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KatsuhxP
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@DeathByBJ224 said:
i started playing chaos modifier today and for some reason all 4 games ive had was no mither EVERY GAME.
i instally raged quit after the 3rd and 4th game cause ######### i thought i would be given random perks not the same one every game
Well I got really random perks, I think I only got blastmine twice xD
As killer I got even a brutal one with rancor, ruin, grim embrace and nurse's as chucky xD
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@drsoontm said:
I love the event. I don't know most of the perks I'm getting.
I've either not used many of these for a long time or I've never cared about using them in the first place.
It's kind of fun.
But is the MMR off?
One match I go against a p100 mix, the other I go against survivors who don't seem to know how to play. Weird.
Idk if it's off, but I think I only lost a few matches (maybe 2-3) as killer. I got a "bully"-squad with 4 flashlights with twins that got completely destroyed with 3 gens left, so at least they can't be too good xD
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@justadreampallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720938#Comment_3720938
yea. Unknown just is gross. But yea we could use some of the early ones. I only got 40 minutes in. So unless there are more 1 one 1 kills. Maybe something where he stabs the survivor in the leg and chokes ‘em like in the car lot scene. Cause we won’t get something like the upside down saw.
mhh would just be a combination of legion and nurses mori xD
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@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720944#Comment_3720944
yeah they do unfortunately :(
Mhh I think they will change that, it would give you it feels like 20 seconds chasetime at least if you reach a portal otherwise xD
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@caligraph said:
Title. On the new map, when using the portals survivors are completely invulnerable while traversing them.
They are? I thought it's like the halloween-event portals where you're still can be damaged xD
Yes they should probably fix that if it's a bug or change it if it's not ^^
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@hailxsatanxeveryxday said:
A lot of us have been saying this for a looooong time before T2 was released.
I've been a fan since watching the original All Hallows Eve in 2014 or so, and I was stoked when the first Terrifier came out. Terrifier 2… I was in the front row at Thursday night previews.
It probably wasn't possible even a couple of years ago since Art was still considered a B-movie killer on the same level as Babyface, Chromeskull, Leslie Vernon, etc., but he's a worldwide phenomenon now, and IIRC the filmmakers have expressed interest in a DBD collab.
My guess would be that it's already being worked on behind the scenes. Remember, these chapters get worked on up to two years in advance, so BHVR's already got a backlog, but it sounds like everyone's open to it, so I'm sure there's already been a conversation between the rightsholders and BHVR, at the very least.
It probably won't have NC-17 levels of gore the way the films do, but they'll give him a suitably gruesome mori within whatever boundaries they're setting for themselves. Seems to be relaxed more nowadays, anyway. Chucky's DLC has a LOT more profanity than they've ever previously allowed, and The Unknown's mori might be the most violent of any killer mori so far.
Do you really feel like unknowns is the most violent? I feel like hag that eats your organs (even tho it looks a bit cheap compared to newer moris), singularity that lets your face explode and vecna that rips the flesh off of your entire body are much more violent xD
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@HazardHarHar said:
Stop giving us time penalties for when YOUR servers crash
Never got a penalty for a crashing server. But my game is more or less really stable anyways compared to other people in the moment, so maybe it's just me.
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@Suicideshrimp7 said:
why did y’all take off losing a pip?? What is there to work for then as a player? There’s no challenge there’s no incentive to play and we should have something that shows our skills like what is there to show skill of the game rather than meaningless survivor grade?? If you can’t lose a pip then there’s nothing to denote a persons skill. I’d prefer ranks again we need something competitive!!!!
First of all: Pips aren't even comparable to skill, you get them anyways, sometimes even for losing xD
That being said:
No one sees it anyways, so there's not even a competetive aspect. You can show off your skills in the match if you have to do it so badly, but the grade of your roll is not da wae xD
And I'm personally motivated by just winning matches/getting better at survivor or my killer, maybe you should try that instead.
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@sluc16 said:
Anyone getting this. The amount of pallets that hit me without touching me is insane. Sometimes I even take steps back before the pallet drop and I still get hit is absolutely ridiculous.
Yes, the funniest time I remember is being stunned through the doorframe of the shack on pale rose xD
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@Beano744 said:
I'm trying to figure out which killer I like to play the most but I can't really decide who's my favorite. I'm trying to work on a p100 but it's hard just picking one to work on. Feedback on who you guys like to play and why would be awesome and probably make this decision a lot easier for me.
Thanks!
For me it's billy at the moment, I never played him before because he felt really clunky. Now he feels okay-good and is very fun to play for me, so I play him pretty much only besides survivor at the moment.
Well I have to admit I don't have much to choose because I have to play killers right-click only, my left-click ether double-clicks or doesn't register at all until I get a new mouse xD
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@sadbutrad said:
some killers are WAY too hard against and it makes the game not fun to play as a survivor. not to mention every killer player choose the hardest ones to play as so even if you play all day long, you'll only play against 3 different killers all day cause they're the hardest to survive against, so everyone uses them. So, if you're gonna give the killers guns and throwable objects while making them faster than the survivors give the survivors more and better add Ons, powers and or abilities. we should be able to fight back a little. this would also persuade me and other players to buy more and different survivors if they'll be coming with powers and abilities.
Counterargument: I like killers that are harder to play against, I love to play against blight, nurse and spirit as excampel. It feels like I truely have to survive and it's not just chilling behind a loop basically not able to die like playing against a pig xD
It's possible to play against any killer, you just have to learn it and prey that your teammates are at least okay and don't give up on everything that doesn't go their way like little kids ^^
You already have reasons to buy other survivors: perks and design. I play sable most of the time because I find her pretty, but her perks are pretty good aswell. So I had my reason to buy her even tho I have a jill on prestige 29 xD
We really don't need more basekit things in need to be balanced, it's already only working okayish like it is. Besides that you would have your situation of everyone plays the same 3 killers, but this time with survivors.
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@WinterDraft7 said:
As of late, I am experiencing quite a numerous amounts of bugs, such as: lagging, teleporting, missing hits that were clearly meant to hit, long delays in using my power as killer, etc. Seriously, though. Has this rubber banding been fixed yet? Or is it just my terrible internet? Because I'm finding it miserable to play both survivor or killer, without lagging.
I tried playing Singularity today, and now my game feels broken every time I switch from biopod and exit out of biopod, just to find out my perspective is in the wrong place, and the camera is now showing the inside of my own character. Can anyone please tell me what is going on in Dead by Daylight? And why my game is lagging so much? I can't even play the game, because of this stupid lag or rubber banding.
I don't have any problems as killer or survivor, it seems to be from person to person different if it's really buggy or perfectly working xD
That being said I only play billy on killerside at the moment because my left-click ether double-clicks or doesn't register at all and I can't do basic-attacks like this xD
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@SmotheringCuddles said:
It's no secret that the optimal way to play the Hag is to spam the input bind set to teleport in anticipation of a trap triggering. This ensures the fastest response time and avoids missing an attack. The problem with this is that for many players it can be very uncomfortable or simply not possible to keep smashing a key or button repeatedly. As such this is an accessibility issue for which I propose the following solution:
Allow the Hag to teleport to phantasm traps by holding down the secondary power input bind.
This way players can hold down the key or button to instantly teleport to a trap instead of having to spam it. This would be a great accessibility and QOL improvement for the Hag, who's currently one of the least played killers. I know that some players bind teleporting to their scroll wheel, but this is only possible for PC players and my solution would still give more comfort and accuracy. I hope my suggestion will be taken into consideration, thank you for your time!
I think that won't happen with the same reason why huntress, trickster, deathslinger and unknown don't have a crossair: it's a piece of her skill-expression.
They know many players use a crossair and don't even have a problem with that, but they don't add it simply because those killers get designed with it in mind that it's a part of their skill-expression and they are playable without. In hags case the skill-expression in mind is that you have to predict and react really quick to make the most of your power, of course you can bind it on scroll wheel but she's designed to work without.
With that being said:
I wouldn't have a problem with that ^^
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I'm playing killer most of the time and most survivors are pretty nice to me at the moment. Sure there are a few that can't comprehent was tunneling is and when I just found them randomly 3 times and are pretty mean, but other than that everyone's chill.
I'm playing a lot of survivor too at the moment and most killers are pretty nice to me.
So I wouldn't say there's a lot of hate against anyone at the moment xD
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@Kyle123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716292#Comment_3716292
he doesnt he just spams m2 the whole time and holds chainsaw then he stops it and you cant do bs cuz he is just gonna keep going around then he just kills you instantly and when you would want to go inside a locker he didnt use his chainsaw then he just picks you up
If you're nearly good at looping that doesn't happen, you can greed palettes super often without dying because his movement is super predicable and not very fast and still reach it no problem. If that is to hard for you you can always predrop and he still can't do anything. The timing for jumping out of locker is btw probably his hardest counterplay (and that's a bit disappointing, least for me).
The only way he could get you more or less easy is in a deadzone and even then it's sometimes enough to run around larger objects with corners and he will most likely bump.
In the case descriped above I already talk about purple chilli and engraving btw (his best addons).
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@CountOfTheFog said:
I'm trying to play Insidious Chucky where you use the perk Insidious and just head straight to the basement and hide in a corner waiting for a treasure hunting Survivor.
I know when playing against him, his Undetectable status can be worthless because any Survivors near him hear his voice saying he's going to be quiet or something similar.
So, as soon as I got to my destination and Insidious activated, he literally laughed the entire match! He was laughing quietly but still laughing non-stop.
Seriously?! Can the Survivors hear him laughing if he's using perks the exact same way they can hear his quiet laugh when he uses his power?
He shouldn't talk or laugh when using his power either. It totally defeats the entire purpose of being Undetectable.
EDIT:
I just wasted two hours of my life hiding in the basement waiting to scare a Survivor and not a single person showed up. I think I got 400 bloodpoints altogether 💀
EDIT:
After visiting DBD Reddit, I now know the Survivors did indeed hear me laughing in the basement and this whole idea was for nothing 💀💀
I didn't realize Chucky's voice lines and laughing were the equivalent of Tier I Myers breathing and Undetectable Nemesis footsteps and intended that way.
I do hope something can change for Chucky when Undetectable though. I wear headphones and I hear him all the time as Survivor. I'm actually more likely to be caught off guard by Undetectable Nemesis.
I thought Insidious would have kept me quiet but I misunderstood the perk. I am so embarrassed 💀
The Survivors must have had a good laugh. I had Whispers on so I know some were close for a majority of each match 😆
I think it's a piece of his counterplay (even if there are many people that just ignore his laughing somehow). But yeah it's a little bit annoying that your stealth is just weirdly inconsistent because of that haha xD
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@JOEYGK said:
No scampering unless you're currently dashing.
Shorter power cooldown: 12s (was 18s)
Scamper is now 1.3s (was 1.4s)
Overall, do you guys think this is a nerf or a buff to Chucky?
It's a nerf for sure, but not for my playstyle:
I'm playing him basically only with 180s on loops and the stealth-aspect of him, I only ever used the scamper to position myself better for dashes. So after I learn the timing better to dash without scamper I will just have less cooldown and therefore be stronger.
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@Rumble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715881#Comment_3715881
Nah people will just stop playing the character
Well maybe everyone that used the scamper often, I personally used him as a hybrid of oni and old blight, so I just did 180s at loops to down people.
For me it's a straight buff because I have less cooldown and I'm able to dash more often xD
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@Kyle123 said:
he doesnt deserve a buff
he just spams m2 and he gets it pretty quickly back and got 3 uses thats unfair and then he just uses bamzoole so survivors cant escape from him which is totally unfair then he just chases you so you gotta drop every pallet
then he camps the hook and once the person rescues the other one they both get downed cuz he is just a camper
make his chainsaw last longer but also he should be slower using it cuz its unfair how much op he is and he is boring he is just a copy of hillbilly that is just for looping,tunneling and camping he takes 0 skill to use
hillbilly takes skill to play so remove bubba from existenceAre you kidding me? The easiest games of my life weren't against a pig or a myers or something like that, but against a bubba.
He's so increadible weak at the moment that I always think "Oh it's a bubba we will probably win without any problems" just because he's so bad to use at loops that I don't even see him as a threat. Bamboozle is the only reason you can down anyone with him. I sometimes looped him for 4 gens just because it's so easy if you have a reactiontime under 3 business-days xD
He takes a lot of skill to use at a high level just because you have to turn brutally precise while also turning extremely fast to even remotely have a chance to mindgame someone with his chainsaw.
I'm not even mad when he camps most of the time just because he doesn't get anyone without it anyways.
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@7Write7 said:
During all time of project existence i've always suffered of terrible mouse sensitivity in match. The fact is that in game you literaly cant set in normal convinient position, it's is always extremely high, you cant aim, you cant hit with long range attacks, one slightly move turns your killer to 100+ degrees away. Most of players managed to solve this problem by config changes in gamefiles (otherwise it;s impossible to make it lower and play normal). After UE5 update local files are no longer existed despite 3 times of complete reinstalling. (folders-empty). DPI change, win10/11 system sensitive lowering does not give any effect. Can you finaly create a normal in game option which allows you to set your mouse sensitivity strength to any rate which demanded by player from 100 down to zero. It's a really game issue! Type of mouse doenst matter, I used bloody/redragon/logitech/razor. Mouse sensitive in match doesnt change.
I don't understand the problem to be honest?
I can change my mouse dpi and it does work aswell as change it in the game itself. It's not really fast if you don't change it ingame aswell.
Is it just bugged on your game?
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It can but probably won't, it's like a hag chasing you at a piece of the map without traps, she will probably never get you without huge time-investment. You'd have to rely on Soldiers Puttee to slightly elevate yourself over hag, but you'd be still weaker than any other killer because you don't have a ability at all then.
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@Halloulle said:
Buckle Up by itself has never never been the problem; the instant nature of it being paired with FTP is the issue. Picking someone up w/o endurance if a killer wants to slug is absolutely pointless since the killer just swings the moment the surv gets picked up; it doesn't matter how fast or how long they sprint if the don't even get to the sprint animation starting …
Almost more importantly though: "Since there’s a lot of competition between Perks which grants Survivors Endurance from the dying state" Uhh…. last time I checked there were exactly two perks that give you endurance from the dying state: Soulguard & WGLF. That's not exactly a lot of competition… Or am I missing something? Do we count "on hook" as a dying state? - Or did someone forget to remove the "from the dying state"?
Well made for this gives endurance for yourself aswell as far as I remember (don't know if they removed it with the buff).
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@09SHARKBOSS said:
this is to help the devs get a general percentage
I don't really see what kind of killer they could do with it. It seems like it would just be a midrange-attack or teleport-killer, maybe summoning. In the end nothing new besides the design I think.
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@Blueberry said:
Would you have to see before the first survivor is sacrificed to say they didn’t get tunneled?
Personally if no one dies till 5 hooks that feels like the minimum to say they didn’t tunnel to me.
Well 4 if you really want to have a hook between every state.
But I personally like getting tunneled and don't see it as a problem, so he can chase someone 3 times back to back if he wants to xD
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@BlueMoonBRUHMOMENT said:
With the buffs to Billy, I wanted to see what the community thinks to the "fun-ness" of Billy.
For me he's very fun to play now (even tho I stil think he feels a bit clunky sometimes).
Playing against him is exciting and looks funny as hell for me when he just sudenly does a 180 around an entire loop xD
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@CountOfTheFog said:
So sometimes when I die, as I just did, I can see the Killer Prestige level on the scoreboard even though the match is still going on.
Usually their perks and Prestige are hidden until the match is completely finished.
What are Survivors supposed to see in this situation?
https://us.v-cdn.net/6030815/uploads/9HUC2I0X6EIA/20240507-173845.jpg
as far as I remember it's normal to see it like this. But it's dbd in the end, maybe it's bugged since 5 patches xD
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@iOverSpray said:
MAke your choice isn't working, survivor screams and no exposed.
Well I got instadowned by a hag with make your choice yesterday, so it works at least sometimes (can't tell how much it really procted and worked)
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You realize that people quit over everything in this game don't you?
Of course he could stop himself to say it, but for me it's just a nice little ritual to say "ggs", no matter how the match played out for me or them.
People complaining about something like that are much more questionable for me xD
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@AngryDuodenum said:
As the title suggests, this is getting out of hand. I played several rounds today, except for the few in the solo queue that I escaped, all of the others were left on the ground bleeding out (myself included) at endgame. This is beyond frustrating and there is zero recourse. If I DC, I get a time penalty (which is another stupid feature). Can we please for the love of God fix the slugging game? If this isn't doable, then can we get rid of the DC penalty? The camping "fix" didn't fix face camping and the slugging "fix" never came. No one wants to be stuck laying on the ground for 10 minutes waiting on the killer to finally end the round.
Was it actually just because he found it funny or were there no hooks near them? I've also bled out teams before, but only because they weren't any hooks to hook them in this corner xD
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I wouldn't mind it to have as option ingame alone because it's easier for newer players to learn ranged-killers. But if I remember correctly I've red that they won't give it as an ingame-option because they see it as part of learning and the killer to not have one. Well, maybe they add it someday
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710674#Comment_3710674
Kinda what I was thinking as well. I think I'd generally speaking say yes as well, but there are a ton of exceptions that can happen quite often to allow the worse player to still win. So not the majority, but very often. I wish that was less the case.
Well the matchmaking would be too bad anyways to make that work at the moment, so maybe it's good how it is for now haha xD
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I'd say yes, but dbd has a lot of stupid things that can make you loose.
As demo as example they can destroy you with crouch-teching, it doesn't really matter how good your shreds are if they are always grouched.
As trapper you have a huge disadvantage on any map without grass and thight corridors. So your power could be nearly non-existant.
Maps like eyrie of crows and garden of joy are insane in general regarding loops, so you can't do very much sometimes (not even talking about the bushes that you ALWAYS hit with almost every power).
In the end it's depending on builds, maps, killer and addons. You'll most likely win on a bad map if you have a good build, but if there's too many things staked against you, you'll probably loose.
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@MechWarrior3 said:
I don’t pay attention to this kind of stuff but my friend brought it up, so I thought I would ask on his behalf if anyone had any information.
Honestly I see nothing wrong with her. Thoughts?
(Didn’t want to report it as a bug because it might not be a bug)
Here’s the screenshot of what he said to me.https://us.v-cdn.net/6030815/uploads/AJT8VVXRL7J9/img-2122.jpeg
Well they changed the engine to UE5 and as far as I saw on youtube the gens look a little bit bigger. So maybe they didn't get the sizes right with the new version.
I would be impressed if that update is without any bugs xD
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@Marioneo said:
https://twitter.com/v1rtualblight/status/1782873616188629230
The ongoing debate if using Equalizers is cheating. Equalizers is a 3rd party software that is able to increase or completely eliminate certain sounds in a videogames for dbd its footsteps, breathing, items and killer powers.
Hens says its not cheating while Ayrun says it is cheating
While I'd say it gives an advantage and is therefore kind of cheating, I don't think it's a real cheat. It's like crossairs for huntress and slinger just a programm making it easier that everyone could use without problem, because it's so easy to get.
It was the same with stretched resolution for me: yes it gives an advantage, BUT everyone could easily use it if they wanted to.
So i'm on the side from hens: It's not cheating.
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@kare said:
I have 200 hours, which is nothing compared to others, I'm aware, and that's the source of my question 😅
I'm too good to go against new players, so it's a mind numbing 4k into a mind numbing 4k when matchmaking puts me against them.
And I'm nowhere near good enough for often toxic swf's so by the time I get 1 or 2 hooks they'll have all the gens done.
How do you have fun playing this game? There's never a fair match and it always feels extremely one sided, and I don't see a way for me to actually get the hundreds of hours I need to become intermediate at the game without developing high blood pressure…
Well I personally just try to get better at certain killers or learn tricks and get better with them.
Chucky 180s are funny as excampel: they are a kombination of oni-movement and pig-moondashes.
Huntress crossmaps are funny aswell mayben even orbitals.
I'd say blight is fun aswell, but they sadly killed the hug-tech and therefore a lot of tricks.
Against bully-swfs I have a few tipps:
Don't even try to play fair: camp, tunnel, slug. Just use everything you can.
Against flashlight-swfs: try to 4-man slug them, if you don't use lightborn (even if you have to bleed them out). Otherwise just use lightborn, it's not worth the stress without.
Try to find out if it's a swf before the match starts: Look for similiar names, high pretiges and maybe comments on each other (if they have a public profile). You can then adjust your perks and addons to that fact.
Well my approach is just making their day as bad as possible for trying to bully me. So you should probably just try to get better (actually I win quite often, so it's not a weak tactic. It's just a little bit evil).
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@MvHoeller said:
RPD bad? What about the baddest bad maps of the entire game that no one has mentioned yet: "BADham I-V"! These maps are so bad that my bad hand starts to shake the moment I read "BADham" after the loding screen. These bad maps are so bad they cause PTSD and even the developers are afraid of touching these bad maps, allthough they badly need a massive rework, that they prefer loads of bad comments over getting into just a single thought about how to make these bad maps at least half as bad. Try to play all 5 variations of "BADham" in a row and I guarantee you'll whish yourself back to RPD the moment your brain getting over that grief that "BADham" causes.
Well they are pretty bad yes, but for some reason they are less annoying than the one's I already told above for me. Probably because I see them more often in my games.
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@Manslaughter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704083#Comment_3704083
Ture dat, but like i have a terrible memory so I can only really remember simple maps like temple or backwater Not that kind of map though.
I'm gonna be honest: rpd is easier than the temple or backwater to learn the layout for me.
RPD has 100% of the time the same rooms, only thing that changes are the positions of palettes but usually just on 2 spots in the same room (and there aren't many palettes where that's even the case). Besides that there is east- and westwing, so it's only the layout of half a map xD
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There are a lot worse maps for me like:
The game
Garden of Joy
Eyrie of Crows
And Mothers Dwelling
RPD is by far not my favorite, but it's pretty okay after you know the layout
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@WitchQueenTrina said:
I have three suggestions for new base kit mechanics that I believe would help address some problematic gameplay behaviors.
1. Wiggle bar reduction.
For each hook state a survivor has, the amount of wiggle progress needed to struggle free is reduced by 30%, sort of like a brand new part but on the wiggle bar, but for every hook state on other survivors the amount is reduced by 10%.
So in the case that the killer has singled out a survivor at the beginning of the match to tunnel, and hasn't hooked anyone else, when that survivor is on their death hook they will struggle free at 40% progress. Similarly if a killer has just been juggling two survivors, and they are both on their death hooks, while the remaining two haven't been hooked, then both survivors will struggle free at 60%. Alternatively if all four survivors have been hooked once or twice then they all have to wiggle the full 100% to struggle free.
2. Blendy killer instinct.
As much as tunneling is a problem, there are also quite often survivors who, very early on in a match, stop working on generators and start hiding and just waiting for the other survivors to die so the hatch will spawn. Sometimes these survivors stop playing as soon as one survivor has been sacrificed, or even sometimes from the beginning of the match if they have a key or a challenge, effectively making it impossible for the other survivors to finish the generators.
My response to this behaviour is every 90 seconds each survivor generates a killer instinct notification for the killer, and for every hook state 30 seconds are added to the timer, but every hook state on other survivors reduces the timer by 10 seconds, therefore a survivor that is getting tunneled will only give off a killer instinct every 150 seconds, but a survivor who has survived to the end game collapse without being hooked would have a constant killer instinct.
This wouldn't completely prevent these survivors from throwing the other survivors under the bus, but I think it would add a needed level of risk to their gameplay. I think we've all been that second to last survivor, hitting the skill checks on our second stage hook, just trying to make the game last a little longer, hoping the killer can find the survivor who threw the game for everyone.
Edit since the point of this is to punish players who are taking the game hostage/not participating, the timer would pause when a survivor is working on generators, healing, unlocking a chest, cleansing a totem or opening the exit gate.
3. 4% slug recovery.
The earlier attempt at a base kit unbreakable didn't go very well, but it remains true that a killer going for a four man slug, especially at the very start of a match, is a very aggravating experience, and unless the survivors have very specific perks to counter it than it can be very difficult to deal with.
My idea here is that after a survivor has fully recovered, to the point where they have to get help from another survivor, they are given the option to try to get up, maybe give it a little animation where they try to push themselves to their feet.
Each attempt would take a few seconds, maybe 3-5, and have a 4% chance of success, just like trying to jump off the hook. To balance this out, so that a survivor can't just crawl into a corner and get 50 free tries to get up, every attempt to get up would generate a killer instinct notification at their location, so if used in a more normal match, where the killer simply lost the downed survivor, it would carry an element of risk as you're revealing your location to the killer.
- You'd have to make gens take longer, you can't hook on some maps without hooking at least 3-4 people before killing someone. So you'd have to give the killer the time to do that. Besides that, I'm not even tunneling if I switch between 2 survivors, it wouldn't be very wise to hook more than 2 if you ever want to get a kill before endgame.
- That sounds good I guess.
- Why exactly would you give them the chance to get up? If your team goes down all at the same time you've heavely missplayed, there's no reason to punish the killer for it. There's enough rng and perks involved you have to think about: UB. Deli. Soulguard if you're using hexes. Exponential. No mither (makes it impossible to 4-man slug, use it with buckle up and you have infinite UB with safe pickups), ftp+buckle up. So you have a lot of risk and to think about, not even talking about 4% that's already a rng-part.
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699656#Comment_3699656
Well... I'm not going to change my opinion, because I would be a hypocrite if I did that, you have a point, and I understand your logic in a way, it's the same thing if someone makes a post giving ideas for the killer to come back interrupting the rescue on the hook with a grab, that was almost the same thing as giving the killer a free exposure and only organized swf could safely take a surv with the killer in front of him, but in that case the killer can use "save the best for last" which has multiple uses, but I'm not going to discuss it any further because I know you're going to give a lot of explanations about this perk to convince me that it's not that strong, but I appreciate your feedback, I'm thinking about doing it in the future something about the"call of brine", there are some things that could make this perk more useful
I'd even agree with you, stbfl is strong in camping/trade situations: it guarantees the trade for sure (I mean, you would trade most likely anyways, but it's even more of a guarantee then). The easy fix would be to just add a 10 meter radius around hooked survivors where it doesn't work. But outside of that it isn't no xD
Mhh call of brine is a little bit underwelming yes, they could buff it to 150% i think and it would be balanced. Other than that it's okayish with it's information.
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@KaTo1337 said:
Is it just me for not playing him very often or is Xenomorphs Tail-Attack horrible in terms of a 0,000001mm-Hitbox?
Its nearly impossible to hit anyone. If I compare his Tail with Huntress Hatchets for example, its a difference like light and darkness.If my feelings about this are correct then I know why I havent faced a Xenomorph over 6 weeks now.
Yes the hitbox is pretty weird, alone because of the fact that it drops down the further you want to hit. It's pretty usefull to learn how to drag nemesis-tentacels because xeno can do the same. Besides that there's only flicking or good timing as option I think.
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698840#Comment_3698840
about camping and tunnel, I have an opposite opinion, I'm the type that thinks that the killer has to play with everything that can be legal or not, that's why I still maintain my opinion about spine chill, and any other perk that prevents the killer can be found easily, as you said, even if the killer depends on stealth, all killers can camp and tunnel, I don't mind that, I hate killers who play nice, but I think the game has to have resources to deal with these killers, and not players create rules to balance the game
That's the point, it has:
you can hear them, you can see them. They have stealth as their main-point of power, but they aren't invisible and impossible to notice. Their counterplay requires you to be very attentive, but in my opinion you should be always attentive. So it's the most basic counterplay you could have.
You can tell me what you want, but old spinechill should never come back, it's just destroying them completely without any way to fix it besides running backwards constantly. Running backwards constantly isn't something you should be expect of someone just so he can even play his power.
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697841#Comment_3697841
In my opinion, no killer in the game should depend on stealth for their main power, it should be an extra, stealth killers should have a power that is useful in chasing, Ghostface for example, if he can't take advantage of the exposure in time, he becomes a M1 killer.
I thought it was kind of rude that you said that "just because swf has solo resources they don't need to have" it passes
the impression that you want to use soloQ to win your matches, a bit selfish, you know.The idea of the token would help at the beginning of the game and I doubt that we would see 4 survs using the perk in every game.
The "lightborn" is like unbreakable, we
you only miss it when you need it, hehehe,Some people like the playstyle of being stealthy. As you can see on skullmerchant, stealth is a ability most people hate killers to have as an bonus on top. Besides that ghostface is in the films pretty bad in chasing too, so they are lore-accurate at that point, He's just stealthy. (That's a point I only add because there are some people that play him because of his character).
You can say it's rude if you want, it's not changing the fact for me that you shouldn't get a hard-counter against stealth-killers. They have counterplay on their own and just because one group can ignore it and destroy the balance with it, it shouldn't mean we all should be able to do this. They have it rough enough, they don't need to be even weaker.
And I never said I wasn't selfish, I camp and tunnel too. Is it nice? Nope probably not, but I won't handycap myself for people I don't know and probably won't thank me.
So your token-idea makes their early-game even harder, even if that's the phase that's most relevant for a match (at least a big amount of times)
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You did read it's lated to backgroundplayer+flashbangs don't you? Flashbangs alone would be fair and have okayish counterplay, but backgroundplayer is really stupid to play against because they can ran over literally half the map and still get it xD
Besides that you know that flashtiming has gotten a "graceperiod" because many survivor weren't good enough to find a timing even me as killer-main can easily get? I wouldn't be so arrogant if I were you as it's now nearly impossible to NOT get it.
Oh and before I forget: Go and watch tournament-matches, you'll see that those tactics aren't dirty and can be countered if you are REALLY good, but you'll probably never reach that point. Have a nice day good sir!
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696601#Comment_3696601
more or less, object of obsession only works if the killer is not undetectable, and only with aura readings, as my idea involves killer instinct and screams too, of course it has the disadvantage of not being able to see the killer, just knowing that he is watching you
I honestly think you exaggerate this logic about stealth killers not having counter play while swf are a spine chill base kit, even on the day I'm writing this, I watched a group of people playing winstreak and they said where the killer was going and if he it was activating power, spine chill is more of a perk for soloQ and not for swf, they only used it because of the boost
The last idea I thought of was that the spine chill would be exactly as it was before the nerf, but it would have a usage limit: for example, you have 15 tokens and every time the killer looks at you, you lose a token every second, If the tokens run out, the perk deactivates, it could be activated in some specific way, like when this surv is hooked for example
The same analogy of perks like "distortion" and "lucky break" I remember that these two perks had several complaints from main killers, but everyone complains about buffed perks on opposite sides, when I give ideas to improve killer perks the same thing happens , blood echo for example, I think it needed a buff, like activating when a generator is completed for the perk to be useful during a chase, do you understand?
Not having counterplay and being hard-countered by a single perk is a difference. Stealth-killers have enough build-in counterplay like soundcues and specific things you could see (mostly the straps by ghostface). If you're attentive in any way they shouldn't surprise you too much, they aren't really strong.
And yes you're right they hard-countered by swfs, and that's not a reason to give solo-queue a hard-counter too. That's more a reason to buff them lol.
To the buff/rework-ideas:
Well it's kind of useless to only know that he's watching you:
Instincts are pretty easy to know because they are just in specific cases.
Screams are even easier.
And for aura you could use distortion and you even hide your aura.
The idea with tokens is okayish, but depents on the requirement to activate in the end
And lastly:
I don't have a problem with distortion or lucky break, both of them are okay as they are now. People crying about that 2 perks are just as funny as people complaining about lightborn lol xD
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@Anonyshadow said:
So the original reason for the DC penalties being implemented was because the team would be down a player whenever someone DC'd. It was basically like hook suiciding, except minus the extra steps, just a straight up "Poof" player gone.
Now though, the player that DCs is replaced by a bot that can arguably, often times play better than a good chunk of the player base.
Honestly, I think the DC penalty system needs to be removed for a couple of reasons.
It does nothing, if a player doesn't want to play and they don't want to take the penalty, they will either A.) AFK in the match or B.) Throw themselves at the killer and kill themselves on hook to expedite the process to get to the next match faster. Yes, you encourage the player not to leave… but if they don't want to play, whether its because they don't like the killer they're going up against, or they don't like a certain perk the killer is running, or the map isn't one they enjoy, or hell it could even be that their rando teammates play like easy mode bots. There are plenty of reasons a player will not want to participate in a match, and holding them effectively at gun point with a DC penalty just incentivizes them to off themselves on hook, rather then eat the penalty.
This has another, alternative, negative side effect. The MMR system, or.. how the game decides to match you against other players of less, equal, or greater skill level. Generally its going to try to find you a relatively balanced matchup. However, if you have a player who is offing themselves on hook, it lowers their MMR. These players can be good players, they don't have to be bad to not want to continue matches. The trouble is, these relatively high MMR players are gonna start falling into matches with completely new killers and will absolutely steam roll them. I have friends who have thrown matches to get into easier matches against lower skill killers. You can actually abuse the MMR system to get easier matches and thing is, you don't even have to obviously throw as a survivor. You can play normally until the exit gates are open and let yourself get killed by the entity or get hooked or mori'd and it still all counts. But the MMR system is another issue entirely.
Put simply, DC Penalties in DBD or hell any game really, do nothing. If a person really doesn't want to play, they won't play, and that is a detriment to the team. It would be better if they could leave, get replaced by a bot that will actually participate in trying to win, and allow the team to actually have a better chance at succeeding rather than being down a player at the start.
Often times this puts pressure on a killer too, I know when I've seen someone kill themselves on hook at the start of the match, I feel kinda scummy hunting down the rest for the 4k. I mean it isn't my fault or theirs, but the player clearly didn't want to be in this match anymore, better that they get replaced by a bot instead, which still kinda sucks for the survivors, but hey a bot is better than a hook suicide.
It also takes away fun from the killer when a survivor just lets themself be hooked so they can kill themselves on hook. Since I alternate between survivor and killer, I know how it feels in both sets of shoes. If you have a survivor that just gives up, it takes away a good part of the fun of being the killer, its the chase and eventual "I gotcha" that every killer main enjoys, but having someone just go "Here, down me, put me on hook." its not really fun.
If you have any argument that can justify the existence of the DC/Leaver Penalty, by all means let me hear it. I guarantee you, it's not really something you can defend.I have no argument that will justify it for YOU (simply because you seem to believe what you say and you will probably go down on this hill), but for me it's a problem that will never be fixed:
Even if they would leave quit time and give me a bot, this match would be probably over and just be weird to play out, the only change would be that they now instantly can play another one. I WILL NOT, give them the chance to play instanly another round for free after they ruined my match. call me evil, stupid or childish whatever you want, but I want them to suffer for just being weak mentally, in my 2k hours I always played the match until the end without quitting even if it was horrible so I want them to do the same.
If you ask me they should make it stricter and remove suicides, after that you add an punishment for being afk and you are set. This won't fix suicides by running to the killer, but the killer could make them suffer for the survivors instead (I wouldn't kill you so easily in my matches, you would wait until the end just for justice).
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@Xernoton said:
Hello there.
What are some things that grind your gears in DBD? I don't mean anything horribly unbalanced but more like some slight annoyances.
For me it's:
- Dumb Techs with Lithe. Not a major problem or something that desperately has to be fixed but man does it feel bad when Dumb Techs are actually viable. 😂
- Facing the same killer 3 times in a row. Yeah, I get it. You like Wesker. So does everyone else, apparently. But I wouldn't mind playing against 1 of the other 34 killers in the game for a change.
- Auto Aim. It's not the greatest feeling when something that is supposed to help you actually works against you.
- Pop + Pain Res. Definitely not my cup of tea. May I interest you in Huntress Lullaby?
- Getting the same map more than 3 times in one session. We have enough maps for something like this not to happen.
- Map offerings. Something about them just feels cheep.
- Being 360ed. This doesn't happen very often to me but when it happens more than once, it starts to be a little of-putting.
None of these are major issues that absolutely have to be fixed right this instance in my opinion but things that when they happen make me roll my eyes.
Map-offerings in general: I'm okay with killer- and survivor-sided maps, BUT ONLY if it's rng and you can't force it to be your side.
Hiding Survivors on both sides: I get it sometimes it's better to hide, but it's super annoying as killer because nothing happens besides that you see your gens die slowly. As survivor I often see survivors hiding and then getting found and die instanly because they can't loop, that wouldn't even happen if you wouldn't hide in the first place.
Bushes on garden of joy and (dead) bushes on eyrie of crows: it's just super annoying to play huntress and hit those things, and you ALWAYS hit them somehow.
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@okaayletsgoo said:
https://www.reddit.com/r/deadbydaylight/s/2DGr3Z39Up
Tell me what I we could have done or brought that would have made a difference here. Please. Tell me unbreakable, a 1 time use would have helped, DS...oh wait I was never hooked...OTR....oh wait I was never hooked.
Literally your own fault lol:
he downed one and looked around because there was a gen, you didn't hide well and got found and he downed you.
After that they instantly tried to heal you, so the billy knew where the last remaining survivors were.
It's your own missplay as a team, nothing more and nothing less. There's no reason for him not to slug.
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@Nebula said:
This is always something I struggle with. Most of the time I try to leave them alone throughout the match and end up giving them hatch, but I always struggle with the thought that maybe I'm depriving them a chance to learn and get better? If I do end up chasing them, I'll usually try to whiff a couple of times or path poorly to get their excitement up, but part of me still does feel bad that it might be obvious that I'm going easy on them.
Thoughts? I want to give these new players a good and fun experience without it feeling forced, what are some things you guys do to achieve this?
Depents on what they are doing:
if they annoy me with any tricks they clearly shouldn't try at their stage or get to arrogant when I give them chances I just kill them brutally.
if they don't I just loop and mindgame like normal but don't hit them to show them that they would be dead normally. So they get many chances to get better, but after a while I still kill them most of the time. I won't let them win just because they are new xD
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@Unusedkillername said:
I don't think people have figured him out yet so I'm presenting my case as one-sidedly as possible just do the courtesy of reading it and saying what you think afterwards.
A 3 gen playing proxy camping unknown who zones everyone out is complete misery to play against. It's not as bad as some recent killers but I'm not lowering my expectations in response to Skull Merchant and Knight hes a bad killer to play against his UVX is undodgeable but its not a guaranteed down because the time he has to reasonably hit you in chase a second time may spent at a part of the map when he can't but it encourages a hit a run playstyle after weakening a suv with his tps also helping that with that and the suvs will NEED to remove weakened or in their next chase they will take a hit very easily because of how long it takes to remove + unlike when he first hits you he wont have to wait for UVXs recharge cooldown and if your injured by the uvx you wont get distance so he is rewarded dropping chases and not committing and then he can control his tps (by tapping right click) and mid chase force them out the correct side of a loop to force a hit on that loop if the survivor dosent leave it.
He is a Hit and Runner where the survivor doesn't have much input (everyone can look behind them at some point it doesn't feel like skill expression) with psydo, dredge/pyramid head like anti-loop who is uniquely good in a 3 gen situation because he is encouraged to hit and run with 3 tps he can control the placement of by tapping right click while being able to zone like artist after applying one hit without lowering in move speed by tapping right click.
Now my case is presently as one sidely as possible in the most extreme way I can put it I think the unknown is bad to play against but not like a knight or Skull Merchant he won't get to use his power in a consistent way that always feels like its unplayable so with that said he is in my bottom 10 but not bottom 5 and I don't think he will be seen as the home run of a killer I think most of the reception around him has been like.
Every killer is hated after a while, people always find some pointless reason to hate the killers.
I personally don't feel like his shot isn't dodgeable, you just have to learn the times where he probably shoot and where he's zoning, shots through walls are another thing you will have to learn the places for. His teleport is instant and has a more or less short cooldown and is placeable where you want, but you can remove it as survivor so that's counterable too.
In the end I'd take 10 unknowns over 1 trapper, because his counterplay is at least interessting and unique.