KolbyKolbyKolby
KolbyKolbyKolby
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Well, it's listed under "Changes from the PTB" and not "Known Issues" so it very well could be permanent. "Complications" could refer to legal issues rather than technical ones.
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I wonder if 'complications' means technical issues or legal ones. It's listed in PTB changes rather than under 'known issues' :/
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Yeah, that's a fine size. It's not a fridge, it's not a truck, it's a ball. And any time you get hit like 9 feet to the left or right or around walls and corners is not because of the sphere, it's because the game is registering your hit where you were 1 or 2 seconds ago on your screen.
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This hitboxes are fine, any smaller and it just doesn't work.
Almost every bad hit you get from a hatchet is a result of latency, and that's not something that can be fixed by just changing hitbox parameters.
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@QwQw said:
That'd be cool.
I also think if you put X amount of hours into a specific killer, you should unlock like a golden skin of them or something like that.
I always thought a cool idea would be some kind of like pre-entity killer skins for devotion to them. Adepts, achievements, playtime, whatever.
Plague being healthy, Trapper untortured, Nurse unmasked, etc
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She can't track you with stridor if you never get found to get hit. Blend until you become part of the scenery.
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@yobuddd said:
Let’s not forget the fact that you can send 5 zigzag streams of puke across the survivor’s back and yet they somehow avoid getting infected! Seems that only straight, directed streams of puke count - which can be mighty hard to pull off.
I agree. She is my main, and was much moreso before dedicated servers, but the absolute biggest problem she has now is that what feels like 90% of the time your vomit just passes through people, they cough, but they don't get infected.
So you vomit on someone, and where you'd normally leave them to finish getting sick while you patrol the map, they are now at a very safe tile and uninfected.
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@Dylandal99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2192784#Comment_2192784
I feel like ( looking at your comment ) ... devs need to remove half the game .
I just want to explain something, people need to work with the perks and not hate them..
I don't know why you think endurafury has no counter play.
much love for sharing your thoughts <3
I'm curious. How do you counterplay endurafury when your teammates threw two pallets and you aren't aware of the killer having the combo?
You stun them, correctly winning this section of the chase, and instead of gaining distance and continuing the chase for performing correctly, you just go down because you were unable to react or be aware of perks that were being used. There is no possible way to counter this set if you aren't aware of it unless you decide to drop every single pallet early. And wasting resources because a potential perk combo in play isn't really counterplay, it's just bad design.
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Whether it is effective or not isn't really what the complaints are about.
Playing a tile correctly and mindgaming a survivor so you down them because of their mistake is the primary thrill of chasing as killer. When you do so correctly, and are denied the down because of dead hard, it punishes you for playing correctly.
It doesn't necessarily win games, it feels bad to go against, and having something that has little or no counter when used correctly is a justified complaint. Things like stridor spirit, dead hard, bamboozle, endurafury, old ds aren't problems because of the strength as much as because you are punished for playing correctly or facing something that has no legitimate form of counterplay.
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Ruin, Undying, and Corrupt isn't a good idea as spawning near corrupt gens may push survivors to scatter and increase the likeliness of them finding your totems. If you're determined to hate gens then ruin/undying/pop would likely be more beneficial as spirit can usually start pressuring pretty early. You could also swap corrupt for something like Sloppy to ensure it takes longer to heal and give you more use out if stridor or something like bbq/thrilling tremors for tracking.
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A mode without ranks would be something that could work, but I feel like you'd just have people playing it with all of their meta perks, items, and addons all the same because the games would be easier. So you'd end up with the same results but longer queue times.
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I'm always in favor of more Dwight cosmetics.
Plague, Jane, Zarina, Trickster, and Huntress (she's been without actually new cosmetics for like a year now???)
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2192682#Comment_2192682
Still to restrictive. I mean, its an endgame perk. Lets compare it to another endgame perk: Adrenaline. It triggers the moment the gates get powered. No other restrictions. If you are hooked while the gates get powered, you leave the hooked fully healed (if someone unhooks you).
Endgame perks should be strong and game changing for both sides.
Bloodwarden would still be very powerful in that case. Adrenaline isn't completely free, like all end game perks, you still have to work for it (finishing gens). Requiring a hook for Bloodwarden isn't a bad design, it just means you don't get it for completely free.
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@Hex_SARS_2_CoV said:
https://forum.deadbydaylight.com/en/discussion/comment/2192292#Comment_2192292
I can see that it is a part of the problem and explains a lot of the losses but what I can't understand is how I got so much worse in chases vs killers, especially against brand new killers, many of them just started playing the game.
I do much better vs players who played the game for some time then vs new players for some reason.
Shouldn't experienced players do better than new players?
I find that oftentimes, I will go down against newer killers because I expect them to mindgame a lot of the tiles that necessitate it, so when you double back around an LT wall, you just walk into them because they were just holding W and vaulting the window. You might have a problem where you're big braining strategy against someone who isn't using any, and this will cause you to fail.
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@Tsulan said:
Bloodwarden needs a buff. The requirements are way to strict. Survivors already 99% gates and are warry when the killer opens the gate.
So I wouldn´t mind if killers could press a button to activate it.
I think a reasonable buff would be to make it so that once the exit gates are POWERED, if you hook a survivor, blood warden goes into effect.
If the gate is open, it works like it does now.
If the gate is closed, then as soon as it is opened, bloodwarden activates.
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Autodidact is my #1 perk for being underused.
Nothing brings me joy like facing a hit and run sloppy butcher killer and having 5 AD stacks.
Tenacity is another, super comfortable and enjoyable, you don't even need unbreakable. If you get slugged and they leave your body for 10 or 15 seconds you ca usually be long gone.
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Scratched mirror Myers requires a map offering to be effective. So much so that it is worth force closing your game on the load if you see a an offering that contradicts yours.
I'm curious how a casual mode would work, would it just be no perks/items/addons? How would you make a casual mode that would allow you to play for fun this way but only allowing what you think is fun and not others? What would stop survivors from bringing meta perks into a casual mode that wouldn't also prevent a killer? What would stop players from playing seriously there? I'm not sure it'd be possible without restrictions that would end up making the gamemode simply unplayable in general.
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Keys should unlock a special chest that's hidden around the map, and inside the chest is a big mallet.
You can hit the killer or other survivors with the mallet, it doesn't hurt or stun them, it's like using a foam hammer, it just squeaks.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/250167/sometimes-playing-killer-is-frustrating
I have 4,600 hours in this damn game. Not too much by some standards, a lot by others.I don't care if you have 10,000 hours it is totally irrelevant, and is annoying you think that that means anything so much as to bring it up.
Sometimes you get a group of survivors that like to teabag and click flashlights, and do all sorts of things that amount to being extremely annoying.Yup, that is what happens when the power curve is survivor sided and you are anywhere on anything that is connected online and allows you to interact with other people in any meaningful capacity.
But I'll say, which my thousands of hours, spent playing every killer, every survivor, every perk in the game on every map with every combination of items and situations...Still couldn't care less, I don't know why you keep stroking yourself.
No survivor has ever made me have as bad of a time as some killers seem determined to do. I honestly cannot understand why so many people feel like they are genuinely bullied because they get blinded or someone teabags after a pallet stun. These are always just annoyances to me, ones that make downing that survivor feel even better when the moment comes, because if you are determined, you will down them.What the hell is this thread even about, this would be the reverse of the topic you decided to title it. In any case, the game is survivor sided, so if you haven't played a survivor game that made you want to ######### and have played a game vs killers that made you, then you are either lying, you rarely ever play killer, or you are insanely lucky.
If the survivors are that much better then you, they can farm you vs your will because they control the game and you don't unless you are something insane like a god nurse.
I have never had a survivor put me on the floor and bleed me out for four straight minutes because I hooked another survivor. It's simply impossible, survivors don't have anything more than the ability to be annoying.Right, instead you can have survivors hold the game hostage for half a hour or longer if they want since you decided to play X killer for the first time and are just starting the game, constantly teabagging and flashing you with your only hope to dc or hope they finish gens already. You know, annoying for tens of minutes to the entire game or however long they want the game to last.
But damn if I didn't just get bled out 3 games in a row for getting flashlight saves. I've been blinded as a killer, sometimes even seemingly through walls, but I've never felt the need to down someone and just waste 4 minutes of my time to prove some kind of point. I simply do not enjoy doing something that is intentionally making sure someone is miserable, that's sociopathic stuff.Cool, couldn't care less.
Sometimes I wish I could force a killer to sit there in timeout for 4 minutes until their game forcibly ended or make them DC. Seems like it might be fair, something to actually live up to the bullying everyone seems to think exists.This is ironically sociopathic, forcing someone to be in time out? How is that any better then what you just said. At least slugging someone most likely has justification, if it doesn't you should be blaming your teammates for leaving you on the floor.
I've never felt the need to do that in my thousands of hours as killer, maybe except when the 'hook tech' exploit was in the game for a while, but honestly an exploit that forces you to camp someone out is in your own hands.Damn, you really like to stroke your fire man, still the amount of hours you have is irrelevant. Considering you are implicating a clear point, at this point it is just a argument from authority and anecdotal fallacies.
I've just never, ever had a game as killer feel so bad that it makes me stop playing, when it seems to exist in abundance when playing survivor. Especially when for 3 games in a row you wait 10 minutes for a game to get bled out on the floor for... using an item?Nice bias, it happens on both sides. I would argue more for Survivors specifically because they are more powerful then most killers, however regardless it only takes one side having a higher skill ceiling that the other side can not compete with to bully.
Again, if you have to wait 3 years and then bleed out, blame your teammates not the killer. The killer just downed you, your teammates saw you through a wall and stared at you while your other teammate was in chase.
I'm not reading all that, sorry you've had similar experiences or disagree, cool if you agree.
@Kate_Main_01 said:
I'm so sorry to hear that you had a really bad run of rounds! That is definitely frustrating!
I do just want to point out one possibility though - could the Killer have been gnome farming? As the gnome only appears in the end game breakdown it seems to have spiked the number of Killers who leave you slugged and kick the hatch. Obviously some Killers do this to be malicious, they always have and always will, but in my experience as a Survivor it's _by far_ the minority.
If it were gnome farming, I'd definitely have understood. This was 3 games, in a row, of slugging me at 4-5 gens left, and then camping my slug. If teammates try to pick me up, they down them and keep watching my body, if I did get picked up, I don't use exhaustion perks so making it to an area where I could keep running was difficult. 3 games in a row, the first 2 for flashlight saves, the last for a pallet save.
I don't like using exhaustion perks, and I don't like running UB/SG because games like this only happen a few times a week, and oftentimes strategic slugging is a necessary tactic to win, so I don't want to just deny a win with unbreakable, it doesn't feel right when it happens to me. I only try to play in ways that I wouldn't have a problem facing when I'm playing the opposing role.
And it might be a valid tactic to kill someone out of the game in a rather unpleasant fashion, but my point still stands that there is absolutely nothing a survivor can do that equates to how that feels. Survivors simply don't have that power and cannot make games feel that bad.
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Totems are fine, for every game that totems get found quickly there's a game where they stay up for the entire duration of the game. It's the risk of bringing such strong perks, you may not always keep them.
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I have had this happening with a lot of my P3 killers as well. I get to where I have 20 or so bloodwebs left, but each bloodweb I am only getting 3 perks despite having 40 green perks in my selectable perks.
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Dwight because he's cute. Claudette because sometimes blending is fun. Kate and Jane for being babes.
Plague for being a babe, Demo because he's fun, Billy and Huntress because fun.
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He's probably gonna get free first hits no matter what you do, it is what his kit allows. The best thing to do is be aware of where you are and make sure you know safe tiles to go to after getting hit. When facing a Wraith, if possible it's best to get the deadzone gens out of the way as quickly early on so you're not stuck in the end trying to fix the last few gens with no resources left or around.
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That could be a neat idea. A fix that changes how generators work in general would feel better. Instead of holding M1, you look for parts, each part fixes maybe 10% of a generator, it takes a few seconds to collect a part, and you could maybe carry a maximum of 3 parts by default. So if you spent 40 or 50 seconds running around collecting parts you could go to a gen and slam out 30% of it very quickly. Or some manner ot percentage and time that make it fair for everyone.
Adjust some perks and change toolboxes to better fit the mechanic, give something like regression on base gen kicks to still have some kind of balance.
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Entity punishing you for the crimes of Midwich offering, what can you do
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I agree, but people experience the game quite differently. Not every experienced game is the same and even though my killer games may pass by breezily, there's many people who struggle or get seriously unlucky RNG with maps and what players they go against. A thread like this doesn't serve any purpose except to antagonize.
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Their power can't down effectively, making them a basic m1 killer without any ability outside of a regular chase to get downs. If you allow fera frenzy to down people, they become the most broken killer in the game.
The entire power needs to be reworked to do something else entirely. Something like having 3 of the legion members patrolling while you chase, giving you the option to switch into them on a cooldown, would be a neat effect.
You could use this as well, playing as Frank, you corral someone into an area you see Suzie, and switch to Suzie to try to down them. Patrolling killers would have a white stain and perhaps a significantly reduced terror radius.
As a survivor you might see Suzie wandering around near a gen you're working on, and you'd have to keep an eye on her as well as look out for an approaching actual legion member.
Give them a base cooldown of say, 45 seconds between switching members.
Addons could do things like give a short exposed effect when in the terror radius after switching, reduce cooldown, or effects like "You're notified when a survivor is within 16 meters of one of the legion members.".
And each member's costume could be customized with whatever you own as a reason to sell more legion cosmetics.
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Nerf twins by making it so that whenever Victor is released from Charlotte the game force closes and uninstalls for the Twins player.
Buff Billy by removing overheat.
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I have enough games end with 2-5 gens as it is, I really don't need additional slowdowns.
That also doesn't fix the problem of "just holding m1" at all. You're still just holding m1 as a survivor but now you're also having to go onb a scavenger hunt to hold m1 for the same amount of time.
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@AnneBonny said:
isn't that a thing? quitter bonus i think it's called
There is a quitter bonus, but it should be more tbh.
Nothing like waiting 10 minutes for a game, loading in, dodging a hatchet, and then the game ending because someone ragequit and you get a total of 5k points.
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There's a lot to unpack here but I'm mostly confused on why you seem to think going for Ruin, flashlight saves, and bodyblocking is toxic behavior.
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I've had really good use of it at close range against a healthy survivor. The first few blades don't do a tremendous deal of laceration, but they're close enough that you really don't miss and you get them down with a much smaller amount of blades.
I feel like it could be beneficial at farther ranges, but like you said there's no information on it so it's hard to tell for sure.
It feels mostly like an attempt to give more laceration damage out of an addon without the lazier "X% more laceration" only
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The biggest flaw of the game is that hit detection and validation were designed around and based off of P2P connections, and live servers have caused a mess of bad looking hits regardless of the role played, so no, I don't think any matchmaking changes will fix that.
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Trickster is an odd choice for fun imo.
Either you have him at a loop where there's enough LoS that he can't really do anything, or you have him in the open/in a short loop where you really can't do anything but eat knives. As far as powers go, his is one of the least interactive that exist and mostly depends on what area you happen to be in when he gets to you.
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@[Deleted User] said:
Kind of ascended of them to run two Kindreds when they can just comm it. May have been 4 high level solos
Two Kindreds, two Self Cares, and they win against someone who is practicing playing Twins. This is very obviously a group of solos or maybe two duos.
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I'll only dodge if I see 4 medkits when playing plague
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bring old moris back but in exchange also give survivors an offering they can use so that if they get a gen 33% of the way complete, the can hit a skillcheck to insta complete it.
a pink rarity version would let them do this multiple times
that way both sides have an offering they can bring to skip 60% of their objective
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This may come as a surprise, but you can click M1 by default (the left button on your mouse) while carrying a survivor and swing your weapon. If you do this, the person with endurance who is body blocking you will be hit, and you can continue on your way to hook the person on your shoulder. If you let someone bodyblock your long enough that someone wiggles off your shoulder, that is your own fault. If you are fearful of this happening, try taking the person on your shoulder to a different hook than the unhooked survivor came off of. If they are downed at that hook you can hit the unhooked and still hook who is on your shoulder.
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@GoobyNugget said:
https://forum.deadbydaylight.com/en/discussion/comment/2060938#Comment_2060938
The rework that the devs showed on stream in the QnA, dont know if its live yet but it got reworked.
It did not get reworked, they floated an idea of a rework to spark discussion. The perk has not been changed and there is no promised or guarantee that it will get changed.
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That's the Golden Summer outfit for Meg, it's currently in the rift but was accidentally added to all inventories with the midchapter.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1947742#Comment_1947742
Yes but most of the hatch hoverers are people who just hid the whole time not helping anyway
Even so, I'd rather not spend 4 minutes watching them wait for me to die, that's more frustrating than them getting out.
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I'll die for them, there is literally no winnable outcome in that situation, with two people left there's never realistically a scenario they can both escape.
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That would be so disgustingly strong, permanent Haste in chase? In the end game if you have Haste with Object in a chase, you're faster than every killer?
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That would be so disgustingly strong, permanent Haste in chase? In the end game if you have Hope with Object in a chase, you're faster than every killer?
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As it stands, people can use it once per chase, they get to 1 more pallet than they would have before, and your chase is longer for it.
If you really think a token system would be better, I'd love to see how you'd fare in that chase when they can extend it three times based off tokens. 4 survivors, each extending their first chase 3 times. You'd have your first down at the EGC if you're having trouble with it once in a chase.
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Noob didn't leave because of the game, IIRC he's got some stuff going on in his life that has made him not stream/make videos. And honestly it sounds a little rude by why would they care about what someone who isn't playing anymore thinks?
There's also 3 Gilded Stampede cosmetics that you earn from readily available codes, only the two killer sets are purchases.
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@Kebek said:
Survivors dislike tombstones because 90% of them don't know how to play against it or how to recognize it's comming so they call it OP (it is strong and could use a few changes but not OP) and badmouth those who use them.
Whenver I use tombstone it's mainly because it's really fun addon to use for me. It's the only addon in the game that makes you actually into a killer which is very fitting for Michael.
No one cares about the regular tombstone, it's the tombstone piece that is broken. You move at full speed and mori without a single hook at 5 gens, that makes a game pretty much unlosable as killer unless you're garbage.
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@DemonDaddy said:
So by right hands, do you mean a player more skilled than you? When are you hoping for a counter, after your in chase or injured? I have no issue with being bested by players that have put in the time to be better or at least capitalize on my mistakes. I've followed this game since before nurse and hands-on since we got huntress, never once finding new additions beyond our capability. I play survivor more now because we have the power to dictate the match regardless if our own skills allow us to perform at that peak. Killer design varies in how they benefit the player but design alone does nothing to ensure a win without skill.
Not more skilled, just using cheap killer powers or addons that don't really give you a method of doing anything about it regardless of skill.
A fine example is Pyramid Head, even after his "nerf" he still has the ability to down you at a pallet regardless of your action. They made a fix that didn't actually fix the issue, if he drops his sword at a pallet as you run through, if you drop it he will typically, if playing right, be far enough away that you won't get the stun, and he will use his beam and down you in the action. If you don't drop the pallet and dodge to the left or right, he will pick up his sword and have ample time to walk through the pallet and hit you.
This isn't a matter of being a better player, you are just damned if you do, damned if you don't. Spirit operates in many similar ways, you don't know if she's phasing, so the "stand still mindgame" will always guarantee a hit or down as long as the killer doesn't ######### it up.
Compare this to Billy, Huntress, or Demo who have powers that require you to predict how they might play, but reward you accordingly for doing so. A huntress running you at shack might predict you going for a window, so you think of this and don't take it, if you did what she thought, you get the hit. Demo works similarly with his lunge.
Billy is super enjoyable because he punishes you harshly for ######### up, while still can run tiles with standard play otherwise. It makes chases on these killers super enjoyable, both against and while playing as them.
The killers I initially mentioned tend to have a "you do well in chase only if the killer themselves ######### up" which makes for a fine game against a newer or inexperienced one of the killers, but in hands which have hours behind the killer, it just makes for unsatisfying chases that end extremely quickly with little to no merit on your own skill in them, and they do this quickly enough that in many cases it is simply enough to win games.
Hopefully this clears up what I mean by this statement.
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@DemonDaddy said:
All killers can be beat without perks and many have weaknesses built-in to provide counter windows. It again comes back to skill, yours vs the killers cause mechanically survivors have the advantage of potential negation of any killer action and applied time pressure on the killer. The only way without any counter is simply keep running until downed which shows a serious lack of skill, map routing/positioning, and understanding of the killer design. Killer is backed by a human player, they can make mistakes, get confused, and be outplayed.
Spirit, Deathslinger, Pyramid Head, and Nurse in the right hands have no counter. If you think anything otherwise then we don't have anything further to discuss as you clearly don't know how the game at its core works.
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@DemonDaddy said:
Getting downed is a skill issue not a perk problem, Survivors relying on bailout perks only masks shortcomings as peak performance can dominate without any perks. With killers it depends how skilled the survivors are. Gen defense can prolong a match with good survivors while also proving overwhelming/useless when they are bad.
Not with as many killers that have no counter or outplay it really isn't, and not with newly remade maps that have a total of 4 pallets. The game as it is is incredibly killer sided in terms of resources and powers.