Avatar

JPA

JPA

About

Username
JPA
Joined
Visits
0
Last Active
—

Comments

  • @WeenieDog said:

    I guess it depends on how its done. Otherwise it may as well be OoO except but no perk required

    It would have to allow you to just spectate your friend, of course it shouldn't let you spectate the Killer if they are a Survivor, and vice versa. I'd go as far as saying you can only spectate them and not their teammates too (if they are survivor), otherwise you could spectate their teammates and essentially give swf level comms

  • @Dustin said:

    Clown is weak though in the grand scheme of things compared to many killers.

    • He has troubles mind gaming at windows because the grunt he makes when vaulting is easy to listen to from a survivors POV
    • He has no proper map pressure and relies heavily on snowballing - There's nothing inherently wrong with this just other killers do this much better.
    • Any mistakes with his power is punished more than most other killers through the loss of time because the slowdown he gets while reloading and the actual reloading. Considering his new tonic shares bottles if you use it without downing a survivor you basically have double the downtime with his bottles if you're trying to use both.
    • He pretty much has to brute force every chase because of how big he is which forces you to more so rely on the purple ones.

    Like can you absolutely dumpster survivors with him? 100% no one is saying you cannot. In the grand scheme of things though he is weaker than most killers and I'd still say against good survivors he's going to suffer heavily from how predictable his power is to play around. That could be compensated if he could mind game easier but you need to use your bottles to make up for the fact that it's much more difficult with him. Which leaves you prioritizing the purple bottles over the yellow ones.

    Was the PTB a welcome change? For the most part yeah. Is Clown in a better spot for it? 100% Yes. Does he need a bit more love? Still yes but I feel he's in a better enough spot now that he can wait a bit for more changes.

    Personally for me Clown is one of my favorite killers because he has a similar playstyle to Trapper where you herd survivors. However due to bugs and his lack of viability I choose not to play him anymore. I more so main Nurse and Huntress now if I want a stress free game. I'd love to play Trapper more and I'd love to play Clown more I just don't see the point when there are better killers available but do the same things better.

    Huntress? Stress-free? Tell me your secrets. I just find Huntress so stressful against red rank survivors, she seems to just get demolished on certain maps, it almost seems like hook camping is necessary to do well with her (although, I suppose against real efficient teams you have to do a bit of that occasionally).

  • This bubba just hit me from 12 parsecs

  • @russf10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941270#Comment_1941270

    You obviously havent played the new patch as survivor then. The hitboxes make it look like you are getting hit from 10 years away.

    I'm aware of the issues, it's not a hitbox issue, it's a server issue, what the survivor sees is not the same as what the Killer sees, so the problem is not with hitboxes, but the Survivor is not accurately seeing where the Killer's position actually is, according to the Killer and the server.

    It's probably being looked at with high priority

  • Hitboxes are fine it's a server issue, and I assume they're working on it for 4.5.1

  • How is this a clear lack of care for the userbase?

    The main complaints were the items being too spread out, mainly the objective counter on the top (now grouped with the other elements), and the status icons now as far towards the bottom as they can go.

  • @Alice_pbg said:

    way too good.

    all survivors use this = everyone always knows where the killer is

    Maybe if the aura lasted 4 seconds and it has a cooldown or something, would bring it more in line with the power level of a perk like Alert

  • You can buy all the non-licensed Killers and Survivors with shards (that's most of them). Did you already unlock all the characters?

  • Stick that one on the list of survivor friendly maps

  • @Axx said:

    Killer has usually been "easy mode" even before this update. If you are a good killer player, most survivors are easy to 4k. Killer is only difficult vs good runners, and good teams. If more people could loop on survivor, and made better choices, killer wouldn't be so easy.

    You know what is funny, suddenly when the experience is more stressful and harder for survivors, Killer queues got slower. What does that tell ya?

  • @Ryan489x said:

    https://forum.deadbydaylight.com/en/discussion/226601/emblems-broken

    I noticed that too they changed the order of the emblems and sometimes the emblems don't even show up even if they should.

    I'm just chalking this up to another broken aspect of the game that came with the update. some things were not broken why try to fix them?

    Could be related to MMR and the rank reward system, although you wouldn't have thought they'd have to change how the emblems themselves work for that :shrug:

  • @bm33 said:

    Think Game map may be disabled too. I played a few matches today and didn't get it once even though it should have higher pick rate right now.

    The chance of a map coming up without an offering is not that great, maybe try an offering to confirm.

  • It is mixed, I've had a few games were people have last second dead-harded my attacks so I doubt there was any lag in these instances (unless they were just smart and hitting the dead hard pre-emptively).

    I've also had games where I absolutely crushed so I guess it's possible there was a de-sync issue which made survivors unable to dodge and evade like they could usually.

  • @xXCAM3R0NXx said:

    My theory is that the hits are unfair due to the falling animation when you're downed.

    You fly forwards by like a few meters when you get downed as opposed to before the update where you just flop on the floor.

    This means that the hit box is slightly back more so that they fall in the same place they'd fall if the original downed animation did.

    Yes but the downed animation doesn't trigger until you are downed, which obviously happens after the hit, so how could this affect the hitbox which causes the hit in the first place?

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937757#Comment_1937757

    Also you said "4 perk slots to account for all playstyles".

    I got 4 perk slots too. If i decide to run a healer build against the Plague i'm kinda screwed, don't you think?

    The difference between you and me is that i can accept the fact that i was unlucky and move on to the next match while you rather complain.

    Who said I'd rather complain? I'm just participating in this thread as I disagree with your solution to just run mad grit in all your builds for the 1 in 10 matches where someone bodyblocks (when in fact there are ways to play around body block, just drop the body and get free hits).

    Sure yeah, its more of a problem in solo queue, but the topic had drifted to SWFs and how they usually body block, which is why I was saying they have much more perk slots to play with there because they can run multiple builds on top of the comms.

    @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937757#Comment_1937757

    I meant the first comment i made which you used to reply to me, since you replied to that comment i assumed you hate to face bocyblockers too, that's why i said that.

    Again, if you want to run your meta builds then go for it, but don't complain about bodyblockers because you have a perk which completely counters that.

    Your comments make me think that you have little experience in games based around builds, so let me tell you this. You gotta make your builds around your main strengths or weaknesses and use your skills to deal with everything else. So please, stop crying lol

    Sure yeah I'll go play Clown or Trapper and run whatever perks I feel like. At a high level you usually need some sort of slowdown, especially so for the weaker or slower killers.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937705#Comment_1937705

    I’d rather keep more gen regression but that sounds decent!

    Yeah against good survivors you'd probably have to prioritise the usual gen defense + chase perks, but Whispers + Spies is soo fun for a niche hunter type build

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937724#Comment_1937724

    Guess what, BOTH survivors and killers have to take their chances when selecting their perks, survivors even more since killers can see what items are gonna be used before starting the match.

    My comment was aimed to someone who called "cheaters" to bodyblockers and i assumed he hated people doing that, that's why i said "if it bothers you so much then run this perk". It's not a matter of how situational or not a perk is.

    Survivors can choose to run DS or Unbreakable, even if they don't run it, Killer's are forced to play around it and assume they have DS and/or Unbreakable. Also in a SWF, you can balance your perks across 4 people, so actually you are wrong again: survivors and killers do not need to take equal chances, a Killer only has 4 perk slots and these need to account for all playstyles, this is why you usually see the same strong combinations of perks being ran (Corrupt + Pop, or slowdown Hex perks).

    Also if your comment was aimed at someone who called them "cheaters", why did you literally quote my comment in yours? You obviously were aiming that comment at me, champ.

    It is a matter of how situational a perk is, that's the entire reason why niche perks like Mad Grit will never be recommended in any build that is close to a "meta build".

    I count you've been wrong 4x now in like 10 minutes, maybe stop posting lol

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937679#Comment_1937679

    Then don't complain about bodyblocks maybe? The counter is there, if it bothers you so much then use it.

    Like I said, it's too situational to be worth running as you basically need to have auto-include perks like Corrupt, Pop, BBQ and then others depending on your Killer.

    Also it's a complete guess whether the current lobby is a SWF, and then another guess if its a SWF that would use the bodyblock tactic (or a good SWF that will split on gens and not cluster up). So your argument to just use Mad Grit is flawed.

  • @Phasmamain said:

    While I think it is pretty decent there is another base tracking perk that is superior that being Whispers.

    Whispers gives you info no matter what the survivors are doing and is amazing in early and late game.

    You should try it with Whispers, it's insane. Whispers is great for finding the rough area a survivor is in, and then Spies will help you find immersed survivors who are intent on staying hidden behind objects and jungle gyms. It does take 2 slots but your ability to find survivors quickly is so good.

    I was running this for the new tome challenge but the perk actually ended up being so clutch. I located survivors who were sneaking up for the unhook 2-3 times in the trial, and it resulted in huge snow balls as I was then able to quickly down them and have 2 people hooked in the same area.

  • I'd recommend doing the red glyph challenge as survivor as obviously a Killer doesn't have time to spare searching every inch of a map for a glyph

  • Look, someone who doesn't know Mad Grit is a hugely situational perk which is not worth 1 of 4 slots a Killer has available because the pressure of any half decent survivor team mean they must run one of a very small pool of meta perks at all times :D

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937383#Comment_1937383

    Damn, that's what I get for skipping through the 15 minutes of ranting looking for it. I gave him too much credit.

    At least now we know why there are so many people clinging to the "they could fix it in an hour" fantasy.

    I'm a big fan of Scott and love this videos, and while I agree he is in the right ballpark that UI is one of the easier things to fix, I just get triggered when people underestimate any sort of programming task, especially when using such a trivial example. The number one thing I think developers quickly learn is that most tasks are usually going to take longer than you initially think, and there's usually hidden work. Unless you are working on a super clean codebase which you know inside out, and your problem is very well scoped (probably not the case at BHVR, unfortunately)

  • @Phasmamain said:

    How do the injured running animations look worse. The females use to have one hand be completely stiff and the other her on your chest. The ne standing animation is kinda weird but the old one looked like they had back problems.

    The stride of the characters (distance each leg travels) does not match the speed of the character and it honestly looks like a cartoon character doing a funny run or something, it's not very realistic and looks hilarious.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937245#Comment_1937245

    https://youtu.be/i4AYXqZyEEY

    scott was a game designer and has vast experience in unreal engine making UIs (the same engine bhvrs using) and it took him a hour to make a better UI. Also saying "its just a few people on the forums" check their twitter and Facebook sometime. This is alittle weaker then the force for colorblind settings and it was the playerbase that brought it to us sooner.

    lol his UI is literally two functions he wrote in notepad, it's a toy example. There's a huge difference between writing out some mock example code and actually writing code that compiles, runs, passes tests, and then feels right when you run the game.

    Real engineering includes design, implementation, testing, all of this takes time and the process involves multiple teams

    Also adding these changes to an existing code base comes with lots of complexity and even more time required to add and test. Scott's example is useless and betrays his ignorance and also seriously undermines my confidence in him doing any real engineering work in the past

  • @Gibberish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937317#Comment_1937317

    Standing still: 100% invisible regardless of range, Moving: Shimmer visible at mid-close range, 100% invisible at long range.

    As for standing still, yes normally it would be throwing the game, but not in the hatch situation.

    If the Wraith just closes the hatch, the Survivor might already be at an exit and get it open before he can reach them.

    If the Wraith sits on the hatch cloaked, the Survivor cannot open the gates until it is closed, so the Wraith can wait all day until he knows where the Survivor is.

    Yes sure but I'd consider the game a win already at that point even if the got the hatch, was just wondering if the patch worked in making Wraith totally invisible (think it was beyond 30m or something), which would help him throughout the game, not just at the hatch stand-off.

  • @Zeus said:

    If you stand still for a while, wraith becomes completely invisible

    I thought he was supposed to be invisible whilst moving if beyond a certain range?

    Who stands still as a Killer? Great way to throw the game...

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937309#Comment_1937309

    I hope so too, but I think their focus will rightly be on fixing the hitboxes and other game breaking glitches, which kind of underscore how big a change was made, (after all, the ui doesn't register hits directly, so just updating the look should not have messed that up)

    Yeah 100% the desync issues should be the priority! Yes it is bewildering how this update has broken the game in such a major way and also somehow messed up the pipping and ranking system 😅

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937291#Comment_1937291

    We know they took a single piece overlay and broke it up, which means new scripting under the hood to stop the pieces from jumbling. I'm guessing the vast majority of the work was for stability across platforms, as well as prepping for the elements they want to add in later. Also they had to teach the system to recognize and display each character, which is more difficult than just displaying 4 white busts with names under them. From the livestream they did, it seems clear they changed everything up primarily to give them freedoms down the line to add elements. It'll probably be easier to update as well, as they won't have to take down and edit the entire overlay, just the widget they want to improve. Hopefully they add the option to make them moveable, but that's a small gripe.

    IO did the same with Hitman 2 and we ended up getting the best widget to have in a stealth game (silent assasin indicator)

    Well, given the tweet saying they were reviewing things, and given the fact this UI should be absolutely cutting edge, given the time taken to develop it, I'm hoping it should be easy for them to move some of the new widgets into the bottom corners to alleviate peoples complaints.

  • Yeah the pip bug is very annoying. I was hoping to get rank 1 Killer before the total reset but now it looks like I need to +2 pip to even get 1 pip. No thanks, I don't fancy playing Spirit all the time and sweating for merciless victories.

  • Although I'm saying "6" months based on Asher's post, the screenshot only mentions "months", so that could be 2/3/4?

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937253#Comment_1937253

    I remember those courses from when I was a lad. Good luck, seriously, I hope you do well in class.

    The difference between the stuff you'll be doing in your first few years of school and the stuff you'll do in your career once you graduate is a bit like the difference between building a soap box racer and an 18 wheeler. And that's if you only have to worry about people who speak your native language and the visual language of the company you work for already as far as who you design for.

    Building a system for speakers of multiple languages to be able to play together with the same level of information, across everything from a handheld gaming device to the highest end pc, while keeping everything a base level of legible, is like building a bus, while standing on top of another bus that Keanu Reeves won't let drop below 50 mph.

    That's why I think so many of these "they could fix it, build a better one, etc in 30 minutes" troll comments are so #########.

    The thing is though, the old and new UI work exactly the same, apart from the hook counters. I'd be very keen to know what "system" they were working on for 6 months to power the new hook counter, and the fact UI elements have been moved to different sides of the screen.

    Absolutely, people with no engineering experience who compare it to a mock up they did in Paint is laughable, but I think it's also laughable to say the new UI took 6 months when it's literally new graphics and moving elements, as far as I can see.

    If they gave us something concrete other than "systems", that would be great.

  • @OneNineTwoNine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937216#Comment_1937216

    "Update ain't that bad" is an objective statement.

    I also never said "Nothing is good" so that argument there is a strawman.

    I guess the reason I picked up on your post is you were kind of dismissing the OP, whilst insinuating his point was dismissing other peoples opinions.

    Sure, the update has problems, but we can't dismiss the positive posts and just let the negative ones run wild.

  • @OneNineTwoNine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937216#Comment_1937216

    "Update ain't that bad" is an objective statement.

    I also never said "Nothing is good" so that argument there is a strawman.

    Well you also strawman on the OP, he never said "nothing is wrong", he said "it's not that bad". Key word is THAT.

    Straw everywhere in here I guess this topic is becoming a barn.

  • @OneNineTwoNine said:

    "I didn't experience anything so therefore nothing is wrong"

    He didn't say nothing is wrong, he is giving his opinion.

    You are basically being hypocritical here as you are saying that because you experienced something negative, there is nothing good.

  • I bet OP is the type of guy who runs the Haddonfield map offering all the time and uses Balanced Landing.

    And now he wants to choose what Killer's he faces too 🙄

  • @Karao_Ke said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937051#Comment_1937051

    A lot of killers have to either camp, slug or tunnel to take back control of the game when they're losing. It is a tactic & doesn't matter what killer you're playing.

    With that being said, OP made the claim that The Twins are mostly used for camping & slugging, so I made the suggestion that maybe if they were buffed, it wouldn't be as common anymore. That has nothing to do with stronger killers because it is true, she desperately needs a buff.

    A buff, or a total rework? It seems her whole mechanics are built for camping and slugging

  • Played against a Deathslinger on Blood Lodge who was using blood warden and noed yesterday. Was actually a really fun and intense game, and two of us escaped

  • @TheClownIsKing said:

    Any reason you didn’t just go to the other gate instead when she did that?

    Did you know sometimes there is a Killer on the map who is trying to kill the survivors? I guess he was worried of the high chance the Killer would find him as he walked across the whole map.

  • Lots of Killers are nice people.

    I'll usually give hatch/exit gate if I felt bad that matchmaking screwed someone over if they were visibly a rank 20 yet stuck it out through the match and didn't give up on hook etc. The way I see it their 5000 bloodpoints is more gain than the smaller amount I get for a sacrifice.

    However I'm currently grinding for rank 1 so often I'll just take the 4k if I can in case I double pip.

  • No I think the UI is fairly functional, I like some aspects of it like the fact its easier to track the obsession now if youre using a perk like SBTFL. I quite like the hook counter but think it should actually count hooks rather than hook states (including Mori's).

  • @6yXJI0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1934703#Comment_1934703

    Because his Head slot is only a Hairstyle, Masks, etc... His Body slot changes his whole model, from toes to head. This new body turns him into an undead like, with damaged face and glowing eye.

    Oh had no idea his head would be different with another Body. Thanks for sharing!

  • Are you saying Spirit and Nurse don't get any salt? Not sure about that...

  • Ah that explains Demo's new skin

  • It's funny as if you mori someone or they die on 1/2 hooks it just shows 3 hooks anyway. Literally useless

  • @[Deleted User] said:

    The head and sword are horrible, the armor is neat though.

    Yeah sword looks kind of weird but want to see it from the first person perspective before judging it.

    @OniWantsYourMacaroni said:

    It looks pretty horrible.

    Still waiting for a decent skin for Oni😧

    I think it looks pretty cool, looking forward to seeing how it goes with the various masks I've got, plus I think the new maskless Oni would look pretty scary when he's chasing you in his power.

  • @Adeloo said:

    Demogorgon. I never saw anyone hating playing against him. like ever

    I've got salt on at least 2 occasions as the Demo. If you use your portals to effectively control gens people will call you a camper.

  • @BioX said:

    it doesnt, thats why nobody uses it

    I've seen surge used by plenty of great players

  • @Taiga said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933086#Comment_1933086

    Maybe you read what I wrote above first. 🤦🏻‍♂️

    Ah whoops... yeah I stopped reading every posts in each thread as it's busy ATM. What was the original title?

  • @Grandpa_Crack_Pipe said:

    I don't know, but they sure are spiteful tonight.

    All the killers i've played against've apparently taken some lessons from Freddy and grafted a couple extra meters of arm length on. Meanwhile, i've literally slapped the delicate supple rears of like 10 survivors with my cane tonight and somehow phased through them all.

    Was watching Tofu streaming and he said it's a desync issue and it's the survivors who have to sync to the Killer.

    So going for long lunges from your perspective as killer will not work. However some of the hits which seem fine on your screen may end up being ridiculous from the recieving end.

    Unsure how true this is but I'm assuming Tofu knows what he's talking about

  • @Taiga said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933049#Comment_1933049

    I’m not bashing on people who are complaining, but on people who are completely overreacting, and can’t give constructive Feedback and have to attack the devs. That’s not just complaining but being immature and completely overdramatic.

    The thread is literally titled "Stop complaining".

    Hehe

1 … 21 22 23 24 25 … 32