Katzengott
Katzengott
About
- Username
- Katzengott
- Joined
- Visits
- 2,528
- Last Active
Comments
-
Doing gens.
-
I never saw this happen yet. But yeah, this scenario should force a server shotdown giving 4 kills.
-
Smart turret placement will give any Xeno a really hard time. Many Xenos also try to destroy them all the time with it's tail because they might think it's more skillfull and fun. Sadly it's not very efficient as the tail recovery time (both miss and hit) on turrets is a bit longer. Using the tail on survs is different as it works like a lil inbuild StbfL (how many stacks do you think it equals?). Apply that on turrets would be a nice change.
Also it would be interesting to see a good team which totally ignores turrets and put that time in gens.
Overall i miss Xenos release version but i adepted, so... leave it be.
-
I never understood survs with hatch offerings. Basicly you're telling the killer were it is.
Only reason, it could be a bait - going for the door instead.
-
You can see a little red bar indicator in the lobby either next to each survivor or next to the countdown for killer.
- If there's no red bar chances are high everyone is close to the server = good connection
- If you see a player has a red bar, but it's switching on and off = not as good connection for that player and the opponent
- If you see someone with a constant red bar = VPN and/or horrible connection for that player and the opponent
With this knowlegde it's your choice if you hit ready or not. But overall i would suggest to dogde every lobby with a contant red bar.
-
Tunneling is only efficient with unefficient survivors. A bad team or the weak link isn't supposed to win.
Also tunneling happens on both sides. Gens don't have feelings, but they're the killers 5 little babies.
And there's a big difference in mindless tunneling (which can lead in just 2 kills = draw) and stratetic tunneling, so just tunneling isn't always the best strategy. Snowballing the same 2 survivors back to back will waste more time of the survivors. And no, that's not tunneling.
-
Always remember: Higher FOV will also make it easier for survs to get a blind when you're forced to pick up in the open.
-
It's the new 3gen protection. What i don't get, even i kicked a gen 8 times, i was still able to kick it...
So it's either bugged or the gen just doesn't regress anymore, even you get the points for kicking it and see the sparks.
Bit confusing. I think they should make it so the killer can't kick the gen after seeing this animation.
-
Every unnecessary extra click in any UI is bad.
-
I'd say the biggest difference is framerate and graphic settings / filters. While fps is mostly fine on the newer generations , console ingame brightness is as dark as intended - no options at all. You can tell the difference when a console surv is versing a Dregde in Nightfall (it's almost pitchblack) or Trapper as his traps are much harder to see. And believe me, just higher the brightness on TV doesn't really help here.
Overall surv on controller with 75%-100% sensitivity is fine. And we don't need to 360 as we know it's not working against good PC killers anyway. I remember we used to "zig zag" or FOV tech against console killers before crossplay, and in my exp even some PC killers fall for that.
Killer is another story. Lower fps and sensitivy makes a bigger difference in first person and in particular technical killers like Huntress, Nurse and Blight take more practice and time to compete. (I mained Huntress on Xbox for a few years but kinda gave up on her as most maps have too much clutter now. Now i just enjoy Xeno. :))
-
According to survivors, most killers in high MMR are trash and don't know how to play the game... after hundreds/thousands of hs.
There's a probability of 90% you'll see "tunnel" in endgame chat. And they're right with that, even just both sides tunnel their objectives. But i wouldn't blame the players for that. The game is balanced around KILLS and ESCAPES now, it is what it is. And on top MMR is a funsponge in almost every multiplayer game. It's just even worse in an asymetrical MP game with alot of RNG.
-
Survivors don't see revealed totems, so NOED is also bugged.
I wonder if maps or perks like Detective Hunch still work...
-
Huge Alien fan, almost only played Xeno since it came out! <3
I kinda adapted to it's nerf, i even do tail flicks sometimes with controller as a console chad. It's weakness are turrets and tunnel-spawns can hurt on some maps (noticed that the spawns get even worse during an event). So i pick some very weird Addons: + 25% recovery while outside of the tunnels + turret gets automaticly destroyed when it forces you out of crawl. There're both cheap brown Addons and suprises most survs.
Another reason i love this killer are it's smooth animations and it's sounddesign.
I only play killers who are very silent and NOT anoying in the lobby, if you know what i mean... (like Huntress, Pig, PH).
3 Quick tips:
- Always use the tunnels at the start to find someone quick, unless you spawn near a safe breakable wall, break that!
- If you get lost in the tunnels, try NOT to use the yellow tunnel-GPS at all. Once you did it one time, it will always stay yellow
- Only M1 turrets, the cooldown with the tail takes longer
-
@[Deleted User] said:
Honestly, I'm sure self-unhook failures are tracked. Put the players who are clearly doing this game after game in their own special queue with like-minded individuals. Heck, make it a party. Stick the killers who slug all 4 survivors to bleed out in that queue too.
Always liked that idea. There was a game were they did this, can't remember wich one and if it worked...
But i can only imagine how hard this would be to program, with MMR and still having short queue times.
Because as devs you still want them people to play the game.
-
- Increase her crouch movement speed (would help her on bigger maps)
- Delay her roar XD sound to make her dash attack more viable
- Reduce her Terroradius to 24m again
-
It's only killer-sided vs. newesh survivors. The coin flips once they're more experienced and MMR kicks in.
At the end, a good team with a lot of hours will at least force a draw vs. any killer, just because of numbers.
-
Killrush vs. Genrush - The game.
-
Now more gamemodes are confirmed, maybe one day we'll get one with old graphics and animations.
I doubt it, but would be nice. Could be done as an event, mabye.
-
Another reason hook offerings are always the best choice for any killer.
-
Pretty much. It always depends on survs / your team. And there are limits on how a single surv can carry in a 4v1.
-
@ChrissyG88 YES, said this for years! Would love these changes for solo Q. Also BHVR should remember how all this negates their stats. Luck offerings would need a rework, perks like Deli or Slippery Meat could stay.
@MikaelaWantsYourBoon The difference is 1 or 2 extra minutes on the hook for the other survivors. Just think about how it sucks when you run full map for an unhook just to see the hooked surv let go.
-
Interesting, so there are 2 theories:
1) Footsteps are character and cosmetic specific
2) All survs share the same footsteps, the difference comes from normal shoes, sandals or barefoot
And then we also have Ada - the horse. LOL
I think this needs more investigation. I looked it up on YT and only found videos which rated injured and breathing sounds. And i felt talking about footstep sounds is underrated, so i started this thread. They even made a footstep perk! And sometimes footsteps can really give them away when there is only 1 surv barefoot or with sandals, you can tell the difference as killer if you "need" this specific surv.
-
Personally i think slugging just with the intention to BM is really, really rare - at least in my games.
BM also doesn't make much sense, as the killer has way less time to that.
Most of the time i blame hatch, it's a slugging build or the killer takes advantage having a another down near the hook.
Slugging can be a big part of pressuring survivors. And don't forget survs have also tools to try to counter it.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630412#Comment_3630412
A bleed-out option is definitely a pretty popular request. I think it'd be good.
People would use that as just another, quicker way to DC in solo Q i fear.
-
Should be possible with cross-progression, not 100% sure.
Besides that the rule of thumb is wearing just 1 piece might be legit, full legacy are 90% cheated.
-
Best counter would be all survivors play the same character and outfits. But that's just in general anyway. Harder to tunnel.
I don't think it's worth running Calm Spirit, i see UW in like 10% of my games. And if the team is efficient with gens, there's no big difference if the killer has UW or not. Tho i think UW might be the best information perk at this point, tunneling or not. And it's also good for killers who don't use UW, having some survs wasting a perk slot.
So is it strong in general? - Yes.
Is it OP on a good Nurse / Blight with thousands of hs and a meta build vs. a solo team? - Welp, hell yeah!
-
I used to run Inner Healing / Detectives Hunch A LOT to prevent it. Not anymore since NOED got nerfed + the fear of Pentimento builds.
Imo NOEDs real strenght is just the potential the killer COULD have it, so the survivors can be forced to "test" it when someone is on a hook at the end. Worst-case scenario: Someone gets hooked near NOED in solo queue.
-
Keep it for Deli and Slippery Meat, besides that the self-unhooking feature is outdated. All it does is giving new players the wrong signs and veterans an easy way to opt out and f their team without ANY consequences. + DC penalties should only punish the first DC in a match.
-
There is a reason survivors can see their hookstages in the HUD, but killers don't. Sometimes i'm just too lazy to count.
-
I have like 15k kills in this game, i don't need to improve. Might sound arrogant, idc.
Tunneling 1 or 2 survs is the way to go if you want to win the majority of your games with any killer. If you start to tunnel to late, the game might be over just cuz the potential of multiple Adrenalines. And why shouldn't you, the survs are trying to tunnel their objective and don't care about your fun aswell. It's not toxic, it's how the game works now. DBD isn't about hooks anymore, it's about KILLS. Ofc you don't need to tunnel bad/average or solos. But how do you know before the game starts? Also i love how tunneling is seen as a "skill issue". Do you ever watched comp DBD (which i'm not a big fan of)? Guess these killers need to get good cuz they tunnel 24/7.
-
Turrets are the main reason i only use these 2 brown addons:
- Ovomorph - Increases the Recovery speed of Crawler Mode when outside of the Tunnels by +25 %.
- Ripley's Watch - Causes the Flame Turrets to self-destruct after knocking you out of Crawler Mode.
I barely use the tunnels anyway (mainly at the start to find them quick), esp during events as things like the snowball piles are messing with the tunnel station spawns. For the other addon i actually WANT the survivors waste time by placing more and more turrets. I just ignore them and destroy them passivly, not wasting time hitting the turrets. Xenos Perk Rapid Brutality helps with this playstyle.
-
Easy solution: If a surv didn't got ANY points for 5 minutes, Killer Instinct progs on them and shows the the survs location to the killer. Tell me one reason why this shouldn't be in the next patch.
-
I sometimes do it because i'm pretty sure when i did well in a match point-wise, the outcome in MMR equals the same as getting the hatch. Sounds stupid, but it can make a difference between a "win", draw or loss if you just die on the floor at the very end.
-
The only way the anti-facecamp feature can be "abused" is by dropping a surv near the hook. And even than, compared to before without the anti-facecamp feature, some killers did this anyway... and it's the downed survs fault for not crawling away from the hooked surv. Most of the time the camp-bar just stops because another surv is in hook range. Bring Kindred if solo or Reassuarance in a SWFs. And always make sure your mates aren't going into the next hookstage, hook trading is more benificial for survs when the others do gens.
-
Meanwhile last night in EU. 4 P100s vs. my Xbox Pyramid Head on Groaning Storehouse. No offerings, no addons.
The David just memed around with snowballs and died very early for that. And still the 3 Aces looped me and the gens into oblivion, didn't even got a hit i think. But i still got 1 with stratetic caging at the very end (no NOED, he just got cocky). They still rescuted him, but he died to EGC. 2 kills, nice stats... everything is OKAY!
-
What "bug" are we talking about? Just played a few rounds last night on XSX with her and didn't noticed anything different.
The roadmap says there'll be huntress tweaks in march/april... Personally i also think she's fine.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607172#Comment_3607172
OK and what exactly is the benefit for swf here? You are already able to give calls on survivor and killer positions without kindred... So how does it help swf?
There are too many annoying things in this game that are bound to perks that are just not easy to get for everyone making specific game elements more annoying than necessary, just having more basekit mechanics is a good thing in that sense because you become less reliant on certain perks.
I just said this because i often hear "bring XXX baseskit for solos", but BHVR never made a difference between solos and SWFs.
And seeing the killers aura and the pinpoint postion were ur mates are doing gens ofc also helps SWFs, they don't even need to be on coms.
-
I've been using Kindred since years for good reasons, just equip the dam perk in solo!
Overall i don't like all that basekit-nonsense because EVERYONE gets it, not just solos.
-
Just imagine a 16m radius bubble around your hook. The closer the killer is in this radius, the faster the bar goes up.
The problem here are the survivors. When they get in that 16m radius the bar just stops and does nothin.
Best perks to bring here: Kindred (solo) or Reassurance (SWF)
And only heal under the hook if you're sure the killer is busy. Your friends will tell you or just look at the HUD.
In general only heal near a loop anyway, just play it safe!
-
Personally i wouldn't mind if they bring the old version of WoO back. You know, the one with the cooldown.
-
You wanna win with a bad, not well coordinated team, huh?
You remember old POP, Pain Res and Surge before it got nerfed?
-
I really hope this feature isn't final yet...
The UI scoreboard at the end of a match is so cluttered now and i think esp. new players will be even more confused. For what? You can click on your own playercard just to see the stats you already know anyway. I'm on console and i couldn't click on other players playercards after the match, or is this a bug? I was hoping to see their devotion levels, which imo is the only stat what really matters.
-
Only if my team did very well or i want to know the killers build.
Most of the time i just go next as i can't see the endgame chat on console (thank god).
-
Cosmetics sure, i can see that. Killer (bosses) not so much. And we already have KNIGHT. (LoL)
-
What is this title? Are all comp killers bad now? The truth is, there is no point in tunneling when almost all gens are done.
-
Playing on low graphics + filters is way more near cheating then a crosshair. Just compare regular DBD content with default DBD on ultra settings. Most maps are so dark by default these days, it's insane. A crosshair can help you to learn muscle memory were the center of your screen / TV is. And at some point, you just turn it off as you don't need it anymore. Low graphics + filters are def more addicting in DBD.
-
I wonder how the anti-camp features are effecting comp and tournaments. Last time i watched, there was A LOT camping.
-
@Mandy said:
This was never meant to address camping as a whole. This is purely with regards to face-camping, so the killer within a specific range which pretty much prevented saves being made...and it seems that that side is working. If killers are standing further away, then there's opportunity for the survivors to make a save.
Wasn't facecamping already fixed with getting rid of grabs? With the exeption of Stbfl and instadowns.
Also survs forget about how to save with 2 ppl, were 1 takes one hit and the other unhooks while the killer is in recovery.
That's the problem what i see with adding more and more free basekit perks and surv sided mechanics - survs even play worse as there is no need of getting better and learning. With basekit BT and the anti-camp feature, survs don't need to know how to go for a SAFE unhook anymore. In the worst case, they just need to trade. With the sideeffect last second unhooks are even more effective - more time on gens, just making sure the hooked surv doesn't enter the next stage.
-
Same reason as in all 3rd person games if i have to choose: I rather watch a female butt.
-
Sadako's counterplay is quite the opposite compared before her change.
Just show survs active TV auras all the time might help.