Lost_Boy
Lost_Boy
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I mean that built is only really decent on like Artist or Doctor. Obviously it's a viable built on other killers but there's much more fun and better builds out there.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2875680#Comment_2875680
Could be a teleport hack:
https://www.youtube.com/watch?v=c4yEOBWdqyw
Run around a corner, teleport a short distance, done. This ties back to the already mentioned subtle hacking, if it's not super obvious that you're doing this then it's not really possible to get video evidence, which is required for them to get banned through a report. The other way for them to get banned is for EAC to detect that they are running whatever tool it is that they are using to do this.
🦆🦂
Pretty sure I've been seeing this a fair bit recently. Sometimes I'm exactly like the last 10 seconds in that clip and the survivor literally vanishes into thin air and I completely lose them.
I've also seen players that you just can't catch up with on certain loops if you just follow them.
Another one I'm seeing quite frequently is people gaining ridiculous amounts of distance after taking a hit. Its usually done after they line of sight me and I follow them around corner/obstacle & they're literally halfway across the map. I'm guessing it's probably something similar to that teleport hack & they try and mask it by using line of sight to avoid getting reported.
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Pallets feel worse to me playing killer also. I can be 3/4 of the way through a lunge attack, pretty much on the other side of the pallet and can visually see my weapon connect with the player and then I get pushed back with the pallet stun. The hit detection is just bad in general in DBD.
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@The_Krapper said:
I occasionally play on console but I'm mostly on PC , a long time ago I had a TV that if it wasn't in game mode then it would have delayed reaction to skill checks, check if your TV is in game mode would be the first place I would try
Yeah I also had that issue when I played on last gen console. Switching to game mode definitely helped.
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Theres not enough people playing killer for the MMR to work correctly in the first place. The pool isn't big enough to accommodate survivors across all MMR range brackets and keep the queue times the same for all players. High MMR survivors would probably suffer the most if they were to put a cap on what range you could play in. They would probably have 15-20 mins queues waiting for a killer within that range bracket.
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RPD is horrendous & I'm starting to dislike autohaven now. Most of the other maps I don't mind, even Badham has grew on me.
Some of the larger maps can be annoying with COH these days. It causes and matches to be dragged out way longer than they need to be.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2867717#Comment_2867717
https://us.v-cdn.net/6030815/uploads/AJFDTJ5UO6T8/dbd.png
Well he is at a 101 streak with clown. There were definitely plenty of SWFs in there, and he doesn't lobby dodge unless it's a hacker.
You could argue it's not max MMR but if you are going on 100+ streaks idk how you would ever not be at max MMR.
If you are going to argue based off an ultra coordinated tournament team, which isn't realistic at all, then sure maybe it's not viable. But let's be real, if you can win 49 of 50 games using a 3 gen defense build centered around call of brine that's just results. It doesn't matter if you can't take it into a tournament team because you are not going up against tournament teams. Those guys typically play in private matches and not public ones.
Its not the same guy that has a disclaimer at the bottom of his streaming profile that he lowers his MMR off stream to complete these challenges is it? The guy who got like 300 4ks or something crazy like that.
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Playing killer should net you significantly more BP as survivor. Survivors basically play a handful of perks and can easily unlock them on any character they like the look of. Killer on the other hand has to rely on specific perks for almost every killer to play it at it's full potential. The more killers you want to play the bigger the grind gets. I have all killers now and almost all unlockable perks, but I generally stick to my pool of 6 or so killers because I'm still trying to unlock more perks on them.
Maybe it's time to rework the prestige system and have p1, p2, p3 award only the relevant levels of perks depending on what prestige level you are. I.e p3 would only give you tier 3 perks. Might encourage more people to play and try out other killers and builds.
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At least they interacted with you I had a 4 man team of Claudette's last night that held the game hostage for about 45 mins by doing nothing except hiding and throwing pebbles every 30 seconds with diversion. After about 15 mins of looking and eventually tunneling one of them out I basically afked for 30 mins until they got bored waiting and finished the game.
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I snuffed out the same boon 6 times tonight in 1 match, luckily it was near my 3 gen so it wasn't too out the way, but the fact that it can be put in the same totem 6 times is a joke.
I think a good compromise would be to make the player placing the boon totem unable to keep going back to the same location. They aren't really strong enough to be one time use, but too strong to be used multiple times. Make survivors work for it and have them search and rotate to new locations. Allow them to cycle back to the first boon location only after they have placed it on another 2 totems.
COH needs reworked its way too strong. Give it a one time use per survivor per blessing.
Boon location should only be visible to the person placing the totem. Other survivors should actively have to look for the area and remember the location instead of just looking for the glowing totem on the map the same way as a killer has to make a mental note where the location is when he first finds the boon. They get a audio queue anyway so they know that one has been placed.
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I use a Xbox elite controller. Makes a huge difference from your standard controller. I've tried using the standard controller and it's actually horrendous. I don't think I would be playing this game if I only have the standard controller.
Aiming can be a pain, but Deathslinger feels okay cause it's all almost like a FPS and his shots are fast. Huntress, trickster, Pinhead feels a bit more awkward and annoying to play.
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@Kurri said:
"Take a break"
"You can't blame (Dead by Daylight / BHVR / A Game) for (self harm / mental strain / suicidal thinking)"
"This is normal in online games"
"You must not play online multiplayer much"
"In a way Toxicity is good for the community"
"Just close the chat"
"Just private your account"
"Just don't read/answer messages"
"Just turn off public messages/comments"
Did I get all the dismissive comments these threads get? I just wanted to get them out of the way early before everyone else started to repeat the same delusional BS to dismiss this big issue in the game and community.
It's awful that you have to deal with this. I hope that BHVR starts to notice this issue, and does something about it soon. Try to find some positive community's to enjoy the game again playing survivor. The game is a lot more fun with friends - really the only reason I myself still plays anymore.
Yes you get toxicity in most online games, but DBD takes it to another level completely. Best thing you can do is block any chat or messages and play how you want to play.
It actually gives me a little bit of satisfaction knowing that some salty survivor went out their way to find me on on Xbox live and when they go to send a message they find out I've blocked all incoming messages from anyone outside my friend list. Just adds a little bit more salt into their wounded pride that they can't troll me.
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I use it with Deathslinger & Doc. Its fun when you snowball or get in your face SWF teams, but it's not consistent. Its an all or nothing build imo.
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Corrupt is 120 seconds at the start of match. Firstly you have to find a survivor, down & hook them. Most likely you'll get 1 hook and 1-2 hits in other survivors during that time. If you hard tunnel and find your first survivor fast you might get 2 hooks and 1-2 hits. You also might lose 1 gen during that time & have 1-2 boon totems up. By the time it's ended you should be in a reasonable position to apply pressure and hopefully have someone on stage 3 hook on the next down. If you mess up and spend too long on 1 chase/down because of extended loops with perks like DH adding 30 seconds or so then you will have no momentum and will most likely lose.
So DH extends the chase by 20 seconds you say, I think it's more like 30 so let's call it 25. You have 4 players using DH & will most likely get 3-4 DH each per game. If they use DH to its full potential like many survivors can these days it's basically 300-400 seconds of combined time saving (as you call it).
Its basically 3-4 times as powerful as a perk like corrupt & we haven't even spoke about the dogs**t glitchy iframe & hit validation issues.
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@kombativo said:
DH is kinda easy to avoid all you need to do is patience when standing infront of an injured survivor they whit use dh whit out you attacking cause they know you are gona attack when you reach them when they waste the dead hard you can attack thats the only way I avoid dead hard
Yeah it's not a problem to bait it out in the open because it only adds a few seconds onto a chase, but that's not where the problems with it are. The biggest issue is how much it can extend a chase during a loop or outright just deny you a hit because the hit validation is pathetic & the iframe is glitchy as hell.
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Every now and again I'll try a different approach and try not to tunnel but the results are always the same. You end up with 1-2 kills and survivors waiting at exit gates to teabag, even if it's been a long game with multiple hooks and chases there's just no respect shown for playing in a non toxic manner. Usually after a few games like that I'll just go back to tunneling the crap out of 1-2 survivors for the 3-4k. Maybe learn to respect the fact that a killer is playing in a non toxic way & less people will resort to tunneling every other game. On top of that killers literally have to deal with BS perks like DH & COH for 99% of their games.
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I play him a fair bit. Was playing the old impossible skill check Doctor and had some success using that build. Its not a consistent build though you either 4k or 1k usually. Decided to prestige him lately and been using deadman's switch, distressing, agitation & starstruck. Its a pretty fun build and can snowball in the first few mins quite easily. Static blast and increased terror radius is really nice for deadman's switch and agitation, starstruck, distressing exposes from so far away. Its another one of those builds that 4ks or 1k.
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Ignore this :D
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SWF is the reason this game can never be anything more than a casual PvP game (opposed to a successful esport game). Its virtually impossible to balance a game that caters to 3 seperate groups of players.
You buff solo queue too much and SWF becomes almost impossible to beat. You nerf SWF and it becomes impossible to win as a solo queueing survivor. You buff killer to match SWF play and solo suffers. You nerf killer to help solo survivors & they become too weak to challenge SWF.
In order to make the game balanced it can only ever have 2 groups to be considered during balancing & that's never going to happen because if you remove SWF then a lot of players quit & if you force SWF then a lot of solo players quit.
I agree that playing against SWF is mostly BS, but it's not impossible to win. Worst thing about SWF is toxic bully squads. Sometimes I get lucky and will be running like an agitation + starstruck build and they are usually pretty cocky so you end up just slugging them all. If it's gen rush SWF and 3 gens pop before I even get a first down I usually just afk or DC because gen rushing is boring asf. I don't get the SWF gen rush teams that sit in queue for 10 mins to sit and do gens for a few mins and then do it all again.
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Probably something to do with the abysmal hit detection the game seems to have since last update.
The amount of times a survivor is directly in front of me and my hit doesn't register both with basic and special attacks is ridiculous. Its not even a lag spike, it just straight up doesn't register and they run away as if nothing happened.
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When you slug all 4 players from a sweaty bully squad and let them bleed out whilst puking all over them with Plague is pretty satisfying.
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@[Deleted User] said:
"We can’t just hold W while spamming strafe keys to move at maximum speed. Left stick is W and strafe keys combined."
Console killer here. Even after the Boil Over buff, I've avoided any traversing issues doing exactly this; holding the left stick forward and relying on turning the camera to travel. Sounds like you've just been having exceptional bad luck (or maybe I have exceptional good luck).
I also use this method and it seems to work for me.
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Its significantly worse on old gen consoles. When I was playing on Xbox one X there was times I could barely move. Playing on Series X now and it feels much easier. You still feel it, but 9/10 I can make the hook now even if it's a good distance away. Before it was more like 5/10 that I would make it.
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I've noticed that I'm getting really bad hit detection lately. A survivor can literally be standing directly in front of me within basic attack range (not lunge distance) & my hits just won't register. I'm not even getting any lag spikes or freezing they basically just run off as my attack goes through them. I'm on Xbox Series X.
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David aka Kiefer Sutherland from The Lost Boys. Peroxide blond mullet vampire wearing a trench coat. You also have some iconic survivors to choose from but I guess Corey Feldman & Corey Haim would be the best choices.
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I use Xbox elite controller and the difference between that and a stock controller is night and day. The stock controller inputs are horrendous and it feels like a whole different game.
You get a lot of control using a good controller and with the Xbox one you can customise pretty much everything. The most useful thing is the curve function on the analog sticks. You can make it aggressive or smooth & add slight delay (and everything in-between). You can also set the trigger conditions (instant, delayed etc) & of course the rear paddles are a godsend.
I would highly recommend getting a razor or scuf controller or whatever the PS equivalent is. They do cost a lot new, but you can pick em up fairly cheap on eBay. I just snagged an elite 2 second hand for £32 that has a broken RB bumper, which is a very simple fix. They normally cost like £160 new.
Will definitely change your game, not just in DBD but all online competitive games
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2839796#Comment_2839796
when the choice is between getting horrific messages or having hackers, something has gone wrong
Haha yeah I quickly switched my messaging off after about 1 week when I first started DBD. Luckily I don't encounter hackers too often, but I've definitely seen a few suspect players lately, particularly with subtle movement speed hacks.
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What and face SWF like 90% of games lol. I initially thought xplay was unfair, but I'm glad it exists now. Playing against the same SWFs on Xbox all the time is boring & console survivors are toxic asf
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Series X with crossplay on. Having it off takes ages to get a match & most of the time Xbox players are playing SWF and are usually toxic asf. I basically turned my private message settings off after the first week of playing this game.
I honestly don't see that much of a difference now between console and PC players unless they're extremely good at looping and spinning. Good console survivors are significantly better than most of the PC players also.
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@BradQuackson said:
I assume because I play with the highest "league" of people apart of "competitive" dbd and see the same exact people, and even if I dodge its the same lobby after lobby sometimes
That would mean MMR is actually working (which it isn't) so I don't believe you.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2828957#Comment_2828957
I'm a iri 1 very good survivor main. My complaining comes from there. This thread is just proof now that I get my hands on Bubba myself.
You can't be that good of you're getting stomped by Bubba all the time.
Also just because you don't main killer it doesn't mean you have no clue about the game. You describe yourself as a very good survivor main, so in theory you know how to run tiles and loops fairly well. Having this information & experience alone will give you a massive advantage when playing killer at fresh very low MMR against people that have little to no experience in the game or are just bad at the game. You can basically predict and outplay them because you actually know how to run loops and tiles already.
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I've had an Xbox elite controller for years and it's never failed me yet. I tried playing with a basic controller and it's so bad. The responsiveness of the standard sticks is awful. They aren't cheap but it's such a good investment if you're semi serious about playing any game to a decent standard on console.
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It will definitely effect the way people play. If you're used to playing a game when veiwing it in a specific way (especially a way that gives an advantage) all of your muscle memory is built around playing the game like that.
Looping will be completely different in some cases for many players & they might struggle to adjust back to a version that gives them much less information.
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I've never thought deadhard was particularly OP as a killer & I'm playing on console where is clunky as hell. Its pretty easy to bait out and the only time it really pisses me off is when it causes a lag spike and I can completely lose track of a player. I believe this is more common on console though & it maybe only happens like 20% of the time for me.
The only thing that makes COH very annoying for me is the fact that boon totem mechanics are just broken. If CoH was a one time use like a HEX totem then it would be fine or even if it couldn't be rekindled on the same totem I could probably live with that. The fact that all it takes is to find one totem and then go back to that totem when it's been destroyed it's infuriating. I mean how is it fair that as a killer I need to snuff a totem in the same area 3-4 times in a game?
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Boon totems need changed. I still don't understand why they haven't had a complete rework. The simple fact that they can be used indefinitely & be stacked by multiple players on smaller maps is just a joke. The benefits they have are just too strong when used with a coordinated team. This new totem is a strong edition to teams that stack boons on specific maps.
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Not sure how other killer mains feel about Boon totems, but I personally think in their current state are pretty off-putting when playing killer. They effectively destroy a lot of killer perks at the same time as giving the whole survivor team some serious buffs. On top of that they basically can't be removed from the game & are a pain in the a**e to track.
I had one SWF team a few night ago bring 3 X healing & shadowstep perk boons to Lerys. It was basically impossible to track them and didn't matter where they went could heal up. Unless I was running some odd build with like sloppy & bloodhound you basically couldn't find or keep track of anyone.
Its not something that would make me personally stop playing killer, but I could see why people that play killer might decide to the a break until these types of perks are reworked.
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@Shaped said:
Crossplay on and off?
Crossplay off on ps4 is mostly 4man swf when I play killer. If you ask me how I know, I do because I see the same 4 people in lobbies often.
I didn't really play survivor without crossplay because I like killer variety. But solo q is hit or miss depending on the time of the day you play in general. I get better teammates during the day when the q's are short and vice versa at night.
I don't think that killers you get are unstoppable, it is just your teammates not being efficient and wasting time.
Same with Xbox. You can pretty much guarantee that if you have 3+ Xbox players in the lobby they're SWF & for that reason I'm kinda glad that we have crossplay, even though having PC versus console is massively imbalanced it's still possible to do pretty well in this game with enough practice as a console player.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2809432#Comment_2809432
Many of those of DC's I see are done so after being picked up by the killer or being hooked. Perhaps a check could be used to see if they are DC in conjunction or within a certain amount of time following one of those in game events and add an additional penalty if it is.
It's just people rage quiting. Think about it, those 2 events (downing & hooking) are the biggest triggers for survivors rage quiting. I think if it was a common bug you would definitely see a lot more people posting about it on the forums.
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Survivors DC for anything these days.
Get a down too fast and DC.
Get a 2nd down after them being off the hook for 2 mins and DC.
Get a deathhook and DC.
Get an M1 & ranged hit a few secs later then DC.
Get a NOED down & DC.
Play a killer they don't like or understand DC.
Slug a sweaty SWF & at least 1 will DC if you win.
Theres nothing worse though than someone doing it like 30-60 seconds into a game. It just ruins the whole game for the other 3 survivors. Like I sometimes feel like DCing when 3 gens pop in the first 2 mins, but I normally persevere & I actually quite often make a come back and get 3-4k which is pleasantly surprising after having such a bad start. On the flip side I see a lot of survivors teams that do really well after someone DC at start & they would have probably won if that 1 guy didn't have a hissy fit and rage quit 30 secs into the game.
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@Yankus said:
Funny actually, if I run undying and a hex, both are gone within 2 minutes. If I run a single hex then it usually lasts the entire match. My theory is that once survivors find undying they know you obviously have another hex so they all look for it. A single hex just minds its own business.
But don't you have a constant cursed debuff when I hex totem is up meaning that survivors always know that one is up & will actively look for it regardless of they find undying?
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@BoriskyTheFox said:
Most of the time they stay active for all match. Because with the new map reworks they arent easy to detect anymore. I think they should put totems to more obvious places. Yeah, survivors may not choose to find hexes because of the hex spots that are hard to find but then.. they suffer from the overpowered effects of some hexes. So i think they shoud just reposition totems.
Haha are you trying to be funny? Hex totems literally spawn in the most ridiculous places like 80% of the time on top of that you have survivors spawning on top of totems all the time.
Like on a hill hook in plain site for everyone to see next to a chest or randomly next to a generator in plain site.
Hex totems are a complete waste of a perk slot these days, especially with people actively searching to place boons most games. The only maps that are worth using them on is indoor maps because they can be a pain to find and you might get like half a match worth of value. Any other map and they're gone in 1-2 mins most games.
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I've bought new killers fresh from the store and I still get matched with the same level of survivors that I play against on my main killers.
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@sulaiman said:
I think it might be the mmr actually working, at least for solo survivors. I play solo survivor mainly, and i got way better teammates. Potatoes still happen, but way less frequent. That means you can do rescues and stuff with actual experienced solo players, and i am sure the killer feels like they are swf.
Its definitely SWF is pretty easy to tell with bully squads that are doing constant flashlight saves and hook sabotage in front of your face. I'm seeing a lot of players that also look like they play in some sort of clan or guild with prefixes before their names or names that are very similar.
Not every SWF I encounter is a sweaty bully squad, but playing against SWF all the time makes me revert back to playing certain killers with meta perks all the time, which is something I get bored with. I like to try out different killers with non meta perks for fun & currently I'm not having fun getting gen rushed or trolled by bully squads for like 70% of my games.
Can't even switch it up with brand new purchased killers that should have a lower MMR because the system is pathetic.
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I've been playing Deathslinger a fair bit recently and have been getting loads of player's DCing. Out of all the killers I've played he's the one that's been causing the most rage quits mid game. Some of the YouTube videos I've been watching about Deathslinger builds also have an unusually high rage quit rate. I guess he just rubs people up the wrong way when you start landing shots consistently.
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Exactly the same for me I was sitting on Ir3 last pip all night trying to just get the last pip and getting brutal killer for about 8 games in a row with multiple 3-4k matches where I purposely stayed away from hooks and tried to distribute my chases and hooks all game. Even games that went on for like 20 mins and I was sure I would get ruthless.
More annoying than anything else. Its just straight up easier to get merciless on certain killers. Running the doctor with impossible skill check build seems to work best for me, but it's not a killer I want to play all the time just to ensure i can get pips when I do just as well and better in some cases with other killers and don't get rewarded for it.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2794800#Comment_2794800
No doubt the stagger is strong on Boil Over! I lost a few hooks just to the stagger myself. I don’t know if the stagger alone is objectively overpowered or not but it’s definitely effective.
The thing is they need to let the upcoming nerf go into effect and then reevaluate the perk afterward. Trying to change the stagger simultaneously would muddy the waters too much. They know for sure the fall from a height part is literally broken so they’re addressing that first.
I think the stagger on most maps is fine and doesn't really need nerfed, but it's definitely abusable with indoor maps with SWF. I guess you could say that for a lot of offering/perk combos though with SWF.
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@dugman said:
FYI The Boil Over nerf is still pending for the next update.
That nerf doesn't address the problem he is talking about though. The wiggle effect is way too strong in close proximity areas and makes it impossible to actually move. Not sure what is like on PC, but on console it's so broken that unless you're in the open next to a hook it's basically a waste of 15 seconds trying to hook someone, which forces you into either tunneling or slugging gameplay.
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The fact that you can just rekindle the same totem over and over is just ridiculous. The main issue with them is how OP they're when utilised within a SWF effectively giving survivors 6-7 perks & countering multiple killer perks at the same time, on top of that you have a team on voice coms which is the equivalent to another 2 perks per player resulting in a a survivor team where each player has the equivalent of like 8 perks in a game that balance is based around 4.
Totem placement on certain smaller maps with multiple levels is also god tier and very time consuming for a killer to even get to the location + they have to find it first. A killer has enough tasks already to micromanage during a game and having to deal with boons over and over is just straight up wrong.
I like the idea of having boon totems, but not in the current state. I just find it absurd that they follow a different ruleset from Hex totems. With a bit of tweaking they could bring be a good addition to the games development. There are multiple ways to make them more fair and balanced. Here's a few ideas I think could work.
1. Have the boon totem be destroyed & allow it to be recast on a different totem. Having this option means that a killer actually feels rewarded when they snuff it & forces survivors to place the totem in less powerful areas as the match progresses. It also gives boons a lifespan as the game develops similar to hex totems.
2. Keep them as they are and give killers the option to rekindle hex totems. The rekindled totem would be reset if it requires tokens. With stuff like ruin you could possibly make it downgrade to a lower teir effect.
3. Cut the range by 50% on second cast at same totem and then 100% on third (survivor would need to interact with totem to use effect at 3rd cast).
4. Add a significant cool down and make it 2 time use only.
5. Give killer more information when he snuffs a boon totem. Show location on map and highlight certain colour that changes on rekindling.
That's just a few ideas that could probably be improved on, but boon totems definitely need a serious rework.
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Most people do it to try and entice you into a chase. I usually give them 30 seconds and if I see they're good at looping or running a looping build I'll usually just let them run around wasting their time and tunnel the weak teammates out the game & deal with them later.
Funny thing is though 50% of the time they're absolute garbage at looping and you can pretty much tell if you're going to down them in the first 15-20 secs. If that happens I'll usually tunnel them out the game for being annoying and to prevent any flashlight saves later in the game.
I guess it works on baby killers so some people get carried away thinking they're the dogs bollocks, but the reality is they just end up looking silly when facing better killers.
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Seen it quite a few times after midnight. Could easily be some kind of auto queue/join macro that people leave on over night to lower their MMR.