LapisInfernalis
LapisInfernalis
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hitboxes are just a rough approximation of your character and objects. he can slam you on the tiniest straw in your way if said straw has collision. The same as hatchets will sometimes hit "nothing". it's just how it is.
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@UndeddJester said:
Adrenaline only activates once, so it needs to be powerful to have value, any nerf you'd impose on it would easily kill it.
I'd prefer it be reworked to offer more interesting build opportunities instead of just a boring 5s movement speed though... I'd prefer instead it just recovers your exhaustion.
That way you need an extra exhaustion perk to get value, but you get to choose the form your adrenaline perk takes. SB is the obvious contender, but you could consider Lithe if you prefer the general gameplay consistency, BL and DH if you want the versatility... you could even run Head On if you were an absolute nutbar xD
It also adds a small element of skill/knowledge for everyone else to get value from, as the perk will only benefit players who are exhausted. This means you would consider sprinting early to the gate (if you knew where it was) to use your exhaustion perk of choiceto trigger again when the gen pops... rather than causing a mass sprint exodus towards the exit.
That is a good idea.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460988#Comment_3460988
That is because self care got nerfed, I checked the wiki and ur welcome to check as well but im pretty sure its still 16 seconds.
I completely forgot that they removed that from the ptb. it was hillarious though, seing a blendette self-caring for a whole gen.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461904#Comment_3461904
All excellent advice.
I'd also recommend playing killer yourself on occasion, maybe a few games when the bloodpoint rewards are 100%. It will give you insight into what the killer is thinking, how they track players, and when their auras activate/provide value.
I always play whichever is offering more BP... which seems to have made me a killer main... but its surprising how well I do at my level as survivor just by virtue of the fact I understand what the killer is trying to do and how their powers/perks actually work.
also very important! Even if you don't own certain killers it can help to watch a tutorial on them just to understand how they work.
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@HugTechLover said:
math don’t add up. I put a couple hundred thousand into my blight and I’ve got 120 cakes. I get 3-4 per web.
P100 Blight?
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@Valuetown said:
Hello, I'm a bit concerned about the current implementation for event nodes in P100 bloodwebs. Since P100 bloodwebs are level 50 bloodwebs, I have to spend about 30k-40k bloodpoints for each bloodweb I do. Currently I only am seeing 2 anniversary event nodes every bloodweb, with 3 nodes every 4th bloodweb or so.
This feels extremely underwhelming to attempt to earn event cakes on my P100, as most of the nodes spawning are the Mystery Box nodes, which are a random drop of all the event items. This wouldn't be an issue if the nodes spawned at a ratio that is similar to lower level bloodwebs. For example, lower bloodwebs spawn 1 or 2 nodes for every 4-5 non-event nodes, where at level 50 bloodwebs, you need about 12-14 non event nodes for the same 2 nodes.
As an anecdote, I put in 300k bloodpoints into my P100, and after all was said and done, I only had gotten 3 anniversary cakes. I put in 300k on a freshly prestiged character, I had 30 cakes after all was said and done. Like I said before, this feels extremely unfair and more like a punishment to those who put in the work to get a character they enjoy to P100.
Could you adjust the spawn rate of event nodes to be at least 5-7 for every P100 bloodweb, with a guarantee of 2 cakes of those nodes? That way it's more in line with non-P100 characters, and it's also a nice anniversary treat for those who devoted a lot of time and effort into getting a P100.
Thank you for the consideration, and happy 7th anniversary!
I have a P100 Jeff and I am fine with the event stuff. You get even more overall for the same BP than a sub P100 character.
I get a guaranteed cake and two mystery boxes with a 3rd at a small chance. The cakes are still the same anount (about 30-35) like a non P100 survivor. Only items are about double.
It used to be a lot worse. Only 1.5 years a go you would only get one of any event stuff per lvl 50 web with a small chance of a second. And webs were 50-60k too.
Killer's get about 60 cakes per prestige. Don't know about P100 since I don't have that yet.
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I pity you new players with all the perks that exist nowadays. When I started there were like 4 aura perks in total and also a lot less to learn.
Like the people in the posts above said: Distortion from Jeff Johansen is a great perk. It has 3 tokens at the beginning of the match and every time the killer would see your aura you will stay hidden, leave no scratch marks for 10s and lose one token. You regain tokens by being hidden in the killer's terror radius. Even more experienced players use this.
Off The Record from Zarina Kassir is also a good perk. It helps you when you get unhooked by making you completely silent, having endurance and hiding your aura for 80s. (keep in mind endurance is lost when healing, doing gens etc).
Boon: Shadowstep from Mikaela Reid let's you bless a dull totem. Inside its radius your aura and scratch marks will be hidden.
If you don't have those perks it takes some time to get used to guessing what perks the killer might have. A difficult task for a new player but the more you face certain perks the better and sooner you will notice them an can act accordingly.
The killer finds you at the start? Lethal Pursuer.
The killer comes to you after a hook? BBQ (hint: you can hide in lockers before the hook. It will hide your aura. Just count to 6 after hear the sound effect before leaving)
The killer comes to you when healing near him? Nurse's Calling.
The killer finds you after kicking a Gen? Nowhere to hide. (here it just helps to go into lockers and hope they don't check them, or leave the area until they leave again)
There are many different aura perks nowadays and I really recommend Distortion as it also tells you what perks the killer has by hiding you.
The more advanced version of this would be Object of Obsession from Laurie Strode which gives you the same information but does not hide you and even shows you to the killer every 30s.
General tip: Do not be afraid of the killer. If you get chased try to last als long as possible. Hiding is nice, but there will be the time where you need to be good in chase. Try to do all aspects of the game.
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@Luceus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461464#Comment_3461464
How else are they supposed to get masks? They have to reach endgame which actually requires work, this isn't from toxicity it's literally because of the conditions the devs put on for survivors to get masks and killers sweating like crazy.
Playing normally barely yields results for survs, so gen rushing is the only viable option
Not to forget that the first community challenge is doing skill checks on gens and this ist the easiest when using a toolbox as the chances are higher.
@Luceus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461685#Comment_3461685
Wdym?????? Killers literally are guaranteed to get a mask, either they win and the hatch opens when they get the 3rd kill or survivors win and they get the mask when survs open exit gates...
There is 0 try harding required there, the only scenario where you could fail to get a mask is either by not getting an invitation completely or forgetting to keep a charge
When I play killer I play quite chill and once the last Gen gets done I also let the remaining survivors go.
So far everyone was happy.
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461602#Comment_3461602
So basically both sides tryhard, so they secure as much BP as they can.
It's some time since I have seen that many BNP as today.
I had one game out of like 15, which I would call enjoyable today. Rest was tryhard festival.
I faced a Legion who wanted the 4k no matter what. When I asked why they do this during an event they said "I just care about winning and points". They had 50k BP multiplied by 535% while one survivor had less than 15k (got tunneled out) and only one of us had over 30k.
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@Luceus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461424#Comment_3461424
Got it twice already, if they don't 4K before the 5th gen they DC so survs don't get it
#########.... Luckily I already got all 12 masks.
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@Zenislev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460566#Comment_3460566
Cool. Your point?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461226#Comment_3461226
Survivors used to be able to do that. There was a file they could open up in the lobby to see which killer they were playing against so they could dodge the lobby. I didn't care about getting dodged then and I don't care now.
I remember that one. Back then you could still swap between killers after getting into a lobby. After players found out about that one, they would queue with Doc or Plague and swap to their actual killer a few seconds before the match starts. For some reason people put away medkits when you were using Plague or you would see Calm Spirit when you used Doc before.
I know of a player who used Hag, got 4 flashies and then switched to a killer with lightborn.
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@Zenislev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460566#Comment_3460566
Cool. Your point?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461226#Comment_3461226
Survivors used to be able to do that. There was a file they could open up in the lobby to see which killer they were playing against so they could dodge the lobby. I didn't care about getting dodged then and I don't care now.
My point? This is the reason why prestige should be hidden until the end game screen.
Some survivors leave because of low prestige and killers leave if they see high prestige (as a Jeff Main with P100: can confirm). The players that come in after that are very often not the ideal match to the remaining players' MMR resulting in unfair matches which was said by the Devs when one could see the other people's ranks.
Lobby shopping has to be as minimal as possible for good quality matches. And therefore prestige should just be visible after the match.
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I just swapped the character then went back to the char I wanted to use and it randomised my perks. Tbh in the first match with this challenge I had my normal perk loadout.
I was surprised to get an ok loadout too: Tenacity, SB, Self Aware and Resurgence
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He was killswitched after 7.0.0 and also was a few hours after the 7.0.1 update and there was no indication that the bug that caused it was removed. People (myself included) were mad that we could not spend points. But the bug resolved itself and then the killswitch was lifted.
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@tuttoinunavolta said:
Adrenaline is perfectly fine imo. The only thing I'd change about it is the fact that it currently wakes up survivors affected by Freddy's Dream State. I understand the lore accurate part of it, but perks and items affecting only a specific killer are not that fair and most of those interactions have been removed recently (ex. Wraith flashlight burns). Plus it's not like Freddy is a strong killer that needs this weakening interaction lol, especially since at that point of the game he lost his teleport.
Tbh they should have given the wake up part to the perk with the same name ages ago.
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That would make no Mither meta, finally a use for this perk.
Joke aside, I participated in the PTB with this feature and no thanks.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460467#Comment_3460467
The default is still 16 seconds its just medkits now apply a 33% speed and efficiency debuff. I just thought it should be a lil faster since its a 1 time trigger effect which is not guaranteed to go off since you have to be injured in the first place.
If I remember correctly self heal is always 24s, because those who still waste time with self care waste even more now. Before they wasted about 60s with sloppy, now it's over 80s.
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@Frogsplosion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460275#Comment_3460275
Noed doesn't instantly kill every survivor, adrenaline may as well be an automatic free escape.
thank you.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460473#Comment_3460473
you can put pressure on survivors with any killer. All I see from people anymore are complaints that they aren’t doing very well so we need to nerf the other side. It’s old. There are certain things in this game that do need to be fixed… adrenaline is not one of them. Try choosing a build that will allow you to get a kill before the last gen is completed. If you’re that worried about endgame run Noed with a combination of these - Pentimento, Devour Hope, Undying, and Thrill of the Hunt. If survivors are spending more time trying to cleanse totems that gives you more time to patrol gens and chase. Undying will allow you to see their auras when trying to cleanse and will protect another hex. Pentimento will allow you to restore your hexes and give you additional effects to slow survivors down. Devour Hope is just nasty if used in combination of any of those if you can get enough hooks in. Don’t waste time trying to nerf a perfectly fine perk - build a counter plan for it.
You are suggesting a build which will get destroyed 1min into the match leaving me with nothing.
And I can build up all the pressure I want when 3 gens Pop after I found someone and ended the chase. And yes Lethal or corrupt exist but these won't help me much if survivors smash out gens with prove and use MFT to get long chases...
I could camp and tunnel but I hate this playstyle. And I hope it will be gone someday.
@Yoshirama said:
This topic again.
Just admit that you don't want survivors to have any chance
Funny how Adrenaline and WoO was fine for many years and now suddenly is a problem. Right, they just killed dead hard and now killers want to kill the second best perk until all perks are just bad
I am a Survivor Main. I just pointed out a potential problem. WOO is fine, it just shows how dumb the pallet spawns are.
@[Deleted User] said:
A perk that works once and only activates if you make it to endgame definitely doesn’t need a nerf like be serious
They said the same about Noed and it got nerfed.
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@Zenislev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459609#Comment_3459609
Well hey, as long as you guys are taking feedback, I just want to say, as a killer, I like being able to guess how miserable a game is going to be for me. Prestige isn't a perfect indicator of skill, but if I see multiple high level survivors, then I can reasonably know that I'm in for a terrible time and I should either dodge, or just prepare for the worst. That's important info that I'd really rather not lose.
The problem is that if you dodge the refill will be bad which is a known fact.
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@Venusa said:
Here's what I have experienced so far for having a P100 character in Dead by Daylight:
📌 in-game harassment and judgment for investing in a character I like
📌 people assuming I'm suppose to be invincible
📌 getting called sweaty or a no-life
📌 killers lobby-dodging when they see me as if I'm an e-sports legend
📌 made fun of at game-chat because somehow being P100 should've guaranteed my win
Here's what I haven't experienced so far for having a P100 character in Dead by Daylight:
📌 people thinking I just like that character's design or lore a lot and know how to farm bloodpoints
I know others have also made discussions regarding this and it seems like an easy option to implement. We already have an option regarding delayed match-making to prevent in-game harassment and ranks were made invisible years ago to combat the same issue. None of these reflect the skill of the player. What's the difference now?
https://us.v-cdn.net/6030815/uploads/3C3TDHHPEG18/screenshot-jpg.jpg
I am a Jeff Main and I got him to P100 about 3 months ago. And I can confirm every point you made.
But you should add "being accused of having cheated the P100" to that list, because this happened to me as well lol.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460467#Comment_3460467
If every survivor is injured then you should have an easier time keeping them all from hopping on a gen together. Even then how often do you get a game where you manage to have every survivor injured with 4 gens done and every one of them has adrenaline? If that does happen they still have to get the exit gates open so go get ‘em. Take Noed with you it’ll make it easier.
Not if I use a low mobility M1 killer because they somehow broke my main.... And with my luck there will be someone on NOED the second it spawns or something.
And even when I play survivor, this happens so many times it is insane.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/380039/adrenaline-needs-a-nerf
I like the idea of a heal or a sb rather than getting both instantly. I think if it was you get a heal after 20s or 16s if you are injured and get a sb for 5 seconds if you are healthy is a cool one or the other type effect and it means that a killer in a chase with someone injured does not get hit nearly as badly. I usually do not like the ideas people come up with for nerfs or buffs etc but I think this one is a good one I just think 24s is a lil too long.
I went for 24s because that is the standard self heal duration.
@Monlyth said:
The biggest problem with Adrenaline is that it punishes you for spreading hooks/hits. If you refused to tunnel and everyone's injured when the exit gates are powered, you just screwed yourself because of Adrenaline. The optimal play against Adrenaline is always to get at least one Survivor out of the game as fast as possible, or at the bare minimum, to run enough slowdown that the Survivors will rarely manage to finish the gens.
This is exactly what I mean. If you don't play tryhard, you'll get punished for it.
@HugTechLover said:
Don’t let them complete the last gen and you won’t see adrenaline.
No ######### Sherlock. Do all the totems and you won't see NOED.
@Annso_x said:
Adrenaline is a one use only perk and you need to survive until endgame with just 3 perks to get value out of it.
Literally just adding the "if you're not exhausted" condition would render if absolutely useless outside of builds without exhaustion perks (which are basically nonexistent), and even without it all your other ideas are basically worse versions of already existing perks / items, or simply not worth it because, again, it's a one use only perk that only activates once you've completed your objective, so of course its effect needs to be strong.
It's not because a perk is popular that we need to kill it (mostly when it's been in this state for so long but no one complained about it until recently)
The "not exhausted" was a bit over the top true.
@DavidHypnos said:
Adrenaline is probably one of the best designed perks in the game. It’s effective without being OP. Survivors have to complete their objectives to get use out of the perk and even then timing is everything. If you’re not injured, if you’re not near the killer or a good loop then you don’t get much value out of it. You can be on hook but if no one pulls you off then it did you no good. I can’t tell you how many games I’ve seen where an injured survivor is in chase when adrenaline activates only for the killer to hit them 2 seconds later and Noed is in effect. Why is it that I keep seeing so many people act like killers are always entitled to kills? Ex: you can’t use adrenaline because it’s an unfair advantage even though you got all 5 gens done without managing to be sacrificed but I can use noed to get an advantage even though you got all 5 gens done without managing to be sacrificed.
My main problem is that the whole team can be injured (something beneficial for the killer), but still greed the last gen without fear because they will be instantly healed.
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Ok, let's just hope he will get fixed for the 7.0.2 bug fix patch. If not, I will be pissed.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460233#Comment_3460233
This means that you don't want to get better at a game and only target the bad survivors and want them to stay bad so you can win.
And you completely misunderstood my point.
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@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460210#Comment_3460210
there are challenges that force you to play "bad"
As killer there is a challenge to hook 4 survivors during the endgame collapse.
Out of my 10 last matches i got to the endgame collapse only once. And this was only because i let the survivor open the gate.
So either i am forced to let the survivors do all the gens or i have to play another 30 matches for just one challange.
Thats just not fair.
Same with the doctor challenge were you have to hit 5 survivors that are further than 48 meters away from you, in ONE SINGLE GAME.
You have to actively stay away from survivors to get this challenge, they force you to play badly. In 5 matches i only got up to 3. I had to spot 2 survivors working on a gen, then walk away 48 meters and then i could shock them.
So either i throw the game and walk away from any survivor i see or i play hundreds of matches and pray to the gods. And this is entirely based of luck.
And if those are CHALLENGES, luck should have to do near nothing with it.
A challenge should either take long (like gaining bloodpoints or hitting 12 survivors while they are exposed) or they should be hard to do (dont have an example for this ready), but just smashing your head against it for days and praying for it to happen should not be part of a challenge, in my opinion at least.
I did the EGC hooks with some Blood Warden plays. If you don't own the perk or if you want to do it differently, just use the hatch offering, and slug. Tbh I need en a lot of matches too.
The challenge with Doc is pretty simple: either equip both calm addons or use Iri Queen. Then you shock the survivor, down them and walk away from the hook. MYC and Devour are a good combo with this too.
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@HugTechLover said:
Uhh no, I don’t think most people would agree with you. WOO doesn’t magically make survivors good.
But it makes bad survivors less bad and good survivors insane.
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I think he will be playable again before it ends. Usually the anniversary event lasts 2 or 3 weeks and the bug-fix patch will be due next week Tuesday.
But if they can't fix it, yes I want a compensation of offerings on him. He is my main and it completely sucks that you can't even spend BP on a killswitched char.
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Can confirm.
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@Sheffield said:
I saw it in one Match that if the Singularity is right in front of the hooked Survivor, you can't unhook anymore.
I just had a match on RPD this noon where a Singularity facecamped me and nobody could unhook.
This is something that can be exploited on this map by any killer, especially on the corner hooks in the hallways.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455911#Comment_3455911
True. Med-kits needed a nerf, but with the hard hitting nerfs to all healing, shouldn't something be done to Sloppy Butcher too? I mean, that perk is extremely obnoxious to see almost every game nowadays.
Just a thought 🤔
Not really. People need to learn to play while injured. I found that Iron Will, although giving only 75%, works wonders in many situations. There is also Resilience and Made For This. True, if the killer uses some kind of exhaustion, you are screwed, but these perks are less prominent than Sloppy. Adrenaline is also worth gold,which is the reason you see NOED very often these days too.
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How did they manage that?
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1: There are many characters in the game who have uncertain sexuality. TBH I thought they would pick Ace as a gay character and not David. Just use your imagination and create a head canon. Maybe Yui is lesbian? Who knows?
2: It would be better if they added a new character instead of retconing an existing one, because then some people will get mad that "their main got changed to XXX".
3: I just hope they do it right and not define a character by their sexuality.
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@Szarman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451578#Comment_3451578
Emm I'm Pretty sure u are talking about his passive that makes him invincible. It might not hide his aura as it did before. I think that in pre-rework version of Freddy he actually was Invisible even to aura reading. U could only see him, and be hit by him, in the Dream World.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451597#Comment_3451597
I understand ur opinion. Even tho I think Old Freddy with some mobility would fit dbd way better than it did in the old years of this game. Life of M1 Killers is easier nowadays. And I'm pretty sure it would make this killer a bit more strategic than he is now.
That is what I meant. The Freddy nowadays can be seen with aura perks regardless of distance or if you are awake or not. Old Freddy could not be seen with any aura reading (and not seen at all) while you were awake. This was one of my main problems after the update as old Object of Obsession could see through his invisibility after the rework. It was even completely OP after you fell asleep because Oblivious removed the TR and therefore the distance limit the perk had. You had wall hacks 24/7 once you were asleep.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451737#Comment_3451737
Well, you're absolutely wrong. Ghostie has a better time than most because it's an indoor map so easy to sneak up on people, spirit twins Wesker have an easy time became they're A+ tier killers. It takes a lot to get them down in general.
But clown and dredge? Come on. Vs any but the most braindead survivors you're having a very very difficult to borderline impossible game. Vs clown people just predrop and you have to chew through fifteen God pallets before you get to do anything and ooops, game over. Dredge is in a worse place because there aren't any lockers toward the middle of the map and remnant is worthless with so many connected loops. Drop remnant, they leave to the next connected loop. Like clown you've gotta chew through God pallets left and right but unlike clown you've got no way to hinder people holding W away from you. When I load into the game as one of those killers I've already mentally written it off as a loss. Survivors are not burning Game offerings to send me to a map where they are at a disadvantage because they feel like being nice. Even a lot of the filler pallets are way safer than you'd think at first blush.
The only good thing to be said about the game is that surge is excellent on it. If you get survivors who actually greed instead of dropping every pallet in the world and get consistent downs it's pretty easy to start a surge snowball.
And even with Wesker you can struggle if you have the wrong addons or if you can't do hug tech. A lot of the loops are too round to rebound as well (f. e. control room & below the shredder).
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@Gandor said:
In my experience the game is generally already killer sided. Not in every case, not all the time, but it's small, has barely any good window (and I mean good. Not awesome or god window) and is very fixed with tons of hooks, but it still suffers from inside-map syndrome, where survs just can't find and work on gens.
If I struggle a few games, I take legion, bubba, nurse (i would also take nemesis, but I don't have him), for very very very good chance to win.
But I feel good on the map with clown, ghostface, twins, dredge spirit or wesker. In my mind, gideon is without a doubt killer sided.
But it is true, that I just won't run behind someone for 5 gens, never leaving him. It's very easy to loose that way.
As I mentioned before I would diversify the loops (removing pallets or weaken them and add a few windows.
Usually I am ok on the map as killer but it gets very hard if survivors use WoO or are generally very efficient while looping. Creating dead zones is hard because pallets are stacked on top of each other and because you can easily switch floors. Something that isn't the case for Midwich for example.
And your last statement is very true as I kept a Legion busy on 3 pallets left on Disturbed Ward for 4min securing us the win. I also remember a match on The Game where I looped a Myers for 3min while my remaining teammate did the last 2 Gens. I have to admit that I would not have managed it without WoO though.
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@not_requested49 said:
The Game doesn't have a lot of windows, the trade off there is more pallets, imo it's fine as is for me because pallets can be broken, windows cant
This is why I wanted to remove or weaken a lot of the pallets and add some minor windows instead. This also adds more chances to use Lithe or Bamboozle for example.
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@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449103#Comment_3449103
yep and locker tech almost never works. I can fake a legion to try m2 me by a locker, they hit it miss and is in fatigue buying me time to jump out and to run off yet with him even when he hits it, it is still going and ill try at the last second as he get out of animation but still get locker grab 95% of the the time, terrible design he should stop when he hits anything.
Another less known fact: you can grab survivors mid cooldown as Wesker and other killers as well (I believe).
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@Szarman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449083#Comment_3449083
Hey! Thanks for your comment.
Talking about the teleporting, I was more inspired by Pinhead's teleport. Of course it would need some tweaking to make it work (how far away u spawn when u tp, how fast does it take to tp etc. It's just an Idea that could get tweaked out a bit.
Talking about slowdown, I'm not really sure if it would be too oppresive or not. I think the slowdown wouldn't matter that much, since with this Freddy u want to wake up asap, so you fail the first skillcheck you get. Pretty much u don't give the killer any info with that failed skillcheck since he has aura reading, so that wouldn't be a problem I guess. Also people rarely run Self Care now, so waking up in chase will be WAY more rare than before.
I also think the undetectable isn't necesarry, Freddy is invisible to awake survivors, so it's impossible to see him with OoO or any other aura reading perks :D
The last part is actually not true. I have been using OoO for over a year constantly and you can still see Freddy's aura even if he is across the map.
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@lifeisstrange said:
Bubba is an abomination that should have not exist and I really wish he was gonna be gone since he would have his own game, unlike ghosty/myers/oni who have to work for their power and cant use it infinitely(unless its that judy add on on myer) the fact he can just have a instant spamming down that can moe over everyone is one of the most stupid designs ever. The less bubbas the better. They been enjoying this for years now its time for them to sashay out that basement.
The worst is that his chainsaw doesn't stop after hitting you once. It just goes through BT and you have no chance unless you have SB or Adre. And even then you need someone unhooking you in the first place
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@RubberBrain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443570#Comment_3443570
Idk I didn’t watch it 💀 but if that is then thank you
It is.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442248#Comment_3442248
Yes but it's still a very large nerf. Camping allowed Bubba to guarantee kills.
Kills should be earned by skill, not just by standing next to a hook giving no chance for a save.
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@Szarman said:
CHAPTER VI: A Nightmare on Elm Street
https://us.v-cdn.net/6030815/uploads/Z81APDT1IA9Y/tlo.jpg
https://us.v-cdn.net/6030815/uploads/2E0ZZ70HSTJN/fredward.png
The Nightmare
- Terror Radius: 24 Meters
- Lullaby Radius: 24 Meters
- Speed: 4.6 m/s
https://us.v-cdn.net/6030815/uploads/9Z8NDCH7YRW2/moc.png
Dream Demon - Range 10 Meters
Dream Demon allows The Nightmare to pull Survivors into the Dream World.
- Survivors who are awake do not see or hear The Nightmare.
- Survivors who are awake can't be hit by The Nightmare.
- Once targeted by The Nightmare's Power, Survivors enter the Dream Transition for 5.5 seconds.
- During the Dream Transition they can see The Nightmare intermittently.
- During the Dream Transition survivors suffer from Incapacitated Status Effect
- When the Dream Transition has elapsed, the Survivor is pulled into the Dream World.
Once in the Dream World:
https://us.v-cdn.net/6030815/uploads/LDCO3KDLIF5H/obli.png
- Survivors' Auras are revealed to The Nightmare whenever they are outside his Terror Radius.
- Survivors suffer an Action Speed penalty of -50 %.
- Survivors hear Terror Radius instead of the Lullaby.
How to Wake Up:
https://us.v-cdn.net/6030815/uploads/FK1AHV9MGSIW/alarmclock.png
- Getting Hooked wakes up the Survivor
- Non-Sleeping Survivors can perform a Wake up action on Sleeping Survivors
- Alarm Clocks are set on the map, which can wake up the survivors - sleeping survivor gets one random clock that can be used.
Survivors can wake up by failing a skill check. This will put them into Micro-Sleep Status
- Survivors in micro sleep can't see or hear The Nightmare
- Survivors in micro sleep can't be hit by The Nightmare
- The Nightmare will see Aura Glimpses of Micro Sleeping Survivors
- Micro Sleeping Survivors have a timer of 45 Seconds. When the timer elapses, a Survivor gets pulled into the Dream World
Special Ability: Dream Projection
https://us.v-cdn.net/6030815/uploads/TYT0G6URRV9H/dreamprojection.png
Press and hold the Active Ability button to perform a Dream Projection and teleport to a sleeping survivor outside your terror radius. (simmilar to cenobite box teleport)
- Cooldown - 60 Seconds
- For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by a stack-able 15 %.
Addons:
Ultra Rare:
https://us.v-cdn.net/6030815/uploads/FUVVHNQBB2Z3/1blackbox.png
Black Box
While putting a Survivor into the Dream Transistion you see others Survivors Auras for the duration of it.
https://us.v-cdn.net/6030815/uploads/4ZCZD9UL0LEH/2redpaintbrush.png
Red Paint Brush
- Survivors can no longer exit the Dream World by failing a Skill check
- Survivors can use every clock to exit the Dream World
Very Rare:
https://us.v-cdn.net/6030815/uploads/F254OPFKMD0T/3zblock.png
"Z" Block
Reduces the Dream Transition time by 1.5 Seconds
https://us.v-cdn.net/6030815/uploads/11UKHFE5BUM1/4classphoto.png
Class Photo
Reduces The Dream Projection Cooldown by 10 Seconds
https://us.v-cdn.net/6030815/uploads/1O7QDC47027X/5swingchains.png
Swing Chains
- Increases The Dream Demon Range by 12 Meters
- Increases the Dream Transition time by 2 seconds
https://us.v-cdn.net/6030815/uploads/TB1900SMDUUP/6pillbottle.png
Pill Bottle
Survivors do not see glimpses of you during the Dream Transition
Rare:
https://us.v-cdn.net/6030815/uploads/FOUIQJZBITYJ/7bluedress.png
Blue Dress
Increases The Skill Check Penalty in the Dream World by 8%
https://us.v-cdn.net/6030815/uploads/XEVOOGFXJIDH/8jumprope.png
Jump Rope
Decreases Survivor's Action speed when in Dream World by 15%
https://us.v-cdn.net/6030815/uploads/2T6JPP302V7D/9nancysmasterpiece.png
Nancy's Masterpiece
Decreases The Dream Projection cooldown for every survivor in the Dream World by additional 5%
https://us.v-cdn.net/6030815/uploads/17WLTZ66ABE5/10paintthinner.png
Paint Thinner
Survivors in the Dream World Suffer from Blindness Status Effect (Clocks are still visible)
https://us.v-cdn.net/6030815/uploads/FZMUZSS4AM2L/11unicornblock.png
Unicorn Block
Reduces The Dream Transition time by 1 Second
Uncommon:
https://us.v-cdn.net/6030815/uploads/K8QOHCI9MLES/12catblock.png
Cat Block
Increases The Skill Check Penalty in the Dream World by 4%
https://us.v-cdn.net/6030815/uploads/H7R8YCG6BCQG/13greendress.png
Green Dress
Decreases the Chance to get a Skill Check in the Dream World
https://us.v-cdn.net/6030815/uploads/CVQ16RY1LOCB/14nancyssketch.png
Nancy's Sketch
Increases The Dream Demon Range by 6 Meters
https://us.v-cdn.net/6030815/uploads/06X2HQBOIT56/15outdoorrope.png
Outdoor Rope
Decreases Survivor's Action speed in the Dream World by 7.5%
https://us.v-cdn.net/6030815/uploads/W9GDGNE2HN8M/16prototypeclaws.png
Prototype Claws
Survivors in the Dream World Suffer from Hemorrhage status effect
Common:
https://us.v-cdn.net/6030815/uploads/NJ08TNZ33KUW/17gardenrake.png
Garden Rake
Moderately increases Movement speed after successfully putting a Survivor into the Dream Transition.
https://us.v-cdn.net/6030815/uploads/KN22W6PLAREG/18kidsdrawing.png
Kid's Drawing
Decreases The Lullaby Radius by 6 meters
https://us.v-cdn.net/6030815/uploads/NYA7Y5BII55M/19sheepblock.png
Sheep Block
Wake Up Action takes 3 seconds longer
https://us.v-cdn.net/6030815/uploads/870D0UBQ952O/20woolshirt.png
Wool Shirt
Increases the Dream Demon Range by 4 meters
THE END
That's everything I wanted to show you. I hope you enjoyed it! I think this version of Freddy would be way more exciting and immersive to play as and against! As you can see here I wanted to bring Old Freddy back with some tweaks to make him more fun and less frustrating. Give me your thoughts about this post! :D
First I thought that he would get laughed at again like back in the day, but with adding the incapacitated status during transition you fix the biggest weakness he had back in the day: that you couldn't do anything to stop survivors doing stuff.
I also like the teleporting. Did you get inspired by the Singularity?
I did a rework of Freddy ages ago (3 years I think) where I mixed both versions together wich was mostly implemented with Sadako funnily enough.
The only thing I am missing is the old Paintbrush. Loved to play ninja Freddy.
The only concern is the amount of slowdown you can get with the addons (Forever Freddy) and how easy it would be to escape the dream by spamming skillchecks with a toolbox. Back in the day this was done with Spine Chill and Self Care.
Important note: Freddy should be Undetectable for survivors outside the dream. Back in the day you could not see him with Object or any other aura reading perks as long as you were awake.
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@LilyGoatDemon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447055#Comment_3447055
I have Protanomaly, which is a mild type of red/green colorblindness. For me, what this means is that I can perceive these colors, but poorly. I tend to confuse pinks, oranges, reds and even some browns. I also struggle with getting greens mixed up, as well as "green adjacent" colors like teal, and even some blues on occasion.
The current filters in the game are not strong enough, even for me with a relatively mild case of colorblindness.
I have always struggled in DBD while playing Killer on certain maps; notably the Cornfield, Shattered Square and any "green saturated" map, like Red Forest, Autohaven, McMillian Estate, etc. That's at least 5 "domains" that I struggle with terribly as a Killer.
On the Survivor side, these are not nearly as bad, since I don't have to rely on Scratch Marks to find players. This has directly led to me playing more Survivor because I find it significantly easier with my colorblindness to play and do well vs. when I play Killer.
The two biggest things that would help me enormously would be: Being allowed to change the auras of things. By default, most auras are red for the Killer, and those are outright impossible for me to see on many maps. They simply vanish for me most of the time. In the worst cases,
Perks that "change the intensity of the color" based on an action are useless to me, as I cannot discern between the subtleties of a "slightly lighter red" and "now that red is darker".
Increasing the contrast: The thing that helps the most with colorblindness for a lot of us is more contrast, not different colors. By this I mean, including patterns/shapes and making things outright have stark contrast to anything that might be around it as well. There is a BIT of this in the auras, but not nearly enough. The undulating "meat" veins that appear in auras when you get close enough actually do help them become a bit more noticeable but this needs to be starker. A simple texture pattern of dots, triangles or jagged lines etc that slowly move could help a ton.
Here's an example from one of the game's Wiki pages talking about auras:
Killer's POV:
https://static.wikia.nocookie.net/deadbydaylight_gamepedia_en/images/e/eb/KillerAuraReading.png
Survivor's POV:
https://static.wikia.nocookie.net/deadbydaylight_gamepedia_en/images/0/0d/SurvivorAuraReading.jpg
Now I know that's an older version of that map from the "Killer POV" one, but the problem is still present in updated maps. You can see how the red aura color is difficult to see, versus the types and variety of auras Survivors get. The funny thing is, the very red generators and hooks are the hardest to see, with generators being the hardest for some reason. They don't seem to be coded to be as vibrant as other types of auras, and that's actually a problem. The easier auras to read are the more saturated ones like the Killer's aura and the Windows.
But this all comes back to my first point: If we could choose what color the auras are, we would not be so disadvantaged playing, and for Killer especially, the inability to know where my gens and hooks are directly impedes my ability to play the game. If I could make my auras yellow on most maps, I wouldn't struggle nearly as much (Obviously the Cornfield might still be a challenge there, but I'd be down from 5 realms being unplayable to only 1, which is quite nice).
Forcing colorblind players to only work with the predetermined colors we can't change and applying filters to it is a band-aid at best for most of us. The easiest solution is letting us change the colors of things we need to get information from. And we can sort of do that with the filter, but the problem is, we are only really changing the intensity of a problematic color and not getting rid of it altogether. The filters also effect everything, so even on areas where a color might not be a problem, you're still forced to change it too and hope it works out.
Dealing with colorblindness is often a dance of compromise and none of the results are ideal, only "less bad" than before.
I love playing Killer, but am at this point largely a Survivor player just because Survivor is so much easier for me due to my disability.
Even as non colorblind I would love that. As someone who uses Windows of Opportunity, every time someone else has Kindred, I use Bond or I face against a pinhead, I want to cry because all auras are yellow.....
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@Mandy said:
What issues do you specifically have with the Colourblind settings - if you can give your experience rather than relying on someone elses video that would be super helpful especially if you explain what type of colourblindness you have and what specific elements cause an issue for you?
For the record, I am also colourblind, so having this feedback is very helpful.
I am not colorblind, but I have great trouble seeing certain killers or survivors on Autoheaven and the Badham maps. For Autoheaven the black-green results in a weird camouflage for killers like Deathslinger, Hag, Ghostface, Pig or Survivors like Claudette. I can only see the Killer's red light. It gets worse if I have to deal with Deep Wound.
For Springwood it seems to be the purple-greenish-black that gives me problems, but not as bad as Autoheaven.
From what I noticed, the problem with Autoheaven is the contrast. One area of the map is fine (the more illuminated one) but the darker part is horrible.
I already tried the in-game filters, an own filter on windows but they both did not work. So I had to adjust the coloration through my GPU software, which I really did not want to do as it can give you slight advantages. But I was sick of not seeing on some maps due to contrast.
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It always is a riddle to me how these bugs disappear and then reappear out of nowhere an eternity later.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445184#Comment_3445184
Kind of like the vault animation, literally used my bound to vault a window and a survivor managed to vault that same window before I got to to even finish my animation. I just stared at them in disbelief...
Yes, that is the same stuff. And the same pain.
Similar to the fact that there is a time window during the Survivor's vault animation you don't get the hit and you do not vault either. Same goes for the pallet drop/vault. This can be used to your advantage on certain tiles though because the resulting slide gets you in a favourable position if done correctly.
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@mikewelk said:
Forgot that was a feature by the amount of times nothing happened in similar situations.
It works rarely since most people know that it exists and the hit is only triggered if the survivor is in a certain area at a certain small time window. So if you know when it triggers, you can avoid it, which makes the whole feature useless.
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A friend of mine had the same problem, but it fixed itself after a few weeks and an update.
Maybe it will vanish after the next update on 13th June.
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I just had a BSOD after I closed the game and a friend of mine had one when starting the game too.
I noticed that loading in takes ages. The game takes a lot more time than usual to "connect to the server".
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@o7o said:
the servers really, really need to get looked at, and they’ve progressively have gotten worse since the recent mid-chapter.
i’ve seen some streamers, and from my personal experience, get placed in servers that were barely stable and still do, and sometimes the game servers disconnect in the middle of a game.
i live in the middle of the US and i legit get placed in non-US servers more than i am on my own servers and i do not use a VPN.
averaging 87-100 ping solo queue’ing but i’ve noticed i have normal ping when i SWF with people relatively close to me
and if i had tbh, killers get carried by bad ping, so many hits that shouldn’t even register but they do. i’ve also hit some pretty jank m1’s.
i’d honestly choose better netcode among other bugs right now. playing on unstable servers or getting placed in random servers outside the US just isn’t fun.
kinda silly when it comes down to having to deal with it or VPNing your own servers for better ping, etc.
I also had some cases where I landed on a server far away instead of on that one in Frankfurt, where I basically live right next to. And the game send me there multiple times in a row.