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Junylar

Junylar

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Junylar
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  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/271238/tips-for-going-against-bubba

    I have personally been of the opinion to make speedlimiter a basekit on bubba and give people an exposed status if he downs someone. Bubba is powerful enough that the "meme" addon isnt even that meme-ish, as he can quite easily hit survivors twice in a row.

    He might need a longer trajectory to compensate for it, but to me, it would make sense.

    And for the people who say "but it's a chainsaw, it's supposed to instadown you", let me ask you this: would you be standing when a 150 kilogram weightlifter slices you with a sharp machete? No, that's "supposed" to instadown you too. Would you be standing if an axe is thrown at your head by a strong axe thrower? No, that's "supposed" to instadown you too. I dont see an issue with Bubba dealing only 1 damage state per sweep, per survivor if he gets a longer time he's boosted and exposes people around him if he downs someone. That would essentially make him equally as powerful as he is right now, it would just make him slightly worse at facecamping a hook and downing multiple people.

    He is not powerful. He is one of the weakest killers in the game. Just two SWF survivors with purple flashlights can make him miserable.

  • @Rivyn said:

    As is the word Tea.

    Do ### wanna have some ### with milk?

  • Just vault a window and win, ez. Also, if you vault a pallet he is sawing down at that moment, you don't take damage. Yup, makes total sense, right?

  • Yo, those perks are not meant to protect against tunneling, they are there to bodyblock after the unhook and then jump into a locker to bully the killer and make him angry!

    In all seriousness though, if you are doing that - you deserve to be tunneled. There are a lot of occasions when the killer intends to hit the unhooker, but the mEtA tEcH pRo instantly bodyblocks him with BT, using it not as intended. And if the killer accidentally eats BT because of the bodyblock, and especially if you hit him with DS just after that, you may be sure you are getting tunneled to the grave. Toxicity creates toxicity, so be prepared for your "techs" to backfire into tunneling. Most of the times toxic survivors force the killer to tunnel them with provocations, and then go here crying about "unfair strategies". Maybe try not to abuse perks in unintended ways or bring toxic items to make the killer angry next time, and maybe, just maybe, there will be less tunneling in your games?

  • Reports doing anything is an urban legend. There hasn't been any evidence provided that anyone has ever been banned after an in-game report.

  • Just now I had a game where the RPD offering was burned, and not one, but TWO PLAYERS DCd while loading.

  • @Altarf said:

    BHVR's normal policy with music updates is that they only give unique TR and chase themes to killers who they "rework" in some way. Hence why Hillbilly and Clown got music, but Huntress and Wraith didn't. It's a bit of a stupid system, given how many killers with default music don't need reworks and as such will never get music, but that's just standard for BHVR's decisions at this point.

    Licenses obviously don't count. As much as I would love Bubba, Freddy and Pig themes, the only one we're ever likely to see from those is Pig. The other two (although the TCM license holders seem to be easing up a bit) don't seem to want to license anything more to do with their characters.

    They probably spent all their budget on Halloween theme, and still can't save enough to buy one more track.

  • @edgardot02 said:

    use this build and you will be happy

    noed, blood warden, fury, bitter mumur

    With that build it does not bother me when I find users who use iron will or dead hard.

    now we see in the same direction.

    many survivors are upset when they realize you have noed. The last survivor will want to tbag you at the gate, that's why i leave a survivor dying at the end so when the last survivor open the gate, you hook a survivor and you can catch the last one because he will be waiting for you to make fun of you but you will have a surprise prepared for him.

    If I drank a glass of beer every time I successfully use Blood Warden, I would never know the taste of beer.

  • And that Deathslinger received a DC penalty for not wanting to play against a cheater. Pretty good job so far!

  • DS is so "bad" now that even hope- and deja vu-users can't stop using it. That's how "weak" this perk is after the "nerf"

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2408101#Comment_2408101

    I actually wondering why they are not gives us year stats. Then we can see changes.

    For example, last stats shows us escapes and kills are so near each other. But survivors were strongest role in game. And for years survivors escaped so much. Possibly this made escape rate higher but i am sure stats for year 2020 is not high. But we never will know because they are not giving us stats.

    Probably because they don't want to be accused of hypocrisy, since their stats rarely coincide with their opinion. They once said "every perk has its use and all perks are equally useful", and it doesn't require actual stats to see that it's BS. They also never showed how the kill rate depends on the fact whether or not survivors in the game were in SWF, since they know perfectly well that with SWF kill rate is lower than ~30% and much much higher for solo survivors, but since they intend to never change SWF in any way at all, they want to keep people quiet about this core issue of the game.

  • Most people (especially SWF) are toxic just for the sake of it. They will call you a trash killer even if you were good, just to upset you. It has nothing to do with the reality. I've seen SWF spamming "ez" after I wiped the floor with them and got 4k at 4 gens, and a whole lot more of those typing "ez" after 3k with a hatch. Yup, quite ez indeed.

  • The exact algorithm is hidden, but we can assume it has some randomness to it, and it probably counts games completed without DCing. The random factor will make it extra difficult to find out by experimentation.

  • @Squirrel_Thicc said:

    Licensed maps are consistently bottom of the barrel. This one is a whole new level of garbage.

    This. Remember when Hawkins was released and we all thought it was the worst a DbD map can get? And then they survprised us with Midwich... We were sure that this was the limit, but no, they outplayed us once again with RPD. I can't even imagine what they have stored up their sleeve for the next licensed chapter.

  • Picking good ol' Bubba and camping the first hook. For all the frustration, for all those toxic SWF survivors, for all the crap I've been through. The most relaxing moments in the game as the killer.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406388#Comment_2406388

    How am I abusing it if I try to heal myself? Or if I tap a gen for a split second? A perk that is supposed to give you a chance against a killer that chooses to tunnel deactivates if survivors play the game. It's bullshit. That does not still work as usual. They should have made the perk deactivate if the killer downed or hooked someone else, which would very much be NOT tunneling. But they didn't do that. I'm surprised it doesn't deactivate if you vault a ######### window now.

    You gain progress, that's how. The whole point of the perk is to protect against tunneling. If you have the luxury to stand still and heal yourself, or tap gens, you are probably out of chase already and free to go, that is, the "tunneling" is over. It was never intended to be used to gain advantage in any other scenario.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/270892/why-is-ds-even-a-skill-check-still

    The perk has been destroyed, so congrats to killer mains. Not only do survivors now get punished for playing the game, it's useless on console. I stopped using it and just run Borrowed Time now. I wish my teammates would do the same. They've been complaining a lot about DH and Iron Will lately too, so those should be the next to be destroyed for survivors.

    The perk has been destroyed so hard that I see 2-3 DS's every game as a killer. Yeah, the perk is literally useless now, how dare they!

  • @MrCrazyCat62 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406379#Comment_2406379

    I still see it all the time. Still works like usual, even the devs said the stars are largely the same. All it means is now survivors can't abuse it. Its no longer 60 seconds of free gens, or guaranteed safe unhooks.

    Still destroys tunneling like it should.

    They still can abuse it by jumping into a locker to bully the killer and to get a guaranteed escape during EGC. Free escape during EGC is not "protection against tunneling", and unfortunately it still works exactly like this.

  • It's an old dilemma. Those who abuse it don't care about the skillcheck: they never miss it. Those who actually need it because they are not so good at the game sometimes miss and get frustrated beyond humane. What's the point of making the perk intended to protect against tunneling harder to use for those who is generally the victim of tunneling, ie weaker players?

    They should just make it so that it deactivates on interaction with game switch, deactivates during EGC and probably on interaction with lockers too, so that it's not literally "free escape" and can't be used to bully the killer anymore. And the skillcheck should be gone. That would make it a good and balanced perk I think.

  • @Moonman157 said:

    I own DBD on both console and PC so I've been doing custom games between the two platforms so I can explore the map, and I have to say it's not as confusing as it initially seemed, I find it much easier to navigate than all the other indoor maps with the exception of Midwhich. It also doesn't feel as big as it initially seemed. I feel like the map can either be killer sided or survivor sided depending on which side understands the map better. As survivor there are some strong loops that you can really string together in a very efficient way and as killer you can create 3 gens and quickly turn sections of the map into deadzones if you're going against a crap team. I don't know, I have to play it more in real matches... but I think I don't mind the map.

    When will they add the ability to create a custom game with only one player?

  • I dread "Resident Evil" week when they make 2x chance of RPD. I'll take a break from the game then.

  • Iron Will does not take away blood and scratchmarks...

  • @Squirrel_Thicc said:

    As survivor if my teammates are all default fengs or megs or if someone has a key. As killer if I see a key or there aren't any survivors I like in the lobby. I'm picky like that.

    Why would you dodge a key as a survivor?

  • Yesterday I had to drop a survivor and camp his body because I couldn't find a hook nearby. Today I've seen a survivor saboing hooks and making it impossible to hook someone in the whole region, since you must be lucky to find one hook, not to mention two. In both games I've seen survivors getting to 2nd stage on first hook, because other survivors couldn't find the way to the hooks. 10/10 map.

  • As survivor: when there are more than one console player in the lobby, since "console player" is most often is a synonym of "bot".

    As killer: keys, 4 medkits, 4 toolboxes, many flashlights if I'm Wraith, obvious sweat squads that make it obvious from the lobby.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405139#Comment_2405139

    Use your eyes and never step in tall grass. Just tank the m1 hit and force the trapper to either abandon you allowing you to heal or be forced to chase you to a non trap zone after 20 seconds of slowly catching up.

    "Use your eyes" and "never step in tall grass". What if half of the nearest loop is in tall grass? Oh, right, "take a hit", sounds like a great advise. And then what? Just take the second one too, since the other loop is also in tall grass? And then "just take a hook", "just take a death", "just take an uninstall". Seems like trapper has quite a lot of counter play for soloQ survivors!

  • @Orion said:

    If you'd recorded them, you could've reported them and helped get them banned, which would've helped to fix the reason why you DC'd.

    Source engine has an in-game demo recording feature. One simple console command to start recording and another one to stop. Both commands can be bound to keys.

    But that's in Source Engine, which was released in 2004. We are in 2021 now, we live in the Dark Ages, how can we have these forgotten miraculous technologies of the Ancients? We can only dream of them.

  • About those "legit cheaters" someone mentioned earlier: just had a game against a survivor who used an "endless window" (!!!) cheat. Yeah, you heart that right: not speedhack, not godmode, not "self-resurrection". Just a cheat which never allows the entity to block the window the survivor is vaulting. He vaulted the same window 6 times in a row, all within the same chase, and the window stayed open. I was able to down him during the endgame and he didn't pick himself up. I guess he would have "unhooked" himself if I had been camping, but I just didn't care. Of course all 4 of them escaped. And of course I haven't recorded anything, since it's a game released in 2016, and not in 2004, to have quick in-game recording features, and I didn't bother alt-tabbing and launching obs either.

    And he didn't try to show it off in any way: he was just looping a strong loop like a usual player, except a small detail that the window would never block.

    Just wanted you to know that there are a great variety of cheaters out there. EAC is doing pretty good job so far.

  • @Sypherpathic said:

    Error code 8012 is not anything new and it sounds like connections in the game got attenuated and got so bad that you got disconnected. Your ping probably has nothing to do with this as it's not a guarantee of connection or anything.

    This post seems pretty over-reactive.

    How do you explain the fact that it only happens to me when the killer is about to lose and I'm about to escape? More like someone has found an exploit in the game's netcode, in which if you DC in a specific way as the killer - the server can't handle other players and kicks all the survivors as if their connection was lost.

    I remember long ago there was an exploit which allowed you to DC and keep your rank, items and all earned bps, if you pull the cable in a specific way. It's not a fairy tail, a lot of my friends did it and told be about it. Now it's been long patched since then. But it shows there may be such ridiculous bugs in the game's network system, and the one I'm talking about in OP is one of the fresh and most sinister ones so far.

  • Only now I was able to reconnect to the game. So, that error 8012 probably outlasted 5 min DC penalty. Before that I had been getting "connection error" for about 10-15 minutes (I created the thread within that period, right after I got kicked from the game be the killer). So not only you are kicked from the game by the exploit, you have to wait some more for the servers to "refresh" and accept you back.


  • @socalfusions said:

    It's already way too hard for survivors to loop any competent killer and it's incredibly easy to bait out a dead hard, in fact any time I watch someone play killer they wait a couple of seconds and literally mumble the words "Do they have dead hard?" and the survivor uses it then gets insta downed. On top of that everyone acts like dead hard even works flawlessly at all times, it does not. Even after the last update I'm still getting downed MID dead hard when the animation is already visible, sometimes it doesn't go off at all and the killers hit takes some weird server priority despite me hitting E in real time before the swing goes off. It seems like some killers want to balance the game around the top percentile of survivors that run perfect loops and travel to the next best one to rinse and repeat throughout the game but newflash, this isn't how 90% of games go, instead it's just survivors going down one by one throughout the match unable to loop for more than 30 seconds while the killer gets kills by holding W.

    Why the hell do I only get the matches you described when I play survivor? When I play killer on purple ranks, most of the games I get those meta slave sweat squads who can loop for 5 gens unless they are found in a very bad spot. That "top percent" is not one percent anymore. I'm going to start counting a "versed a survivor with dead hard this game" streak, and I don't think this streak will ever end.

  • One simple question for you: how do you, as a survivor, counter a trap you have not seen yet, while being chased by the trapper? Think about it.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405111#Comment_2405111

    Except why should a player who is constantly making mistakes and getting caught out have a free ride? Not to mention making survivors share the hook states nerfs the pressure hooks provides, because it doesn't matter if a survivor sits on a hook for a couple of minutes if the rest of the team finishes gens.

    Your change idea is bad is because it rewards bad survivors.

    Yeah, if someone gets camped and tunneled - it's his mistake for not having a godmode and speedhack to outrun a 115% killer for 3 hours. But the "genrush" is somehow always a problem and not the killer's fault at all. I've heard that gymnastic before.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405111#Comment_2405111

    Ah yes, that old excuse. "They can fix what they broke later."

    Sorry, but no. Either it would be "fixed" in one step or not at all.

    So better not fixing anything at all then? No patches, no bugfixes, no updates. Why patch a game if they don't fix every single problem in the game with one single patch? Yeah, better abandon the game completely. Good philosophy.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403301#Comment_2403301

    I sure am glad you're not part of the balancing team. Killers do not have the time to hook survivors 12 times, those games are an exception. But I'm not surprised to see that you didn't think this idea through, few who suggest balance changes do that.

    They can balance later around that. The point is to rework hook system to make it pointless to tunnel for start. That would solve a lot of issues.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/270674/will-dead-hard-nerf-ever-see-the-light-of-the-day

    Why would you nerf dead hard?

    I know survivors get on here crying about useless stuff all the time...but crying about dead hard....is severely out of character for killers....

    My dude....just walk up and quick hit them without lunging....

    That doesn't help anymore. Yesterday I had 5 occasions where I hit them with basic quick attack, and 5 times they dead harded through that. Especially with that tech that allows a survivor to dead hard straight through the killer. You are literally at his butt, you click M1 (not lunging), and he is instantly behind you without getting hit. How do you counter that?

  • @ThanksForDaily said:

    They want DH nerf. Okay. If the nerfed it sometime, they will have to deal with SP gamers. SP is way more annoying, works 100% at the time, gets injured survivors out of dead zones into a loop. SP in good hands is way better than DH.

    You don't want DH nerf.

    What the hell is SP?

  • @Luciferr_2nd said:

    I can't see dead hard getting a nerf, only a full rework.

    How would you nerf dead hard?

    My idea is that they remove the distance factor but keeps the invincibility frame.

    This keeps a dynamic between the survivor and killer of "when are they going to use it" but removes the ability of the survivor to gain distance with nothing the killer can do about it.

    Well, they could also make it "once per trial", like other top meta perks. It would be fair: one extra life per perk per trial.

  • @CornHub said:

    No, it takes skill & player experience to know when to use it. That shouldn't be nerfed

    Thank you, now I'll know what to reply to people demanding NOED nerf and such.

  • @ukenicky said:

    I mean, exposed perks exist. Killers just don't opt to use them too often because they focus on gen regression and game slowdown instead. Understandable as I never really run exposed perks myself as killer.

    Instantly downing survivors is actually the best counter to dead hard since they can't use it when they're healthy. Idk I just deal with DH. It's pesky at times but you literally can't nerf it without making it completely useless and I don't think trashing perks is ever a good idea.

    Yeah, it works. That is why I play Bubba and camp the first hook after every game someone uses DH on me, to restore some karmic balance in the universe a bit. I guess it's the only way to counter DH at the moment.

  • @EQWashu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403671#Comment_2403671

    There is currently no ability for the game to record the match itself for report submission; they will need to be recorded by the player. Consoles have the ability to record the play session with their Share/record options, and for PC, if you have a Nvidia Graphics card, they offer a recording software with GeForce Experience (there is also OBS that can record your match as well).

    For more information on how to Record for Reports, you can find it here: https://forum.deadbydaylight.com/en/discussion/66835/recording-evidence-for-your-player-report

    I remember how I recorded demos for reports in Half-Life 2: Deathmatch back in 2010 or something. I'm sure source engine has this feature since release in 2004. It's done by a simple console command "record NAME" and "stop", which could easily be bound to keyboard. Imagine recording a fully-functional game demo literally by pressing a single button on your keyboard, without requiring any extra software! Too bad we can only imagine a game in 2021 having a feature from 2004 (and earlier, I'm sure).


  • @Lordofweed said:

    https://forum.deadbydaylight.com/en/discussion/270636/hacking

    There are 2 Types of Hackers (in pretty much any Game):

    1 The "I dont care if i get banned - Full Aimbot, 300 mph Speedhack or whatever" - Hacker

    2 The "legit Hacker"

    I guess you faced the first Type of Hacker. I saw that hatches spamming Hack before on YouTube and its ridicoulus. I dont know if i would play that Match tbh.

    There are also a lot more "legit" Hacker in the Game than you might think. They give themselfes like 1 or 2% extra Movement Speed"-Hack". and other subtile Cheats like always fast vault or such Crap. You shoudl keep your eye way more on that kind of Hacker, as they can be very difficult to spot. I recommend watching one or 2 Videos about that so you can spot them better in the Future and report them to keep the Game clean.

    Sadly you cannot do more than report Hackers, but dont Forget to also report them directly to Steam. For that go to their Steam Profile and click on report. So if they wont get banned in DBD, they will get banned on Steam and also cant play anymore!

    I think the most popular hack is constant survivors aura reading "wallhack". I've met a ton of people who somehow see you from the other side of the map without BBQ or similar perks, who see you behind stones and threes while you never show yourself, etc. Recently I've seen a guy who used BBQ, but was able to see me while I was in a locker literally across the map. When I called him out, he started making up BS about "I just wanted to check a gen or something", even though I never touched that gen he was talking about. There are quite a few cheaters in the game if you count all those "legit" guys who actually try to hide.

  • @JimboMason said:

    DBD is far from a comp game, its a game for fun

    Is that why they implemented DC penalties, like in CS:GO, DOTA and competitive mode of TF2? I'd like to remind you there are no DC penalties in non-competitive game modes.

  • They are not punished, they get their guaranteed safety pip just from the gens, "Bold" and Unbroken escapes.

  • @GannTM said:

    So a perk that’s useless against 22 killers but will be oppressive against just Spirit and Wraith? Absolutely not a good idea.

    Hey, Calm Spirit wants to have a word with you!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403383#Comment_2403383

    I think such behavior as in ruining others experiences which include: working with the killer, refusing to participate in normal gameplay, AFK and idling. All the listed go under unsportsmanlike and is bannable if happens multiple times.

    Well, good luck recording every game, since reports without video evidence are disregarded.

  • We have a killer with 16 meter terror radius already: Deathslinger with Monitor, or, in other words, ANY Deathslinger you meet in the game.

    As for the movement speed, difference between 115 and 110 is already critical. If an M1 killer gets 120%, every potato will play him for ez wins, and if they add 105% killer without teleporting abilities, it will be the most bullied killer in the game.

    The balance of DbD is so fragile, a slight unusual touch will make it implode completely.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403315#Comment_2403315

    Nobody's claiming that it fixes everything, it's just better than the alternative.

    How is it better? Yes, the amount of DCs is smaller now, but the amount of quits of any kind, including DC, suicides and plain AFKs, is the same. It just takes a bot longer to quit, and the unhooked quitters will just run around the map wasting pallets and throwing the game to punish their team for not letting them go from the first hook. Nothing is changed in essence.

  • @MeatBycicle said:

    The only time I see this happening is to Claudettes with Iron Will that will unhook then disappear, leaving the unhookee out in the open. They then proceed to try and NOT interact with the killer for the entire match and say they were doing "objective".

    Those types of players are huge detriments to their team, playing cowardly and hiding, when you havent been hooked once, and everyone else is on death hook is a huge determent to your team.

    As an Iron Will Claudette main, it makes me think about sandabbing some of those theorists on purpose occasionally, and indeed "unhooking and disappearing", like you suggested. If everyone is on dead hook and I have 0 hooks - it just means I survived better than you. The main objective of SURVIVORS, believe it or not, is to SURVIVE, and whoever does it better is the better player. If you played as good as I did, you would also have 0 hooks. So not only you justify sandbagging and cooperating with killer (which is a bannable offense, btw), you justify sandbagging those who played most efficiently during the match.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403194#Comment_2403194

    no one believes that and if yes...how many times did you dc before ?. Im happy that dc penalties are back cause to many toxic ppl ragequitting

    Yeah, forcing "toxic people" to suicide, throw and go AFK is a much, much better solution! It fixes completely everything.

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