Junylar
Junylar
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- Junylar
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Comments
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741979#Comment_3741979
The game makes proximity checks to see if the killer is allowed to lunge, but these proximity checks are completely separate from hit validation checks. So the game can force a killer to make a short M1 attack instead of a lunge… and then tell the killer the hit missed because the survivor was too far away for a short M1 attack.
It's one of the biggest "secret" bugs the game has, and it can steal hits from the killer every single game. But so far, no one from BHVR will comment on it.
I guess BHVR will only "notice" this bug when some cc like Otzdarva complains about it.
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It's pointless to fix anything until SWF, the core problem of the game, is addressed.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741941#Comment_3741941
Im sorry to say this but itW only works if youre bad
Yup, the game redirecting my hit to a completely different direction from where I intended to hit is me being bad, sure.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741895#Comment_3741895
While I agree I miss the old transitions due to how smooth they looked. I cant agree about 360's.
They do take skill, but they only work against inexperienced players.
360 is literally a tech that uses a bug in the game's code.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741925#Comment_3741925
Just out of curiousity: how many matches did you play today?
About 10 or 15. But not all of them were against SWFs, of course.
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@Toaster427 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741925#Comment_3741925
That's not true. On reddit and on this forum there have been a ton of posts from both solo queue AND Swf players who are saying they are finding it impossible or extremely difficult to escape. Just because one swf beat you one time doesn't mean there isn't a massive issue with ballance in this event.
Of course SWFs will complain, because they are a biased side and they want the game to be as much in their favor as possible. I played this event as both survivor and killer, and I can say survivor role there is no weaker than in the regular mode, it's just the soloQ that has to suffer.
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It's only unbalanced against soloQ, SWFs as always have a huge chance to win. Today SWFs won against me one time, and one time they were able to complete all gens with one of them escaping through the gates. So the mode is balanced on the average, it's just not fair for soloQ.
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@Digfish said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741872#Comment_3741872
It happens frequently enough that I don't think it's cheaters. It feels like every lunge swing is a huge risk now. And just one or two misses like that can cost you the game a lot of the time.
So called "subtle" cheaters are not as rare as you might think.
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I encounter the same thing. But it's specific for every survivor, like there are survivors that can always be hit as usual, and there are ones that somehow ignore my hits unless I'm literally touching them. I thought it's because those are cheaters, so they can 'dodge' hits by somehow moving their hitbox forward one meter or something.
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@ecliptikk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741861#Comment_3741861
i play killer so do u think i've just been getting unlucky and getting a swarm of swf lobbies? i suppose it is a lot better in some games than others.
That is a possibility, but you are not unlucky, that's just how matchmaking works. The target killrate is 60%, so killers by design win more often than they lose. So if you play long enough as killer, your MMR is doomed to hit the soft cap, where on the survivor side all the SWFs are concentrated. Once again, try playing a hundred of soloQ games and see for yourself, I personally almost never see in my soloQ games things that usually happen in my killer games, as if these two queues lead to separate games.
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If you ever think gens are flying too fast, just play a few games of soloQ, and you will see that gens don't even get done there.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741464#Comment_3741464
I’m genuinely curious why you still play this game? I’m not sure I’ve ever seen you say a single positive thing about it. Is it too addicting to stop?
Because DbD is a monopoly, there is no other popular game similar to this. Plus, it can be fun to destroy SWFs sometimes.
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Don't go into the dungeon as the killer, just hold the gens outside, where there are just 1.5 trash pallets.
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Cool for killers, trash for survivors. Basically, the same as this game has been for ages.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741347#Comment_3741347
Us vs Them
Us vs Them
Us vs Them
You have some other explanations why they are not killswitching him? Okay, I'm listening.
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Since it's a bug that gives advantage to killers, it's not going to be killswitched.
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If you are in a flashlight lobby, just pick Lightborn and/or Franklin's, problem solved. Also try enduring, because they will have respawning single use pallets.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740897#Comment_3740897
So the correct and fun way to play is: predrop pallet→ rotate to safe corner of the loop→ hold the checkspot→ wait until the killer breaks the pallet or continue looping, you are not gonna get hit anyways if you have eyes→ find another pallet→ repeat until gens are done. If gens are not done and you wasted all pallets your team is made up of either AI( and even the bots repair gens) or they were throwing on purpose.
Idk how this is any interesting aside from just having the fun of getting the W.
Looping correctly requires mechanical skill for timings and tight looping, as well as general map awareness, while coinflips only require luck: you either guessed right or you didn't, nothing else you can do.
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@Marioneo said:
Geussing correctly the 50/50 and reacting fast enough by throwing the unsafe pallet to stun the killer has more skill than mindlessly running a safe loop 3 times then throwing the pallets
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740652#Comment_3740652
I flipped a coin and guessed right! I can live another 5 seconds! And now I flipped another coin and this time I didin't guess right, so I lose a health state. Wow, much skill, such counterplay!
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@Tzimiscelord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740652#Comment_3740652
Back and forth or trying to predict your opponent is both skill and counterplay.
You know whats neither?
Holding W while ocassionally pressing the spacebar till the exit gates are open.
This reminds me of the old "Spirit has a ton of counterplay, you just have to guess better!"
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Not a single shard? That's just cringe by that point.
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@Tzimiscelord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740600#Comment_3740600
No, it is not.
I want killers and survivors to interact with each other based on skill, play and counterplay.
Most maps have plenty of pallets that, if used correctly by the survivor, can be a huge advantage for the survivor and, if used correctly by the killer, allow them to catch the survivor, depending on play and counterplay.
One or two pallets in the middle of a narrow corridor that you 100% cannot avoid neither the stun or having to waste time breaking it may serve as a survivor buffer, im not against that.
But the meat plant is ridiculous. As a M1 killer a survivor can loop you for A LOT of time just by pressing W and dropping pallet after pallet after pallet, that you cannot counterplay at all, and no, breaking after pallet is not counterplay at all.
I want killers and survivors to interact with each other based on skill, play and counterplay
Guesswork and coinflips are neither skill nor counterplay.
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So are all events just for killers?
Always have been.
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Is this the direction DBD is heading towards now?
Now? Where have you been for the last 8 years?
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@Tzimiscelord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740478#Comment_3740478
That you cannot circumvent, midngame, or take a detour without renouncing to chase.
Pallets that you must break, no counterplay possible.
Breaking them is the counterplay. Or you want every pallet be by a piece of rock you can just lunge around? How are survivors supposed to survive then?
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@MaddieMage said:
This was honestly one of the stupidest abilities they could have put in this event. Dont get me wrong, I love the event but putting in the ability to totally bypass the wiggle mechanic for the entire event was bad enough. Now the bug for that ability is literally game breaking. I posted earlier a clip where someone who did a flashlight save got teleported to a hook and killed. Someone else said pallet stunning the killer also teleported them to a hook.
Someone else said pallet stunning the killer also teleported them to a hook.
Looks like they are testing a buff for Hubris
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I think many people deliberately play like this during the events, because they are angry at the devs for spending resources on new events, mechanics and cosmetics for them, instead of fixing the game.
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What do you mean "unavoidable pallets"? Pallets are not supposed to be avoided.
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Well, since Otz already made a video on this complaining about the perk and calling for its nerf, it's now a matter of time before it gets nerfed to the ground.
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@SleepyLunatic said:
this is the exact mindset why solo q is so trash
You are mistaking the cause with the effect.
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Billy is better than blight without addons, but with full boosted addons Blight is better
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Don't forget the target kill rate is 60%, so you are supposed to die way more often than you survive, especially when you play soloQ, since the lion share of those 60% of deaths lays on the shoulders of soloQ. So from this dev's point of view the system is working as intended: it exterminates soloQ survivors in order to achieve the 60% kill rate.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/417221/why-does-the-clown-hinder-you
Thats the point of his power. Clown is a chasing machine. Not only can he slow the survivor down, he can also speed himself up.
How does a survivor team counter him:
- pre drop safe pallets. You can always fast vault against a clown
- do gens, he has no map mobility whatsoever and needs two hits to down someone. His time efficiency sucks.
Clown is a one trick pony and if you understand how to beat him in that regard, he falls on his big butt. B- to C tier killer with a lot of skill expression but little reward for reaching the skill ceiling.
Basically the counterplay against him:
- Waste all the pallets on the map (in newer maps 90% of the pallets are trash and can only be used to stun the killer, so predropping them doesn't even make sense)
- Play in SWF and push gens coordinatedly
Seems like a pretty balanced killer for soloQ!
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@CaulDrohn said:
About Evil Incarnate i'm on the fence. Of course it's a hell of an achievement to get as killer, so denying it by camping a locker is pretty #########. But on the other hand, Tombstone trials are the least enjoyable games in the entire game, from a survivor perspective. It's super uninteractive (Myers only stalking and mori-ing, no hooks, no heals), feels incredibly unfair when you get moried first just bc others got themselves farmed for EW, you get sh't BP and in the past EVERYONE (including the killer) depipped from that rounds. Can you really blame a survivor when they don't want to "reward" such unfun playstyle by denying the last mori? Imo the devs are at fault here for introducing (and KEEPING) both the achievement and the unhealthy tombstone addons. So i'd say its a 5 for me.
About the PRD gates achievements, thats pure scumbag behavior for sure. Sure the map can be awful for killers, but in contrast to Tombstone addons, it's still a normal game, with the killer having all their chances to deny the progress "naturally" by defeating the survivors before all gens got done. Being a sore loser and denying the achievement by DC, taking a penalty in the process, thats just so low. Thats a 9.5 for me.
About opening one gate and protecting the other, that feels pretty similar to jumping in locker to prevent the mori. The party going for the achievement can just give up their achievement (progress) and win the game normally (hooking the survivor vs running out of the open gate). I'd rate it 6, bc the rpd achievement is more of a hassle than Evil Incarnate, imo.I agree with you on the Evil Incarnate take. People who are doing this achievement deserve it denied just because they are using these most ridiculous addons, which should have been removed from the game in 2018 at most, but apparently the Halloween chapter still brings the devs a huge share of profit, so they refuse to do anything about it.
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It's actually on the devs for making so easily deniable achievements.
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@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739011#Comment_3739011
Using exploits is a bannable offense and always has been. People got banned for using the locker exploit as survivor as far as I know so I don't see why it should be treated any differently.
Obviously because that exploit was used by survivors, and this one is used by killers, so it's a huge difference, according to the current devs' design philosophy. So I doubt Blight is even going to be killswitched, as he is a noble killer after all, not some petty survivor.
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The target killrate is 60%, and some killers were overdoing the plan up to 70+%, so they decided to nerf all the killers a bit and buff individual killers, such as Bubba and Slinger. Still, with the weakest killers reaching almost 60% killrate, the killer role is far from being weak, it's even far from being on par with survivors.
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@[Deleted User] said:
Iron Will - is very underrated, people think its weak because it went from 100% to 75% - but they are wrong, its still a strong perk.
That burger on the ground outside is very underrated, people think it's disgusting because it fell from 100% to the ground, but it's still a tasty piece of food.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738703#Comment_3738703
I disagree.
It is a perk that can turn any Skill Check into a Great Skill Check in terms of progression bonus (+1% to +3%), and Great Skill Checks get further boosted progression (+2% to +4%), which is really underrated. Keep in mind that this progression applies to not just Generators, but also to healing (+1% to +3% for Good Skill Checks, +4% to +6% for Great Skill Checks; can be further extended with certain Medkit addons).
Not only that, but the fact that you can apply it to the entire team is really amazing; the only downside is that the perk is new and a lot of people dont really understand what it does or how much value you can get from it.
You'd be better off spending this time just doing a gen and picking something more sensible for a perk. All gen perks for survivors in this game are complete garbage by design, because the devs need to meet that 60% kill quota.
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Lightfooted could be decent at most, if not the ton of extra conditions and exceptions they slapped on top of it. Now it's at meme tier or even lower.
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It's a joke perk, you are lucky you are not getting sandbagged for using it.
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The target kill rate is 60%, so killers win 1.5 times more often than survivors by design. Some killers even reach as high as 70+% kill rate, and it goes without counting games where some DC'd. And you can guess who has to put up with the majority of those planned losses among survivors: soloQ players, of course.
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@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738552#Comment_3738552
Considering @Aven_Fallen has literally played against Otz, I HIGHLY doubt they're low mmr
Fog whisperers have a separate queue with artificially lowered MMR, it can be clearly seen by the kind of opponents Otz gets in his killer games. Just compare them to survivors Tru3 or anyone without the FW badge usually gets, it's like a completely differently world there.
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What else are they supposed to do if there are 4 gens left? There is no come back mechanic for survivors in the game, so the most optimal strategy for each survivor would be to wait for their teammate to die and then take the hatch/gates. They were playing the most optimal strategies each for the given situation, but I understand this kind of thing might be difficult to understand if you never play soloQ survivor.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738564#Comment_3738564
The thing is, they try to give Survivors alternatives aside from just sitting on a Gen. They removed Background-Player and FTP/Buckle Up, now they added sabotage as something to do for Survivors aside from doing Gens. (Yes, they did not remove it, but they nerfed the Perks in a way that they are not really worth using anymore)
And this is the closest they can do for a secondary Objective. And it promotes Killer/Survivor-Interaction.
I can imagine this dialogue happening near a whiteboard at their game designers meeting, where people who don't play public trials more than a couple of hours a month decide what is good for the game. When in reality we see the increase in power for bully squads, and the abyss between soloQ and SWF is only becoming broader. Because obviously, they don't play soloQ so much to notice the state it is in, and they don't meet 4man bully squads. The justification you just provided makes perfect sense for someone with only a tangent understanding of the game, it's literally the manager talk with this "secondary objective", while nobody in the actual player community has mentioned the "secondary objective" for years, people are now much more concerned about soloQ being so miserable and about the stress of versing 4man bully squads, the issues they are actively refusing to address because they don't even seem to know they exist.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738555#Comment_3738555
As I said, Otz often says he is "worried" about certain things, mainly on Survivor Side and they turn out to be nothing.
I mean, I personally dont even care about Sabo, I am not using it, because it is still too weak to be viable. But I just hate this overreaction all the time when anything on Survivor Side is buffed, even if it turns out that it is still irrelevant. (And IMO weak Sabotage is good, because hooking is a basic concept of the game. And curren Sabotage is still weak and I am fine with it)
You don't care because you don't use it, but the point is to have it used against you by a 4man. Also, it's a change that purely buffed SWFs without changing soloQ much, so they are actively buffing the strongest role in the game without addressing the SWF vs soloQ issue, just showing how far they are from actually understanding the state their game is in at the moment.
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@Unusedkillername said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737494#Comment_3737494
MMR is real but it is so loose people saying
"I'm high MMR so (insert point here)" need to stop using MMR as a way of proving anything
I have seen comp players from teams like x9, and I have seen streamers with loads more time in the game than i will ever have but guess what I have also seen players who could not find a loop in the audi logo.
being high MMR does not prove anything and I wish people would stop talking about it as if it does.
Unless they want to complain about MMR or praise its existence there is no other reason to bring it up.
If MMR were real and worked as intended, there would be no point in hiding it so secretively.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738528#Comment_3738528
Ah yes, because if Otz says something, this is absolute gospel. Otz is "worried" about like 50% of the Survivor-Changes and is almost never right.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738526#Comment_3738526
It is just if you people get Sabo-Squads so often, it would be very strange if I never encountered Sabotage.
Well, Otz usually supports everything the devs do, whatever it might be, he even supports that 60% target killrate ridiculousness. If even someone who is always in favor of the devs' actions is concerned, it really might tell something.
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SWF: broadcasting killer's coordinates and action every tick, coordinating every step, keeping track of every gen and every pallet state, sharing info about every important object on the map
SoloQ: expected to be happy and content with just a few basic commands.
To be honest, it's worse than doing nothing, because if they implement it, they will be done with buffing soloQ for another 5 years while replying to every criticism something in the lines of "well, we already gave you those basic useless commands, why are you still not happy?"
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Calm Spirit - this perk was so OP they had to nerf it by slowing down unlocking and cleansing speeds, so it tells a lot about how high tier it would've been with default action speed, it practically won games for free! After this nerf, though, it's just plain meta.
Lightfooted - this perk has a condition AND an exception to its activation! It must be some really powerful game-breaking effect that it would require so many BUTs and ONLYs to be slapped on it. I hope they add some kind of token system to it too, because it might still be too OP.