. Killers, as evident by the current meta, are not obligated to ignore Survivors. Tunneling has become an issue because it's not only the easiest way to win (path of least resistance) but because it is the most effective way of winning.
But what exactly constitutes tunneling? To put it bluntly, this was my question.
If the Survivor is unhooked, the Killer can clearly go for the unhooker, and they go for the unhooked Survivor, that is tunneling. But when the opportunity to go for the unhooker is obstructed by the person who is unhooked, are exceptions created for such or is such lumped into the category with the rest?
For me, if Im chasing another Survivor, Im not going for the unhooked Survivor, I dont think I should be called a "tunneler" if the unhooked Survivor bodyblocks for the unhooker, especially if I dont even continue the chase with the unhooked Survivor and still go for the unhooker. Which is my point.
But everyone has their own interpretation, so I asked you this question to open up the room for conversation.
Some other things to wrap up.
"Probably a chapter in the Killer's New Testament," is implying that Im a Killer main…
I feel like Ive been called a Survivor main and Killer main many times for my opinions. At this point, Idk. Apparently I main both sides but also neither and everything and nothing at the same time. I play strictly one role, which is both roles, but also neither, but also only one, but only the one that opposes the broader opinion apparently. (/j)
To put this as bluntly as possible.
I paid 20 USD for Dead by Daylight, as did everyone else. But for me personally, I want to get the full experience for my money, so I play both sides rather evenly. I dont main Killer or Survivor. I paid for the full game, for both Survivor and Killer, so I want to play both. I form my own opinions based on my own experience with the game from playing both sides. I have empathy for both sides since I understand the ups and downs from both ends.
I dont tunnel as a result.
Since I feel as if it ruins the experience for others, since Ive had matches where Ive been thrown into a 3v1 because my teammates got tunneled out early into a match. But at the same time, I feel as if the game's design has a lot of issues, since the perks designed to prevent tunneling are also used in ways that hurt Killers for going out of their way to not tunnel. Ive had matches where I get tunneled out and Im forced to sit in timeout since Im in a SWF and cant just "go next", Im forced to sit there and watch.
Also, to put it bluntly again, Im on team "anti-tunnel" here. My original post mentioned this, but you seemed to have missed that.
Oh, and as mentioned in the original post… I think collision with the Killer should be removed to make it harder for Survivors to use anti-tunnel perks beyond their intent; it doubles for making tunneling not as effective since it becomes harder to bodyblock Survivors in certain locations (e.g. basement) to wait out BT.
Not tunneling should be encouraged, not punished.
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@Spare_Them_Mori_Me said:
Ignore any of that. Killers think everything is a BM so they feel justified to, well…
To.. what? Let me guess, "Killers try to justify tunneling"? I think this argument is in bad faith.
If a Survivor is unhooked, has Off The Record and/or Decisive Strike, and takes hits for the unhooker when Im clearly not trying to go for them, am I suddenly tunneling for hitting them when they are actively getting in my way?
Whenever I play Killer, I go out of my way to not tunnel or camp Survivors, BHVR wants to discourage tunneling with Decisive Strike, so why am I actively being punished for not tunneling by a perk meant to counter tunneling? I personally dont have an issue with players themselves doing it, since they are just using a perk, but I do have to question the game design here, since I dont think anti-tunnel perks should be used in situations in which tunneling is not taking place.
A common argument I see is that "the Survivor does not make distance since they dont get a speedboost" (not saying that you said this, but this is a common thing said in the community) but distance is distance, it make the difference between making it to a loop or not, getting a down or not, it also resets things like Bloodlust, a single hit tank can make the world of different in terms of the result of a match, which is why bodyblocking is a very important thing in the Comp scene.
To put it bluntly, this should not be a thing, and I think Survivors should lose collision with the Killer after being unhooked until they perform a Conspicuous Action; think about it like this, the Killer cannot bodyblock the Survivors to wait out BT or prevent them from reaching a loop, and the Survivors cannot use anti-tunnel perks to take hits for teammates when the Killer is not tunneling. Tunneling is made harder, those who dont tunnel are not punished for not tunneling, overall win/win.
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@hermitkermit said:
With the new DS buff, many are talking about how they hate that people are using it as offensively instead of defensively. My question is why is it considered toxic to use it this way? I don't see many people talking about using a perk "wrong" unless it's about DS, I didn't even know you could use a perk wrong. It feels like a strat that people don't like, similar to tunneling or slugging, but it is still a valid strat, no? Not saying outright it's hypocritical I just don't understand how it's considered to be unfair or wrong when these other strats in the game are widely accepted and often encouraged. Thank you in advance for giving your explanations! Just trying to understand everyones point of view.
The general idea is that Decisive Strike is meant to be used to punish people for tunneling. If you throw yourself in front of the Killer to use Decisive Strike when you were not being tunneled, it is bound to make people upset since they are actively trying to avoid you. It's not necessarily toxic, in my opinion, but it is definitely sweaty, which kind of kills my mood to play sometimes.
I personally tho do not think it is toxic, since it's a perk in a game, it has not effect on the outside world, the sun wont explode because a Survivor used DS on me after bodyblocking a teammate.
I do think that the Survivor should lose collision with the Killer just to prevent situations like this. I think it's an symptom of the game's current design since collision with the Killer is a double-edged sword that should be looked at. Killers wont be able to bodyblock Survivors to wait out BT, Survivors cannot use Endurance or DS to bodyblock for teammates. Overall benefits both sides.
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@Shaddoll_Serpent said:
Call of Brine
After damaging a generator Call of Brine activates for 30 seconds.
While active, the generator regresses at 150/175/200% of the normal regression speed, you can see its aura in yellow, and each time a Survivor completes a good Skill Check on that generator, you receive a loud noise notification. (This regression increase does not stack with other increases.)
Call of Brine then goes on cooldown for 30 seconds.
Overcharge
Overcharge a generator by performing the Damage Generator action. The next Survivor interacting with that generator is faced with a difficult Skill Check. Failing the Skill Check results in an additional 2/3/4% loss of progress.
Succeeding the Skill Check grants no progress but prevents the generator explosion.
After Overcharge is applied to a generator, its regression speed increases from 100% of normal to 150% of normal over the next 45 seconds. (This regression increase does not stack with other increases.)
I would agree but CoB would provide too much value for its intent.
Consider this, Dead by Daylight has a perk economy, each perk has a specific use and a specific niche, in which it is picked more or less depending on what it provides, how it works with other perks, and how much it brings compared to other perks. Old CoB was fundamentally flawed since it provided regression AND information, yes you had to kick a Generator but it overall reduced your need to run other information perks.
In this case, the direct competitor to old CoB was Surveillance, a perk which has a similar information function, but since CoB provided regression and information, there was no reason to run Surveillance and the perk's usage rate dropped to nearly 0% (outside of outliers and adept players). Buffing CoB's regression puts CoB in a rough area.
Recently, perks like Gearhead have also began to compete with CoB and Surveillance. Gearhead provides more accurate information, but is delayed via requiring Skill Checks, can be countered by hitting a Great Skill Check, and provides risk/reward for the Killer since you have to get a hit. It Synergizes with different perks allowing for more diversity. Effectively, it does what Surveillance does, but it provides alternative synergies and ways of playing that makes players consider running it or other similar perks.
And in that regard, current CoB and Overcharge are fine in that sense. You get some regression and information for running the two perks, and it can still be paired with either more information or more regression to fill a niche. And overall, they are currently better for the perk economy since you actively have to choose to weigh your options and decided what is best for you.
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Spies From The Shadows is perfect how it is. :3
I use it a lot to help with my Colorblindness, I rather not have that information be denied by Distortion.
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Plague is a strong Killer, but definitely not overpowered. I think there are issues involving her learning curve for both sides though since her macro gameplay has more going on with it than people expect.
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Never tunneled before the DS changes, still dont tunnel now. It's honestly funny how not tunneling causes people to actively waste perk slots.
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Dont take Drowzii seriously. All of their content is bait.
Ill provide an example, since Drowzii has an art to creating bait:
https://twitter.com/DrowziiDBD/status/1780206207237545990- 4 Eyrie of Crows offerings; 1 MacMillan offering; is playing on Azarov's, which means they have to be in a custom match with the map selected since that is the only way it is possible. A clue that can be really easy to miss for those not paying attention but is obvious once you see it.
- Also he doesnt even try to move, they just DC after being hit, which means they were just intentionally trying to get hit there so they could DC.
- For The People + Buckle Up is ran to make people upset since it's a really strong and controversial combo and adds a layer of "entitlement" to it. Also slapped on Windows of Opporunity and does not look behind them to also just slap on a bit more controversy intentionally.
- Yelling "he is cheating" mixed with awful audio balancing. <3 Just perfect, I really do love that the most.
Drowzii is like the Sluzzy of DBD Twitter. The bait they post is really thought out.
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@ChaosWam said:
Seriously, we should have had more forewarning about the engine update prior to the PTB but I don't even know if that would have helped considering all the new bugs that popped up on live.
I wonder if they're going to reconsider doing a health update after this fiasco.
The closest we got to a "health patch" was Patch 6.1.0, and even then, it was more of a "meta shakeup" than anything else.
Also BHVR is full of talented people, the issue is that said talented people are forced to release content that might not be finished because the studio, as a whole, has corporate deadlines to meet, to put it bluntly, they are not given enough time. :(
Keep in mind that I dont work at BHVR, I can only speak from what limited information I am aware of from past developer streams and such, so I could be completely wrong here, and my apologies if so.
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You can always join the Spies From The Shadow fanclub.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706392#Comment_3706392
i am stereotyping the old slinger that has instant shots with no audio warning. The audio makes no difference for me because I memorize the charge time of the killer. I also know how to look behind me while running forward.
The lullaby should be default imo. i am perfectly fine with every lullaby being deleted and turning into a TR.
these changes are great and all but where is slinger revert?
”Just look behind you”, “Memorize the charge times”
Let’s take those Long C walls with a pallet for example.
If a Huntress raises their hatchet, I can hear it and cut the loop wider to avoid it. If I try and do that versus the new skin I can’t, I’m put into a 50/50 where I have the guess what the Huntress is going to do (M1 or throw a hatchet) since LOS is obstructed.Memorizing the charge time would be pointless since I’m already aware as to when the Huntress should pull a hatchet but that does not mean they will, not having audio forces me to further guess here.
Your argument is a bit flawed when you consider how ideally you want to break LOS with Huntress as often as possible so you don’t get hit with a hatchet, which means ideally you should be using audio cues as much as possible as a result. And Huntress’s counterplay can lose you distance and lead to you getting hit/downed with an M1 if you try to counter it, it’s a “Catch 22” situation.
Huntress already got some unnecessary buffs recently, they were already a good Killer choice before and the idea of “buffing” them more is insane to me.
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@Devil_hit11 said:
who needs deathslinger when we got huntress slinger. they're mocking slinger.
Deathslinger has the ringing sound when he ADS and you are within his LOS… granted it is quiet but it's loud enough to hear within a chase if you pay attention.
Huntress has nothing with the skin. No auditory warning whatsoever.
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Just wanting to add to this some more, Ive already gone against Huntress 4 times in a row. It's not fun. I dont have the information I need for proper counterplay, There are many times where Im just put into situations where I cannot avoid an M1 or Hatchet because I dont know which one the Huntress is going to do.
This is actually unbearable to play against. Pair it with the laggy skill checks and stuttering/rubberbanding with movement and it's just really unfun and I hate it.
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@Pulsar said:
It is tiring seeing the same things over and over again.
In-game and in-Forum, the us vs them and furthered competitive mindset have decreased my enjoyment immensely
I know I dont always agree/disagree with you, but honest, this is a pretty based take.
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@WolfyWood said:
Pool of posters is too small and the ones that are interested in posting frequently are on opposite sides of the fence which means every thread boils down to the same people posting the same opinions depending on which side they favor and then arguing in circles until the thread gets closed.
I myself have deleted many would-be posts because I realized I'm talking to the same people everytime lol.
As for the game I think it's in a functional and balanced state despite my many critiques and lack of overall interest in playing.
I just think the constant sanding off of anything non-conforming has made it pretty boring.
Id like to add to this a bit.
Ive talked about things I am passionate about only for it to be merged into another thread and get buried to the point to where hardly anyone reads it since they dont look far enough into the thread it got merged into. I understand the point of merging threads, but it can be frustrating at times.
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@supersonic853 said:
https://youtu.be/iM9GWwYmxR8?si=QAT-UxAmI_QUuvKn
Havent faced a full legacy in a while. Lol. Chainsaw? Who needs it. Funniest thing is I think he got stuck trying to pickup and the other survivor fixed it.
I actually jumped from that, that was a jumpscare and a half.
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@Mooks said:
I don’t think compensation is really necessary?
while permanent price reductions weren’t a thing before, there had been sales for some cosmetics before and people that bought these cosmetics before the sale also weren’t compensated and that’s just not how things work?? Also we got a heads up a reasonable time before these changes go live so that people that thought about buying stuff may now wait for the changes (or get the few that get a bit more expensive now before the changes)
We got a heads up on social media, but not everyone keeps up with that, such as myself, I only found out about this because a friend told me about it. Nothing about this was put into the ingame "new" tab.
