Jdsgames
Jdsgames
About
- Username
- Jdsgames
- Joined
- Visits
- 607
- Last Active
Comments
-
I would agree with this as long as they don't half-ass the animations. I find some of the cosmetics to be slightly re-skinned of already existing assets. Which I find to be lazy effort and I don't find it something I want to reward.
Edit: Before I get Downvotes dissing on the devs efforts or even possibly forum jailed.
The head of the Axe is the only thing changed between the two cosmetics. The top one is the one for 400 or buy with shards and the bottom one is Auric cells only. Although, they are practically re-skins that show very little aesthetic effort.
-
Are perks included?
-
Well, I am a huntress main soz 1 hit 1 hatchet huntress it will be.
Will edit once I know how it went:
-
As Killer:
1.) Dcing survivors - Try hard a 3-man or let them leave and I de-pip. That or DC so hatch insta-opens another mechanic idk how it is considered 'fair play.' That or pulling the plug to prevent point registers or keeping the items they had.
2.) Quick Gen Tap regressing gens. (This mechanic is so beyond idiotic idk why it hasn't been fixed yet. Base kick to a gen should do something at least. .28 regression or whatever it is vs half a mouse click to stop it is ridiculous.
3.) Semi-Infinite abusers. I main huntress things like wretched shop, iron works main building, and a few other spots that you can go around 6-8 times against me I find is practically worth being called an infinite. (But Jdsgames just stop letting them go there!) Many people that are experienced auto-run to these locations and it is annoying. The entity blocker here is also broken where it is long enough or you lose chase and it doesn't count etc etc.
Most of these are broken mechanics of the game which I find that are easily and frequently exploited.
As Survivor:
1.) Dcing killers - Pulling the plug to prevent escape points. Every killer has bad games as do some survivors. However, there are several 'frequent flying' dis-connectors that play that actually ruin many games in a row. (de-rankers and etc.)
2.) Although, I really don't care about this I find it 'funny' but 'rude' at the same time. That some players you face as a killer will turn around have you in a lobby and bring a one-person mori just to 'get even' with you. Tunnel just to get it as well. Like if you bring a 4-man mori have at it. I just find the general revenge/ruin someones day specifically is off-putting. (Secretly, I like most mori animations jokes on them.)
3.) Slugging Nurse/Billy like you have enough momentum and power. Do you really need to? Specifically against Nurse.
-
@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/557971#Comment_557971
But are this considered "bad behaviour" conducts for killers? I mean, you're doing your best to survive aren't you? I'm asking this as a self proclaimed good killer, I mean, do killers actually complain about this as survivors complain about tunneling or camping?
@Carlosylu I find Gen-Rushing and Tunneling to be equivalent in the problem. They both ruin the experience for the others. Looping is a different story it isn't truly a skillful play. Plus if I wanted to spin in circles all day I don't need to play DBD to do so. Which is why looping is complained about it just simply is not fun comparable to camping a hook for the survivor. Gen-rushing is completing the Survivor objective as quick as possible while tunneling is completing the Killer objective as quick as possible I deem both bad plays. However, to be frankly honest, they are necessary evils due to poor game design.
I can also agree with the other two quotes:
@Mister_Holdout said:
You'll understand when you go up against survivors with 1000s of hours.
They tend to be very efficient with their looping, which means conserving pallets and winning mind games.
Not to mention, they can usually pump through gens very fast. Don't even count on Ruin, because mostly it will be gone within 30-40 seconds.
@Frozenscum said:
Killers complain about looping cause it is boring and time sinking.
Number of pallets at maps and distance between them (especially on certain maps) can give survivor safety for long amount of time sufficient for others to complete all 5 gens. Half of pallets are not-mindgameable cause you can see Killer and drop pallet as soon as Killer about to reach you and move to another while he is breaking it.
Looping itself is an behavior when survivor reaches pallet and start to run around obstacles utilizing different size of frame of models. Killers have bigger frame, so they take larger circles around obstacles which lowers difference in speed. You can make 2-5 loops around depending on initial distance. As soon as Killer builds Bloodlust Survivor drops pallet to reset it and cycle starts anew.
It is very boring for Killer, and sometimes frustrating.
-
Generally speaking, Although, it is not really gen-rushing. If survivors actually attempt to complete their objective quickly by the games current setup you can do so within 5 minutes. Which does not give the killer that is not high-tier ie Billy/Nurse/Spirit enough chance to get enough momentum rolling without severe survivor mistakes. Looping generally speaking at high ranks (not people swfing up to high ranks) can make almost any loop last the maximum amount of time with also using vaults and stuff to delay your interaction with them. These are what people deem 'good' survivors. The ones that can play the map in their favor that do not need a pallet to save them 24/7. Common perks that I use for survivor: Adrenaline, Borrowed Time, Lithe (Because it is the best exhaustion perk), and Iron Will. Stealthy quick get away. With bonus of either adrenaline or BT to prevent camped hooks at EGC.
-
Changes: Her phase doesn't lose chase. Her emblems suffer from it. She needs a vault animation. It is downright unfair when you think she is phasing for her to hit you at the other side of the vault. As well as nothing to note she has begun phasing. She is already invisible that is enough mind-game potential.
-
If I am correct isn't farming not only bannable but you also get your progress reset?
I mean maybe we should add that 'link account' feature to the site. It would be like openly admitting to murder in the police station with how many people suggest farming during these offerings.
-
It would be nice if we can get something lobby animations for Amanda, Bubba and Freddy
This would be cool for all killers tbh. Not even 'licensed' ones.
-
I agree with this if the killer is suppose to be 'stealth' or 'hidden' Ie no terror radius or hidden ie wraith cloaked. This should not proc. OBO should work on standing pig, uncloaked wraith, EW2+ Myers, and normal GF.
-
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/556512#Comment_556512
@Jdsgames First could you please use @, Quoting someone doesn't work :/
Tbh i kinda forgot/didn't feel the need to add that because the numbers were so low but yeah my bad. Gonna change it now (if it allows me to xd)
@Milo was on Firefox wouldn't let me I even have a hard time getting it to translate to a tag on most browsers. Their add-on for the forum for it is broken half the time. Also don't edit on Firefox it crashes.
-
@ElusivePukka said:
Correction to several corrections: while you're right that NOED doesn't inherently reward bad plays on the killer's side, it does run a significant risk of doing so. Good killers can use it too, but the bad ones are the problem - same with DS or MoM, things that some bad survivors can pick up too early to bother developing the skills to function without them.
Crutch/Meta perks develop certain playstyles in some players on both sides of the trial, and there's a large enough contingent of players that don't bother branching out from 'what works' that they end up ill-fit for the scenarios their expectations don't match.
Please go up and read my previous post that is quoted. This rewards Killers due to Survivor laziness. It doesn't reward good/bad killers it rewards upon survivors not doing the 'secondary objective' of totems.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/556445#Comment_556445
That will never happen. Also graphical settings are very limited in DBD for a reason, although how the game looks can be altered by Nvidia Experience. Sounds are a very important component of DBD balancewise. Current sound setup is just plain terrible because:
- chase music is basicly not playing at all it is so quiet you can barely hear it,
- terror radius is very confusing, because of how quiet it is - which is a huge buff for killers like MM and other low tr killers,
- chainsaws can be only heard in very close proximity
- there is no music on any of the maps which breaks the atmosphere and renders stealth options useless as survivors are twice as loud because of it
- nurse blinks are very muffled
I seriously have no idea how anyone in the right mind can defend the current state of sounds in the game. I hope it will be fixed soon, because it is annoying as hell.
I do believe in some cases things have improved. IE you can hear breathing of survivors and ######### which was intentional and in the OLD OLD sound system before the last major patches busting it. However, when I play huntress I can hear you getting into a locker a room above me and to the right. That is just plain dumb it removes stealth from the game within a 20 meter radius of the killer. Sounds should be normalized not sporadic like they are. To the point it is as busted as the Old system with no survivor sounds as this one is in its own right.
-
@Milo said:
"apply zero gen pressure whatsoever" Or they get genrushed.
"The Devs buffed this perk for god knows what reason awhile back so all tiers give instadowns," For reasons known. The tier 1 and 2 were basically useless and waste of a perk slot.
"3/4/5% speed boost" It's 2/3/4% actually
"The idea is its a perk that should give the player basically a guaranteed down before the exits are open" (your change) how exactly does "knowing someone is on the door" give you a guaranteed kill UNLESS its EGC? And how would that pair with BW? Maybe with Remember Me but still if feels really uneccessery to have 2 endgame perks that only work on exit gate being closed.
You also forgot to mention while buffing the lower tiers of the perks they took away the speed cool-down on successful/unsuccessful hits from the top tier of the perk. Making NOED even less powerful.
-
In these cases a 'end-early match' option should be given to both remaining survivor(s) and killer. If both teams agree to just end match everyone should be pipped/rewarded bps as the games current status. @Peanits maybe suggest that to the dev/design team. This way neither side loses. Although, it is wrong to hold either end hostage and both cases can be seen as 'principal' knowing the game has so many bugs to try and count this would make broken matches be able to have a quick end rather than 'wait it out' mentality. This was similar to a hatch standoff which did last way too long. Then say a match like this was to occur and the killer tried to end the match peacefully and it was denied on the survivor side the survivor is holding the game hostage. It makes clear judgement.
-
@su11yboy said:
https://forum.deadbydaylight.com/en/discussion/comment/556368#Comment_556368
I don't have a problem dying to Noed actually, and I can understand what you're coming from. I get tunneled, facecamped, or knocked from my team's incompetency, but it's just a game so I don't get too frustrated about it. People who use Noed are generally bad at the game because it's a strong end game perk so they don't have any reason to slow gens down, and they don't. I've never played a single decent killer and then seen they had Noed. I've literally seen a killer get only 3 downs all game and they were all to Noed, so they got a 3K, so its definitely not 100% false. People who use it usually use the killers power wrong/or not at all if it's a harder power to use and are generally bad. I respect your opinion, and I disagree. Noed carries bad killer players, just like DS carried bad survivors. I also don't want o necessarily "nerf Noed" I want to make it so it's strong, but more challenging to use so, like I said bad killers can get better from using it, or at the very least not get carried just from one perk. Ruin for example is slightly stronger then Noed (IMO), but it takes a lot more skill to reap its benefits because if you don't know how to use the killer you won't be able to get downs efficiently. With Noed it doesn't matter if you know how to use the killer's power you can just M1 them once and you get an easy hook.
@su11yboy I generally strive to make balanced decisions. However, in reality when in most cases by the time you actually get someone down other than playing a top tier killer at least two gens have been popped and a third is likely on the way. By the games logic of a 4v1.
5 Generators, 4 Survivors, 1 Killer. Without 'zzzz slugging' you essentially have 3 survivors on objective 1 down. 2/3 gens completed.
3/2 Generators, 1 hooked survivor, 1 rescue survivor, 2 Survivors on gens, and 1 killer. At this point even looking at the best scenario you are again looking to be at EGC or 1 remaining gen by the time you get another survivor down without 'zzzz slugging.' At this point if you didn't slug and tried to play fair or for fun you get rewarded with a fat loss. Playing the 'supposed' way to play as killer is not viable. Unless you are using higher tier killers which are not fun to play as because in many cases they are mindless to be played as once you get used to their power.
This is generally the reason why you see slugging and tunneling. You are not rewarded as a killer fairly for kicking gens without a perk. Your 2 second kick of gen starts regression which can be taken away by not even a complete start gen animation of a survivor. Simply put without PGTW or similar perks gens are not worth stopping. This is why you see them frequently in your games as well as Ruin.
NOED exists as a band-aid for that problem. You are rewarded for survivors not doing totems not because you are a bad killer. The game expects you to find these totems that is why they are in the game. However, in many cases they are not prioritized which is what rewards NOED.
Essentially looking at the logic above gens can be completed in roughly two and a half sets of 80 seconds since multiple gens can be done at the same time. That is 4 minutes tops if played optimally. This is impossible for most killers to get even on their best days unless the SURVIVORS make mistakes. The killer should be the power role not please survivors make a mistake so the game lasts a bit longer. As a killer you are heavily rewarded for playing tunnel/slugger and that is the games design nothing more.
This as well does not even consider toolboxes, med-kits, (Instas or BNPS), a good 4-man solo team or a god-tier SWF team on discord telling each other every moment that is happening across the map. This is just pure base-game possibility. There is no reason all killers should not be base 115% speed and their powers adjusted. The main issue with nerfing survivors to benefit lower tier killers is any slightly viable option becomes op. The power range between the powers of killers is the main problem. Ie Nurse is way more viable than pig for example. Buffing game-play around pig makes nurse even more viable which is a problem as well.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/555807#Comment_555807
Alright, thank you, I'll try to fill it out
@Pulsar you might have to dc to get their steam 64 ID which you can easily locate by plugging taking a screencap of their link when it loads or by taking their Username and plugging it into: https://steamid.io/lookup
-
@Pulsar link is above create a Additional Player Report Information Ticket.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/555803#Comment_555803
Who can I go to for help?
support.deadbydaylight.com
-
@Pulsar although, she is technically being bugged by the game. You clearly probably won the match otherwise. I would not only report her I would upload the footage to Youtube/Twitch for the devs to be able to see what had happened. She is taking the game hostage.
-
When devs added the visual cue of survivors which don't mend themselves and fall on the ground?
I believe when legion was released or soon after.
-
@Ttwylerr said:
https://forum.deadbydaylight.com/en/discussion/comment/555403#Comment_555403
I've seen enough responses from you to other users to know how you feel towards survivors so yes I do believe you are ok with wasting a survivors time for 4 minutes.
@Orion waste 4 minutes:
We can also bring. Dying Light, Corrupted Intervention, Pop Goes the Weasel, and Thrilling Tremors.
-
@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/551977#Comment_551977
So let's generally realize the top tier of the perk has been nerfed almost every version they touched it. It is a hex protected by survivor's laziness and nothing more.
https://us.v-cdn.net/6030815/uploads/447/3Y6H63KF00IW.png
Do you see these in your game? As I stated in other threads rub them out both are bad for survivors in most cases. Prevent it at this point if you get hit with it that is lack of your own skill. You can play stealthy early and clear totems before gens. It essentially doesn't cause damage to your match if nobody is getting downed.
Now not only is it easily countered you get rewarded points and emblems for clearing these out. So not only is there a counter it is incentivized by the game to cleanse them.
Again this perk relies on your laziness nothing more.
But Jdsgames sometimes you can't find these totems the devs hid them too good.
Here are just a few more ways to counter this 'OP' perk.
Maps:
https://us.v-cdn.net/6030815/uploads/692/I2F0P8EEPT04.png
https://us.v-cdn.net/6030815/uploads/191/X7S45BR464ZT.png
Very Nice! Rainbow Map is better though.
Perks:
https://us.v-cdn.net/6030815/uploads/278/KPOZ9BTWGC0N.png
https://us.v-cdn.net/6030815/uploads/069/775KBJH8M51B.png
Pick a counter any counter and stop complaining.
@HatCreature feel free to give it a read. This is not the first time this type of convo has come up.
-
@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/551977#Comment_551977
So let's generally realize the top tier of the perk has been nerfed almost every version they touched it. It is a hex protected by survivor's laziness and nothing more.
https://us.v-cdn.net/6030815/uploads/447/3Y6H63KF00IW.png
Do you see these in your game? As I stated in other threads rub them out both are bad for survivors in most cases. Prevent it at this point if you get hit with it that is lack of your own skill. You can play stealthy early and clear totems before gens. It essentially doesn't cause damage to your match if nobody is getting downed.
Now not only is it easily countered you get rewarded points and emblems for clearing these out. So not only is there a counter it is incentivized by the game to cleanse them.
Again this perk relies on your laziness nothing more.
But Jdsgames sometimes you can't find these totems the devs hid them too good.
Here are just a few more ways to counter this 'OP' perk.
Maps:
https://us.v-cdn.net/6030815/uploads/692/I2F0P8EEPT04.png
https://us.v-cdn.net/6030815/uploads/191/X7S45BR464ZT.png
Very Nice! Rainbow Map is better though.
Perks:
https://us.v-cdn.net/6030815/uploads/278/KPOZ9BTWGC0N.png
https://us.v-cdn.net/6030815/uploads/069/775KBJH8M51B.png
Pick a counter any counter and stop complaining.
Feel free to give that a read.
-
@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/72466/better-map-rotation
Last week I got Lampkin Lane 11 games in a row as huntress, no offering to go their ether, and I was rank 4 knocked all the way back to rank 7, I only just now got to rank 1
@[Deleted User] said:
To me it's 9/10 cornfields and 1/10 swamps maps.
@MrsPiggyIsSoSneaky said:
BHVR be wanting to give survivors the best survivor sided maps I see ;)
To me it seems that it is somewhat rng dependant, however, the game seems to get locked into specific map types at certain times. Tonight I played probably 20 matches and never got Macmillan based realms. Mainly Autohaven, and Rottenfields. With a few Game maps sprinkled in.
-
@LordGlint said:
@Jdsgames wasn't trying to be rude mate, just rather trying to avoid confusion of ppl discussing 2 different versions pros and cons.
At the same time the discussion is his aura reading which both my comments regarded. You did not start this discussion purely based on the new Freddy. Simply just the point that the aura reading will be removed. Which when originally replying to it branched onto how stealth is ruined by this. Which I then got into how it is fair since you were in Freddy's Domain. Although, I will agree on the pro/con type confusion. However, as OP you should have made it specifically about rework Freddy rather than a part of the current advantages that he has. As Freddy having Aura reading is Current Freddy so in reality we didn't venture far from the starting of the discussion.
-
@LordGlint said:
@Jdsgames were discussing the rework Freddy, not current freddy
@LordGlint I was originally replying to a post saying why it was being changed. Then I was given a comment that is based on the current one. So Idk why you are nitpicking me for replying?
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/554360#Comment_554360
Freddy has an advantage in both realms. The regular realm he's invisible to survivors, which makes it very easy for him to catch them off guard. Once they are in the dream realm, they have to stay within his TR to remain hidden.
@NMCKE he is also visually impared with the dream world 24/7 and has to put you to sleep before you can get hit. Also Freddy is only a threat in the dream world.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/554336#Comment_554336
I know, I wasn't trying to imply that you was wrong. It's just confusing for newer players, especially me, and I didn't know that until I had around 500 hours.
However, that's not the only reason why the developers removed the aura reading:
- The aura reading encouraged tunneling.
- It ruined stealth, literally.
It doesn't ruin stealth. It is only when you are sleeping and I hope you understand the phrase "Welcome to my world #########!" So in reality while you were in the dream world it was Freddy's advantage.
-
@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/553115#Comment_553115
theres some water on spirits map.
Not actually any substantial amount. Like a creek would be.
-
@Elk said:
I don't see Ormond at all.
I only see Ormond by offering on PC. Which is sad because it is the only snow map.
-
I have noticed this too. @Peanits is this possibly a bug I mean if we have 27 maps but we seem to be getting 10 of them which in many cases it is the same iteration you just played. So we have less than a 50% chance at getting those maps consistently. That or do they have a higher chance by default?
-
@Peanits said:
Could it be possible? Sure. But there's a couple things to consider.
1) It would be a ton of work for it to work well, and only a small number of people would use it. Time would probably be better spent on features everyone could enjoy.
2) It wouldn't really be a good way for people to learn. Computers can't think like people. (e.g. If I loop around a rock a couple times, a human killer still knows that I'm there. An AI might go, "Golly, I haven't seen him in a while, guess I lost him.")
3) They would likely still have a hard time switching to live games, where people know how to mindgame.
It's not a terrible idea, but it would have to be worth the time invested into making it work.
It would be nice if it was implemented in KYF. It would be nice to have an option to fill a lobby. Queue times are extremely long for me at times and I am in Pennsylvania. This way you could test things even if the AI was a basic implementation of a survivor. It could also lead to some funny 'bugs'.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/552285#Comment_552285
You conveniently forgot NOED, can like totally change the game from all 4 escaping to a 4K. DS could never do that, it just buys a few extra seconds for one survivor!
@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/551977#Comment_551977
So let's generally realize the top tier of the perk has been nerfed almost every version they touched it. It is a hex protected by survivor's laziness and nothing more.
https://us.v-cdn.net/6030815/uploads/447/3Y6H63KF00IW.png
Do you see these in your game? As I stated in other threads rub them out both are bad for survivors in most cases. Prevent it at this point if you get hit with it that is lack of your own skill. You can play stealthy early and clear totems before gens. It essentially doesn't cause damage to your match if nobody is getting downed.
Now not only is it easily countered you get rewarded points and emblems for clearing these out. So not only is there a counter it is incentivized by the game to cleanse them.
Again this perk relies on your laziness nothing more.
But Jdsgames sometimes you can't find these totems the devs hid them too good.
Here are just a few more ways to counter this 'OP' perk.
Maps:
https://us.v-cdn.net/6030815/uploads/692/I2F0P8EEPT04.png
https://us.v-cdn.net/6030815/uploads/191/X7S45BR464ZT.png
Very Nice! Rainbow Map is better though.
Perks:
https://us.v-cdn.net/6030815/uploads/278/KPOZ9BTWGC0N.png
https://us.v-cdn.net/6030815/uploads/069/775KBJH8M51B.png
Pick a counter any counter and stop complaining.
Please feel free to read that comment in full. I am tired of typing it out for every new player that complains about noed. @Sluzzy
-
@Pierpalle said:
@darktrix infact I think the game is fun but it is a joke because there are broken things on both sides. not OP things, BROKEN.
Not to call anyone a hypocrite. However, I assume by your avatar you seem to play nurse. Which is the most Broken thing in the game. So complaining about being something broken while being a thing that is broken is quite um hypocritical.
-
No, instead of 'charms' we could have gotten the aura type trails like the one event had when you were holding a lantern. Each devotion set gets you a different type/color. would be basic to make alternate versions (Color Particles in the engine are really easy to change.) The only work would be implementing the trail designs initially.
-
@moonlunn said:
Uhm I can name noed which is basically the same thing but on the killers side lol so why are you complaining about keys? Lol
So let's generally realize the top tier of the perk has been nerfed almost every version they touched it. It is a hex protected by survivor's laziness and nothing more.
Do you see these in your game? As I stated in other threads rub them out both are bad for survivors in most cases. Prevent it at this point if you get hit with it that is lack of your own skill. You can play stealthy early and clear totems before gens. It essentially doesn't cause damage to your match if nobody is getting downed.
Now not only is it easily countered you get rewarded points and emblems for clearing these out. So not only is there a counter it is incentivized by the game to cleanse them.
Again this perk relies on your laziness nothing more.
But Jdsgames sometimes you can't find these totems the devs hid them too good.
Here are just a few more ways to counter this 'OP' perk.
Maps:
Very Nice! Rainbow Map is better though.
Perks:
Pick a counter any counter and stop complaining.
-
@Pierpalle said:
Name me another game where you lose when you are winning. I'm all ears.
@Rex_Huin I play at rank 4 both killer and survivor and they're not rare at all.
Learn to play against a key? Don't let gens get done. End the life of any key carriers early. In addition you can always bring Bubba's great perk Franklin's Demise.
-
@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/551699#Comment_551699
Except this guy bought it AFTER it was already nerfed
Again, just because people can complain on a forum doesn't mean they actually took any time or effort to make any form of rash decisions. Specifically expecting a game to which for the most part is only unbalanced not trying P2W. To release a paid to win perk and not nerf it sooner or later.
-
@Volfawott said:
I'll see what I said before in a similar thread.
Perks in addons are constantly being changed and reworked if they get too overpowered or too underpowered.
With that knowledge if you're going to buy an entire DLC for one perk and then be surprised or annoyed when it gets changed then I seriously question your judgement choices.
If you want to make the argument whether the change was too harsh (which I do agree with) that's fine but don't complain because an unbalanced perk got balanced.
Even before Ash released everyone was saying the perk was going to be unbalanced the fact that it was going to be changed was pretty obvious if you still bought it with the intention of having its unbalanced version that's on you.
Nah man these are the types of people that gamble on loot boxes for the Pay2Win experience instead of getting better at the game they are playing. They simply won't learn from it.
-
@GucciUwU said:
Yes, if they keep nerfing quick vaults every goddamn patch they should at least fix these window hitboxes
Maybe you should take a quick look and read the following. @GucciUwU The only thing being nerfed is techs that shouldn't be possible anyway.
@OMagic_ManO said:
You CAN be hit through windows, the hit box is intentional, getting hit and saying "That shouldn't have hit!" is often the fault of ping, not a bug in the game, you'll have to wait til' Dedicated Servers come out so the connection is reliant on one source.
@OMagic_ManO said:
It could be cause of medium vaults, you could run Resilience for better window vault opportunity.
-
I have been using Mouse wheel down and it has been better than the button mash. #KeyboardKeyLivesMatter
-
It is a temple. Survivors worship pallets. Therefore, it has the most pallets because they are truly worshiped on that map.
-
@Peanits said:
That's quite a bold statement considering the patch was only released less than an hour before you created the thread. We'd love to hear what you think when you've had more of a chance to try the changes.
I agree, as far as mechanics go he is well balanced not like freddy was where his power itself was just garbage. However, I do agree with them that the extended 'sweet spot' was also not the way to go. However, we also need to remember these are number changes. His problems are not full blown mechanics that are broken he needs stat adjustments. These are probably extremely basic changes.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/549800#Comment_549800
If you have a clip of that happening, I would love to take a look. Things like that shouldn't be possible though- if Ghost Face leans around a corner carefully, he cannot even be revealed since at least 20% of his body needs to be visible in order to start revealing him.
I will try it out later to see if I can get a clip as I said before I haven't gotten to try the new patch. I am just thinking that is what they are complaining about. Theoretically in the case I am suggesting he would be 20% visible at least.
-
@Peanits said:
You still cannot spin your camera to reveal him. The buffer that was added to prevent that remains unchanged.
@Peanits I think they are referring to if you are looking at him at edges of walls like some people do in haddonfield gen to look down the stairs. If he is center enough will it proc if you are not wildly waving it.
-
@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/549764#Comment_549764
The range didn't change, the sweet spot changed it is now wider
Well the sweet spot is technically a range of visibility. I know thinking distance range my bad. I know what I was meaning range to be should have clarified.
-
@Peanits said:
I'm judging you for not seeing him coming, but yep, he's pretty quiet now.
It is a great fix, however, the reveal extenders were not... the angle with how you would reveal ghostface seemed to vary. Making it at times be 'impossible' to break him out. Seems like it was rushed to fix and issue that might need to be looked into.
-
@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/549748#Comment_549748
@Jdsgames I never had to cover him with my head maybe that was the survivors issue?
I had to plenty of times and I only have been running dwight. It seems to have been a hit and miss situation. However, once getting use to it ghostface was not 'impossible' to break out. Hence me saying the angle should change not the range.






