JasonS
JasonS
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- JasonS
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Comments
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@sydTHAkid521 said:
https://forums.bhvr.com/dead-by-daylight/discussion/364365/impossible-to-hook-survivor
more like survivors cant wiggle out, since they nerfed wiggle skill checks the great skill checks dont even make much difference to the killers even with boil over. And it’s funny that since you are bad as killers that you need to slug survivors, sabotaging them from even playing the game, bc you cant even hook. And you wanna blame it on survivors so we can get nerfed even harder and therefore cant counter when you guys slug, tunnel, camp, and facecamp.
You know, if the state of survivor is really that bad, having one or two abusable spots in one map is not helping.
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@Aven_Fallen said:
Because for some reason Killers who failed all game and camp during Endgame think they deserve the pity Kill.
To be fair, there's really nothing else to do during the end game than camp a hook. Guarding exit gates is pointless, they're too fast unless you have No Way Out.
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@Laluzi said:
The only use I can think of for Furtive Chase is to break off from chase and go after someone else nearby. Since obviously your TR doesn't matter to the player you're being chased - they're not going to be fooled into thinking you've up and disappeared, and it's not as good as straight-up Undetectable in chase where there's no red stain and no directional audio. (Which in and of itself isn't very useful! But still more useful than this.)
Except this works just fine without the TR reduction. Because the deal is that non-newbie survivors do not flee from a terror radius if the killer appears to be occupied. They will continue working on their gen while monitoring the situation. Either they're watching the killer and will react if the killer comes towards them, otherwise staying around regardless of the TR (Furtive Chase doesn't matter), there's a LoS blocker and they won't notice the killer breaking off until it's too late (Furtive Chase doesn't matter), or they're on comms and the person being chased will broadcast the killer's movements (and Furtive Chase doesn't matter.)
Keeping Furtive Chase's stacks when the Obsession dies doesn't address that Furtive Chase's effect is fundamentally not helpful.
I don't think its as useless in chasing as you'd think. A lot of survivors use the TR during chase to judge distance when the killer is behind a high wall.
With that said, you're still jumping though hoops for an effect that's only marginally useful. They could start you with the full effect of the perk (no stacks) and it still would be pretty niche.
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Because I really want to spend half the game with my POV squashed up into the gen.
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@ObscurityDragon said:
You know you gain more bloodpoints by using all these offering you never use?
Try that, it may help ya
All the BP offerings except for Pudding and Party Streamers are pretty limited usefulness, considering they don't let you go over the 32000 point cap, and besides there's no reason why I wouldn't do that AND run BBnChili
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Killers got nothing but frustration from this event. Survivors got the better cosmetics and they actually get to use the snowmen
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@IlliterateGenocide said:
"do bones"... "Wait why are you doing bones stop that"
I don't defend NoED or any ######### like that. Don't putting words in my mouth.
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Because just downing one survivor, and then moving to the next chase and downing another survivor is NEVER going to win you the game against good survivors.
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No matter which way you decide what hits count, SOMEONE will be upset.
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@RoachesDelight said:
Eh I'm still having fun playing killer
Yeah I don't really get all the doom and gloom around killer right now. Unless you main Trapper, Myers or Legion. Then you have my condolences.
We just got a good killer released with 2 good perks (+1 usable but underwhelming perk). The overall power level of the recent killers has been quite good. We FINALLY got another outdoor map. DS finally got nerfed. Infinite windows are basically gone.
My only real balance complaint is that Boon perks are way too good on The Game and Midwitch because of how hard it is to move between floors... and the Police Station just being trash in general.
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Event is really frustrating for Killer. Why do you give the survivors extra health states as a holiday event? How does that even make sense?
It makes me sad because the new killer is probably one of the best designed in a long time and the event just drains all my motivation to play.
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It gets better as you play more but yeah those first 3-4 games on the MMR matchmaking are HORRIBLE. I don't know why they couldn't manage to assign a 'base' MMR to people using their ranking and go from there.
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Anything that is just a flat increase in BP gained or reduced cost will mess with the availability of keys/medkits/map offerings/killer addons/etc. I don't think this is a good idea.
Instead I think the simple solution is to just remove perk-tiers. Each perk only has to be found once and you have it at max power.
Lots of perks have weird scaling that doesn't make sense (why does Discordance have a range of 128 meters when that's literally the whole map?) just because every single perk needs to have NUMBERS attached to it that can go up with higher levels.
Having 3 tiers of every perk not only increases the grind, but it also limits perk diversity because every perk NEEDS to have numbers attached to it so that they can make 3 different versions that increase in strength. So not only would removing the tiers help reduce the grind, it would open up more options to develop future perks (or rework old persk) in new ways that were impossible with the old system.
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@Lucent said:
I'm curious what killer the OP plays. I've started using the twins and victor is great on indoor maps
Mostly M1 type killers but I've been trying to learn Hillbilly lately and on indoor maps he barely has a power.
I mean Billy is already enough of a struggle trying to land chainsaws on dedicated servers but at least he can use his speed on outdoor maps to apply pressure.
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P3 Claudette outfit is just way too dark. I had a Claudette lose me in chase three times in one game just by crouching in a corner somewhere. After the first time I caught on but it didn't matter, on some maps you're basically invisible.
So I'm sorry but if you're playing P3 Claudette I will go full bully mode.
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@Wesker09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1877629#Comment_1877629
This perk doesn't even work half the time so I don't understand the complaint here lol
If you're getting hit while using Dead Hard you're not using it properly. I'm sorry, I know its frustrating to get dedicated hit and dead hard doesn't activate, but you should be using it to get distance to a pallet or window, using it like that is unstoppable by most killers.
So many times the killer gets a successful mind game and you press E to undo your mistake. Its incredibly frustrating. It can mean the difference between a 10 second chase and a 1 minute chase that loses you the entire match. Compared to other exhaustion perks its so much more powerful its not even comparable.
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I won a game with Third Seal against a bunch of Rank 20's because nobody could find their teammates to Unhook.
I imagine they did not have a good time.
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I don't think exhaustion addons are good for the game but on the other hand Dead Hard needs to go die in a fire.
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@[Deleted User] said:
I have some conflict with the "Forcing one person to do every gen" because that happens a lot where someone doesn't even get what's happening and never sees the killer they just assume he is bad and do gens and end up doing like most of the gens themselves because of it.
You're not forcing them to do gens alone.
What constitutes forcing someone to do gens alone? That is what I am not sure of.
I mean does that mean if you are farming with 3 other people and one person is doing gens you should go and tunnel that person to death like it's a normal game and then farm with everyone else? That seems far more toxic imo.
I don't think if you are just farming like normal; you should ever be able to accidentally do something that gets you reported/punished, it should have to be something you actively do outside of just farming with whoever wants to.
I'd much rather be tunneled out of a farming game than be bored AF for 10+ mins.
You're griefing me by forcing me to DC if I don't want to farm.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1869310#Comment_1869310
Yes yes, it helps a lot but the more you relord overall the more time you waste also. That's why I think it can't ever be viable to throw bottles all the time to get better mobility when you then don't have bottles for chases. A lot of reloding is bad for clown even when it's faster then before.
I think using the bottles for mobility is not terrible but NOT using them to cross the map. Instead you throw one ahead of you when you're closing distance with a survivor, you may be able to reach them before they get to a strong loop or cut them off to coral them into an area where there are no pallets, etc.
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A good Clown player is never going to let you touch the yellow gas unless you intentionally take a hit to run into him.
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So you can go for Iridescent Devout emblem. You need at least 9 hooks for that.
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Fixated is quite a strong stealth perk, better than Urban in some maps, IMO. Plus its getting buffed next patch.
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The whole Meat Plant is setup that way, its full of strong pallets everywhere, but there's almost no windows.
As killer you just end up kicking pallets for the first 3-4 mins of the match, and then the entire map becomes a dead zone.
Its just extremely boring for both sides, there's very little room for counterplay or mind games or good use of windows to preserve pallets. Its just a grind to see if the survivors run out of pallets before the killer runs out of generators.
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In addition to what's been said above about ambushing other survivors by switching targets, it can sometimes mess with the survivor you are currently chasing because they use the intensity of the TR to judge distance. Shrinking your TR during chase makes that more difficult. I think people don't understand how having a small TR in chase really screws up your sense of how close the killer is.
With that said, Furtive Chase is a bad perk. A perk that does nothing at the start of the game... and then requires you to constantly switch up who you are hooking which is detrimental... to build up power over the course of the game while generators are popping all around you.... you do all this work to build up a perk that provides a benefit that is kind of useful but not super impactful.... why?
When you compare it to other similar perks that build up power over the course of the game, Devour Hope, Huntress's Lullaby, STBFL, Dying Light... hell even Fire Up and Remember Me, its just pathetic. Its a huge amount of work for a minimal payoff.
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I think the emblem system works for its intended purpose, to promote "healthy" gameplay that's fun for both sides.
Killers are incentivized to not 4-slug the team at 5 gens or hook camp a person to death and not giving Killers a double pip just for getting a bunch of unearned kills with NoED in the end game.
Survivors are incentivized to actually do generators and not just hide in a locker the whole game waiting for their team to die so they can get hatch. You're also encouraged to get chased so you're not letting your team get 3 Hooked when you haven't even encountered the killer yet.
The real problem is that this emblem system is tied to the matchmaking system, which is not really reasonable. Hopefully this gets fixed next patch when the matchmaking update is finally rolled out.
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I don't think you're ever going to lure a good survivor into an unsafe location with the antidote.
That said, I think there will be some uses for the Antidote in situations where you can use the speed boost but the survivor can't go there without getting hit, like dropping it under your feet as you're going around the edge of a loop to reach the survivor before he gets to a pallet or window, or moonwalking around a blind corner faster so you can hit the survivor before they can react.
Or even putting the gas somewhere to make the survivor THINK you're going though it to get the boost, and baiting them into vaulting into you instead.
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I don't think you went though the full scenario you're talking about.
50% chance Undying will be cleansed first, 2 totems total
25% chance that Undying will be cleansed 2nd, 3 totems total
12.5% chance that Undying will be cleansed 3rd, 4 totems total
12.5% chance that Undying will be cleansed last, 5 totems total
With a little math, the "Expected Value" of Undying is that they will have to cleanse, on average, 2.875 Totems to remove ruin.
Of course the math gets more complicated if the survivors are also cleansing Dull totems, but even if they cleanse 2 dull totems, there's only a 25% chance for that to actually matter.
Also it has become much weaker as an information perk because it won't show you when survivors are cleansing your Hex totems.
Overall its a significant nerf. Is undying useless now? No, you'll still get value out of it, but to say its a slight nerf is an understatement.
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Lunge range is not based on movement speed anymore. You are incorrect.
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@maderr said:
https://forum.deadbydaylight.com/en/discussion/217899/kill-rate-is-not-a-good-metric-for-balance
- If the killer gets a 4K but there was only 1 generator left, its actually a very close match.
Lol no it isn't. A 2K/2E is a close match.
A killer getting 4K is an easy win even if there were 1 gen left. Killer is not supposed to kill the 4 survivors.
4 Survivors escaping is an easy win also.
Any killer can get a 2K by just camping the last hook in the end game. If all the gens are done in 3 mins but you exploited the survivors trying to get everyone out is that a balanced match?
No, its not. The killer got destroyed.
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Please just fix the main building. Even with 2 less pallets, it takes so long to down survivors in there with 2 god windows.
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I don't know why it needs to help survivors. Slowing down the survivor by 15% is better than speeding yourself up by 10%, so I don't know why you'd ever use the yellow gas in a loop.
Not that I particularly care because this is still obviously going to be a buff, I just don't understand the logic.
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Because Sprit's design is bad and they don't want to repeat that mistake.
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The Basement.
The Basement needs to be removed or reworked. The only thing it is good for is camping.
It used to be that hooks could be destroyed permanently, and Basement was needed as a backup to make sure you never got into a situation where it was impossible to hook a survivor. That era has passed and its long past time for Basement to be changed as well.
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Plague is miserable to play on dedicated servers, and Pig is just kinda weak. No shock they're rare killers.
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@Steel_Eyed said:
I guess this is hit validation screwing killers out of hits, but my internet is good. I just checked fast.com and its over 180 Mbs. What is going on today?
Connection quality has NOTHING to do with connection speed. You could run the amount of data this game needs to send to play online with a dial up modem.
It has more to do with ping, number of dropped packets and jitter, among other things that are difficult to measure.
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Its fake for sure, they aren't going to change Freddy's attack distance. Every killer has the same attack hitbox.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1845837#Comment_1845837
fair enough for context the game had just started I hid in a locker because I heard him coming, someone ran by me and he somehow knew I was in that locker. at least it felt that way and on the hook I went. so I'm not sure what I could have done to annoy them.
When Legion uses his power and hits a survivor with it, he is told the location of every survivor inside his terror radius, even if you're in a locker.
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This would make Head-On stuns worse, because you wouldn't be able to help your teammates as much and I don't even know how it would work for flashlight saves (which person gets the speed boost?).
If the Wrath gets burned while in proximity to multiple survivors do they all get the speed boost or just one of them? If multiple, how close do your teammates have to be to get the boost when you stun him?
I mean have you seen how inconsistent getting protection hits is? It would be like that only even worse.
It would just be way too complicated to get this done right and what do you get out of it? A pretty minor QoL upgrade for the killer.
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If I remember correctly, BVHR can't remove Tombstone because it would invalidate one of his achievements.
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@OldHunterLight said:
You play on steam? If so change settings to low and if still have issues add a nvidia filter, it will drastically help except on ormond when it comes to scratchmarks.
Well I'll try that but I shouldn't have to do that just to be able to interact with one of the core mechanics of the game.
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I would not buy anything from BVHR until the matchmaking is fixed. Its making the game borderline unplayable.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1807094#Comment_1807094
What the heck does that have to do with Hexes?!
You can't leave Charlotte next to the totem forever because if the survivors are anywhere near a locker, Victor can't down them.
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@TheClownIsKing said:
A smart Twins would do the reverse by parking Charlotte in front of a hex, and just always sending Victor out when he respawns, and only leaving the hex once everyone is slugged.
You can just jump into lockers against Victor now, especially if Charlotte isn't nearby.
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Unless Charlotte is litterally right next to you, there's no reason to try to dodge Victor if you're injured now. You just go in a locker. Not only do you take victor off the map, you force Charlotte to come to you. Its 100% upside for the survivor and no downside. In fact, even if Charlotte is right next to you, you should still go in a locker because it will force them to stop slugging to come pick you out of the locker.
Slugging was one of two viable strats for the Twins pre-patch, and now that Victor can't slug anywhere in the vicinity of a locker, the only remaining strategy is to just hide Victor near a hooked survivor and camp.
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Blindess will prevent the KO'd survivor from seeing any Auras of any kind, except special killer objects like Pig boxes, Plague fountains or PH's cages.
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Honestly I think they just wanted more numbers in his kit that they could make addons for. They're really running out of ideas for addons.
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Its weird yes but I would also question *why the hell does Hillbilly run faster while his chainsaw is revved up anyway?*
Like really if he can run that fast with the chainsaw on his shoulder he should be able to do it any time he wants. If anything sprinting would be easier without the chainsaw. Same for bubba really.
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@Peace said:
https://forum.deadbydaylight.com/en/discussion/comment/1408044#Comment_1408044
Yea, it was used against me yesterday, there is definitely no aura of the item to be seen.
Yeah my bad I use Plunderer's Instinct a lot, which is what gives you vision of dropped items. I forgot its not base kit.
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@Blueberry said:
OP?
I wouldn't even call the perk good, much less "OP".
90 seconds is extremely long in DBD, it now loses no charges on hit AND you see the aura of them on the ground so they are easy to find.
The killer sees the aura of the item withing 32 meters, so he can tell when it disappears. That's actually a buff.
Survivors always had the ability to see the auras of dropped items.