LordGlint
LordGlint
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- LordGlint
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611636#Comment_3611636
4.3.0 iirc.
I think it was also bugged again early this year.
@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612426#Comment_3612426
They are NOT cracked, its just that in order to fail a pig skillcheck you have to actually try and fail it. Only new people or people that are interrupted by pig fail those.
I got curious and looked it up. It was working on Pig boxes til 7.1.1, which was August 1st.
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@humanbeing1704 said:
To be fair how did they make legion less fun to play? The previous version was unbearable crap
Was thinking the same thing. I feel like he was just listing killers to add substance hoping no one noticed.
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Would be nice if survivors who didn't even get injured didn't have a speed boost after getting hit by that first testicle. Other than that, maybe an addon pass...
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Feel like crawling to a hook would've sped that up
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I would go with Ruin and Spine chill. Spine chill is COMPLETELY pointless now and ruin is so weak that people don't bother looking for it, cleansing it only if they happen to stumble across it.
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Well of course your gonna fall asleep if you play for 30 hours straight. I understand the game can be fun, but maybe ease into it.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611457#Comment_3611457
Too close? He’s at least 50 meters away from the hook.
???
Look at the hook progression between pictures to get a decent idea of time. It looks like he MAYBE went away for like 10 seconds before returning.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611636#Comment_3611636
4.3.0 iirc.
I think it was also bugged again early this year.
That would make sense since I ran that build earlier this year. Was kinda funny any time I'd see people go down from deep wounds at a box.
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611381#Comment_3611381
i'm going to make you sad... huntress lullaby does not work with pig traps
@atlasworldcarrier said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611381#Comment_3611381
Almo nerfed huntress lullaby pig cus it was too oppressive same with doctors skillchecks
That blows, when did that happen?
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Are you referring to the login rewards?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611521#Comment_3611521
I'm not talking about emblem points.
Maybe YOUR not, but that's not going to be universal.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611441#Comment_3611441
I don't understand how that contradicts anything I wrote. And yes, it's the same as unhooking a teammate. Sure you get points for it and you most likely reduce your chances of escape if you don't do it but it's not an objective per say. Sure, it's playing the semantic game a bit.
If your goal is just to kill people, getting 4 slugs after the survivors finished all the gens in record time and everyone dying on first hook is the same as 4 ppl dying after 12 hooks and 0 gens getting done.
If your goal is for emblems, gens matter. It's more important to chase the guy on a gen than the guy on a dull totem. It's good to pick who to chase rather than going after the first thing you see and insisting you'll just end your chase super fast and get around to that other guy in time.
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@TheSyndromeOfClowns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609530#Comment_3609530
This has been an issue for so long but nobody is talking about it. I hate when there is a full sabo team with breakdown and dying state recovery perks.
You have THAT, but you also have areas where if even 1 survivor dies in that corner... it's a hook dead zone the rest of the game.
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611309#Comment_3611309
I'm very self aware of how long I'm chasing. I try not to chase one survivor for more then 30 seconds or let's say 2 pallets. It doesn't matter. I'm talking about M1 killers for the most part. Drop chase and try and find someone else which sometimes takes 30 seconds by itself with the lack of movement speed and map size. It doesn't matter someone is always on a gen somewhere.
What platform do you play on? It's easier to show rather than just chat on the forums.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611463#Comment_3611463
Ah, now I get it!
Though I don't think there is a killer I haven't tried yet that I am interested in.
You don't have to find a new main. Just saying to try screwing around with a new 115% killer for the day. You might end up even being surprised and liking it. I've had THAT experience more than once.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611455#Comment_3611455
No way I'm using Clown again, not after the hell it was to take him to P3.
Freddy and Hag are my favorites, but I'm not sure where in the MMR abyss my Hag is. I'll just have to find out, I suppose.
You're missing the point... I'm not advising you to swap to another Killer you've played alot. Any killer you've spent time on has its own MMR established. Killers you HAVEN'T tried yet...don't. Their baseline MMR is going to assume you're a little better than a complete newbie.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611447#Comment_3611447
Nah, I basically only play Freddy.
If I were to mix up, it would be from Freddy to Hag, I suppose.
Hag doesn't play like Freddy. She's fun, but the skillset you've learned doesn't really transfer. Maybe try Clown... just a suggestion. He's a 115% killer like Freddy who's power can also be used to shut down loops on the go.
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@GeneralV said:
I don't know what is going on with the matchmaking, but I am constantly getting sent to fight against survivors who are clearly more skilled than I am.
I don't think that is high MMR, but if it is then I don't belong there.
You ever mix up your killer abit? Each killer tracks a different MMR, so swapping to a different killer you don't normally play can provide a bit of relief as long as their toolkit isn't SUPER unique (Going from Myers to Pig as opposed to going from Myers to Nurse).
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611389#Comment_3611389
Sure you get points for it but it's not an objective of the killer.
It's tied to the Gatekeeper emblem. With the same mindset, unhooking teammates isn't an objective to the survivors... but we both know your emblem would suffer, as would your overall success.
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@plattenpanzer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611281#Comment_3611281
Not in my matches. Not once have I had a survivor blown up a generator or miss a healing skill check.
I run huntress lullaby on a few of my builds and yeah... plenty of ppl miss skillchecks. It's especially funny doing it on Pig with the addons that cause missed skillchecks to injure ppl.
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It's probably due to game sharing. It kinds makes a mess when you have ppl who didn't actually buy the DLC being able to use it.
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@Zokenay said:
To play as, he's def better than before the changes were made (cause in the middle he was actually worse).
But yeah, hes as much of a pain as before as Survivor, hes a tricky killer to fix in that regard.
Have you played him after his most recent buffs?
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@humanbeing1704 said:
I find it’s really buggy if you get the prompt in second state
I had a lingering skillcheck when I was already off the hook for some reason
Imagine working on a gen, just for the entity to reach out and kill you.
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610589#Comment_3610589
So they bypass the anti-facecamp mechanic by not facecamping. I understand, this is terrible! How can this be a thing?
Your point about basement is valid. But if AFC would prevent killers from securing kills in basement, there would be zero use of that place, as hooking there takes more time than anywhere else. It would render it a hiding spot for survivors with a guaranteed chest spawn. At this point it would be more beneficial if you just asked the devs to have basement removed entirely.
I personally feel that it's fine that there's a single spot on the map that is more dangerous, and trying to avoid going down nearby it adds an extra strategic layer to survivor play. Also don't forget that the old counter to camping still exists: three survivors can do two entire gens / hook-state.
Basement's main use is being a hooking spot where the hooks don't break. Honestly, if they did something about the other hooks to prevent hook dead zones, they could delete Basement for all I care.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610836#Comment_3610836
Allegedly, the game can barely handle 2 zombies. Anything more than that and we might have an issue on the technical side of things.
The idea of Nemesis mutating with pallet stuns sounds nice, but would it be the only way for him to mutate? Because if so, he would never leave tier 1. Survivors don't need to stun you after all. They would simply pre drop pallets and counter this part of his power. Which would leave him powerless.
The idea of permanent haste never works. Let's not do that. It would make him incredibly boring to play against and straight up remove any chance of counterplay once he reaches tier 3 with the right build. It could also encourage pallet camping depending on how exactly his anti loop would work.
Also, if we're getting rid of the whip, then what does the infection actually do?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610839#Comment_3610839
Yeah. That's the only thing I could imagine that wouldn't look stupid. But it would feel extremely dumb. So I am not blaming them for not doing something like that.
No kidding. I was 100% joking. That being said, we already have the world's least dangerous chainsaws. Letting Nemi fire a rocket launcher that breaks any thrown pallet/breakable door in an area isn't the craziest idea.
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@sizzlingmario4 said:
AFC only activates in pretty strict conditions and isn't widespread enough to warrant putting hook grabs back in the game.
It's still very possible for killers to proxy camp and move closer to the hook when they see a survivor coming in for the save (which slows/stops the AFC meter). So hook grabs should not come back.
In your example, the killer moves away from the hook to avoid AFC. This gives survivors room to make a play they wouldn't be able to make against a facecamper. You just have to not make it obvious while approaching the hook. Personally, Kindred is basically permanently equipped so I know which direction to approach from.
Even if a killer notices you EVENTUALLY, at that point you should be close enough to unhook without them being able to get within grabbing range.
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@Xernoton said:
Sure, they could do more with him. But let's be honest, a rocket launcher or flamethrower? How would you implement something like that? Imagine, if he were to use a rocket launcher on a Feng Min and all that happens is that she loses a health state. Same with a flamethrower. In order for that not to look ridiculous, you'd need to have that as an insta kill mechanic and judging by Tombstone Piece, I don't think many players will like that.
Punching holes into walls, while fun in theory, would have a similar issue. Who decides which walls you can break through? Make it any wall, and no window on the map can delay him anymore. Make it only breakable walls and this becomes useless because you won't break most of them anyway.
It would be nice to see something more for Nemi, but unless someone actually has an idea how to do it without it either overpowered or useless, I can't say I blame them for not going there.
Rocket launcher=ranged instant mori, lol
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610794#Comment_3610794
Hook trades do all of this.
Except it releases someone from a hook who would otherwise still be hooked, as well as activates any perk that results from an unhook, like deliverance. That's a big difference.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610792#Comment_3610792
These could have been hook trades and it would still be "fair".
Again, the idea that a hook trade isn't in the killers favour, and should instead result in a double hook, is assinine.
I'm not saying hook trades should be a 2 hook. Hook trades were a thing with hook grabs in the game too. I'm saying a dumb play like the one linked SHOULD be punished. It a shouldn't be a setup for a deliverance play or anything.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610737#Comment_3610737
There is no healthy use of Hookgrabs.
Someone actually posted a link earlier of a 2 minute video with 2 back to back. You think THOSE grabs were unfair?
https://youtu.be/HI52R31leyg?si=gSu_Sk1BKcmUw25L -
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610759#Comment_3610759
Youve never proxy camped or been proxy camped then.
With facecamping, there was no room for counterplay besides the unhook chicken. Lets not pretend this is true for proxy camping. Someone going for an unhook has room to approach a hook and attempt a play.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610756#Comment_3610756
And if that chase begins a second before the rescue attempt because the killer is proxy camping?
Then the survivor has room to do an unhook without the killer being at close enough range to grab them.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610737#Comment_3610737
A survivor mid chase who attempts a hook rescue will take two hits and go down in the process. You can then hook that survivor and you're still in the green. The survivor team is right back where they were before the hook rescue, only they're down one more hook state and one health state. So you've made progress as the killer.
The removal of hook grabs makes that stupid decision a little less stupid, but it is absolutely still a stupid decision to attempt a hook rescue mid chase.
If someone is on the hook, someone NOT in a chase should get off a Gen to do the unhook. Allowing them to stay on gens so the person being chased can unhook is like you said, a stupid decision that rather than leading to 2 people on hook... leads to 1. That's not the same thing, that's reward stupid decisions.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610687#Comment_3610687
This entire thread is about hook grabs.
You've admitted that AFC doesn't stop this, so to answer your initial post... if hook grabs existed here you'd have the exact same scenarios we had a few months ago before hook grabs were removed and AFC was implemented. BHVR decided they wanted killers to chase and not camp, so they implemented both.
That's the answer to your original question.
There's also nothing in 'the survivor should run away' that prevents the killer from just doing this with every survivor who comes along. You just seem to want free pressure for doing literally nothing at the hook, which is exactly why these changes were made in the first place.
Go chase survivors, that's what BHVR is trying to encourage. They don't even care if it's the same survivor (ie tunneling) but camping hooks or gens is not the gameplay they're looking to incentivize. Which is why they keep investing in mechanics to discourage killers from doing these things excessively.
We're not at all though in the same situation. Hook grabs before allowed a killer to facecamp and grab any survivor trying to stop it. If a killer tries to facecamp NOW, AFC simply let's the hooked survivor leave.
The HEALTHY use of hookgrabs is the only thing being stopped now, in which a survivor who is mid chase decides to do an unhook. If you beeline to a hook mid chase, that's not the killer camping. You deserve to be grabbed.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610671#Comment_3610671
Yes.
And you're arguing that the killer should also have hook grabs in this scenario.
Which is why I'm saying both need to exist together or the system does actually nothing.
I'm saying there's no reason for AFC to work in the event that the chased survivor leads the killer to a hook. A different survivor should be attempting the unhook.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610668#Comment_3610668
You’re right. It would still require the killer to interrupt the sequence. And the survivor can’t unhook either with another survivor there—even if the killer is nearby. That was their reason though so idk. Maybe they didn’t think it through.
This is a piece of the dev update for hook grabs.
We’ve all been in that situation before. A Survivor runs toward their hooked friend, but the Killer is nearby, so you both play a thrilling game of unhook-chicken. The Survivor attempts to trick the Killer into swinging so they don’t get grabbed, meanwhile the Killer tries to predict when the Survivor may commit to the unhook to grab them and prevent the save. Beyond this scenario leading to some very awkward gameplay, this also makes it possible for a facecamping Killer to potentially defend the hooked Survivor and put a second Survivor into the dying state while they’re at it.
They use the terms thrilling game play when talking about "unhook-chicken", but then mention how this is used by facecampers.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610659#Comment_3610659
Both of these are needed. The AFC mechanic doesn't do it's if a survivor and the killer are both standing at the hook, to prevent abuse cases. So if the killer just follows the rescuer to the hook and proceeds to attempt a hook grab, AFC isn't going to allow the save because the survivor is in proximity, and the hook grab could still instantly deny the save.
This would basically be a work around to the AFC mechanic for the killer by just guaranteeing a survivor is by the hook to stop progression. In other words, abusing the system to bypass the entire point of the system.
As a side note, it's always hilarious to me that hook grabs are such a seemingly hot topic. Apparently 'just wait it out' doesn't apply if it's beneficial to the killer.
If a killer follows a survivor to the hook, of course AFC wouldn't proc since that's not camping.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610658#Comment_3610658
This is it. It wasn’t about denying killers another body or whatever conspiracy these players have cooked up. It was to prevent the embarrassing issue of a hooked survivor being forced to go through a partial unhook animation (which was also used for trolling & harassment). According to the devs grabs (supposedly) favor survivor ping anyway so it’s not like killers should have been able to grab survivors attempting saves easily or often.
The idea of hook grab removal being due to survivor on survivor harassment makes no sense though since they can still do that part.
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@Gabe_Soma said:
No, the AFC wouldn't prevent the killer for making an hook grab, since the meter stops filling up when a survivor is in proximity of the hook managing to do a save.
The AFC would remove the reason hookgrabs were removed... to allow a save attempt in event of face camping.
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I think it would be nice if his turrents weren't obstructed by objects without hitboxes (bushes) and had a higher range. It's frustrating seeing survivors on the cams that you can't affect.
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@Aven_Fallen said:
Or, we can start removing all the things which make people suicide on Hook. Yes, this is impossible. But they can start removing the things which are obvious reasons, e.g. Skull Merchant needs a proper Rework. You will have people who will suicide when they are first downed. This cannot be prevented.
But at least the most frustrating things can be solved at some point.
Regarding your idea - wont matter. If someone does not want to play, they wont play. They might just eat the DC-Penalty or will AFK for 5 minutes.
People are different. The fix to appease one person isn't going to appease the next. If you look at each member of the killer cast, you will find survivors who can't stand playing against each of them.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609876#Comment_3609876
Don't forget that any stealth killer basically prevents you from getting tokens back.
The only way you're getting tokens against, say, wraith is if you're in chase or just lurking near the killer while they chase someone else.
One more reason I think the perk needs to shift away from TR and towards contribution. Let the Gen jocky get stacks no matter WHERE the killer is, while the guy living in a bush doesn't get to just passively regen them for existing.
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@Coffeecrashing said:
I don't understand how realistic these new gamemodes are. If it takes literal years to code perk icons on the lobby screen, then imagine how many decades it would take to create an "Among Us" gamemode.
It'll be ready in time for GTA7
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It would be nice having spots for alternate game modes in general. Every time an event hits, you have ppl who want to throw snowballs and such getting mad at people who want to play normal. Separating that into different game modes would help fix that.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610133#Comment_3610133
You don't maybe but more killers will look excuses for why they can't 4K. And it's not hard to guess that: All blame will go to Lithe/SB or Distortion or WoO.
Probably they will make WoO nerfed next.
I will be happy to be wrong tho.
Distortion I do think should be CHANGED, but I wouldn't use the term nerfed. I like perk approaches like blastmine that charges based off contribution rather than TR.
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@Ryuhi said:
Strange, there are more "I called it" posts than there are agreeing with OP (unless I missed one, I don't see any.) In fact there are multiple saying killer side doesn't agree with this guy. Also OP only has 3 upvotes at the time of this post.
SB and Lithe aren't a problem, and most people agree with that.
Basically, lol. Between the OP's posts and the "I called it" replies, I don't know what I'm cringing more from. We do NOT claim this guy!! This is an undercover survivor main trying to make us look bad.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609824#Comment_3609824
Yeah ppl will look at this post and say "See I told you killer mains will complain about Sb and Lithe soon" by just looking at this single post, as pretending like OP is representing all the killer players of the world.
No kidding... You're gonna have a hard time finding people who agree with OP, but I'm seeing a lot of "Killers want it nerfed" from the replies. While I may have some things that irk me about DBD still, this ain't it.
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@MikaelaWantsYourBoon said:
People told me i am overacting when i said SB and Lithe are next lol.
This will be the 1 post the devs take seriously, lol. This has GOT to be a troll post. Brand new profile and everything. Only thing he's missing is a Clown pfp.
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Dude... you're making killer mains look bad.
@Spare_Them_Mori_Me said:
In summery*, due to killers getting what they wanted and healing getting nerf'd, without any attention to the impact of mangled on said healing nerf, survivors no longer heal. Due to the tunnel meta which killers control 100%, pre-running and just staying tf away from the killer is top priority. These are the two functions of survivors, as a direct result of killer requests/actions.
*: Gonna hop on the us vs them train to see what it's like.
As a member of the council of dirty killer mains, we don't claim him.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609381#Comment_3609381
True, but I'm saying my personal loading bar loads in 5-10 seconds unless I move the focus to something else, then it takes up to 45 seconds. Bear in mind, that's my PERSONAL loading bar. Once it's full, you still have to wait for others to load, of course.
Would be nice if the loading screen was like Warframe's where you can see everyone's loading progress.