Lost_Boy
Lost_Boy
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- Lost_Boy
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Its hilarious that people would feel offended by having a flag that represents being proud of your country.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739889#Comment_3739889
Exactly. Distortion only became a problem for killers once they started adding more powerful aura reading perks.
Except it's not a problem for killers. It's a problem for the rest of your teammates because most likely if a killer is running aura perks someone will end up getting tunneled out because 1-2 people are hiding behind a tree somewhere for the majority of the game.
That's pretty much what his whole argument was about. You literally have about 5-8 seconds when you activate an aura perk so naturally you will go to the closest target available during that short window of opportunity.
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I don't understand why they even buffed it tbh. Like sabo squads were already fine if that's what you wanted to do. Now it's possible for someone to body block, tank a hit & sabo then still manage to run away if they happen to be in the vicinity of a down and have a tool box.
It's obviously intended to make it more viable in solo queue just like the flashlight buffs a while back. Changes like this just make bully squad SWFs significantly more powerful which is especially bad for newer killers that want to get into the game.
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Seen it happen myself on a few occasions when I've been chasing a survivor around a loop. Thought to myself why isn't this person triggering chase when I'm so close and in line of sight. Normally kicks in after 10 second or so but it's definitely not normal how long it takes.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736301#Comment_3736301
Have you tried Billy with a controller?
When I used to play on console yeah. I didn't like it then, but that was pre billy buff. Haven't tried it on PC.
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@Batraidyn said:
After playing some matches with Billy on controller and m&k I personally prefer controller because I could consistently sprint in circles around the entire map infinite times if I wanted to with double turn but with M&K I would literally instantly run into a wall if I even moved the mouse a really small amount bc how high the sensitivity was. I didn't try lowering the sensitivity but I just find controller more fun
If you bind the left and right keys to Q&E it's significantly easier to do infinite circles around certain maps. It's also really good for curves on various terrain and walls, especially rocks. S curves are super easy also. I use Q&E for most of his movements apart from close tracking when a survivor is in my face in the open.
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Yeah I've noticed something bizzare going on with scratch marks lately. A lot of times I've been chasing someone and they just literally end in the most random places I generally assume they are running some scratch related perks but they aren't. I'll scan the area and can't see any trace or find them hiding.
Its almost like lucky break is activity mid chase randomly even though they aren't running that perk or injured.
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Pretty common every 4-5 games. Mainly due to fast down from lethal pursuer.
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@OrangeBear said:
Yes they already confirmed it. Time to pick up a pallet with mage hand reverted back to 0.5 seconds from 0.35 and range of mage hand reduced to 14m from 16m. Then they are also reworking the telekinesis ring add-on.
Never played PTB so does this mean using mage hand will allow a survivor to complete the loop and get back to safety at 0.5 seconds?
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Yeah the whole map is a joke tbh. You might as well afk on most killers. Might get a rework in a year or something.
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Why would you even need to smurf in DBD when the MMR system is literally a myth. MMR softcap is so low in this game that you reach it on a new account by winning like 20 games & then you're dumped into the meat grinder with the rest of the playerbase. People forget that content creators do this as a job or are looking to at trying to make it a job. If you're playing for 8 hours a day and make like 1-2 videos a week you would have 100+ games per week played. All you need to do is be selective and choose your best game of the week and use that as content. Because MMR is a joke you're going to be facing bad or new players in multiple games regardless of how high your hidden MMR is to keep queue times down. There's zero reason to smurf when you get feed bad or new players by the MMR system on a regular basis.
Like anyone with half a braincell that's played DBD for more than a year knows high MMR doesn't exist. It doesn't matter how good you're at DBD, you basically get to a cap and play everyone. That's why the queue times are consistently low across all skill levels. If there was this mythical high MMR bracket that only queued high MMR players against each other the queue times would be huge for that bracket. It's not just him a lot of content creators try to play the high MMR card to get views.
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Controller definitely has a slight disadvantage due to the ramp up time from walk to run delay with analog sticks. On M&K you basically have 2 set speeds whilst standing. Walk and run. On controller you have a range of speeds when walking from slow motion to normal walking speed and running is just a set speed.
It's maybe the transition between walking and running with slight input delay that makes it ever so slightly slower when you first start running. I have the Xbox elite controller which I've adjusted all the stick settings and buttons to have an aggressive curve so it reacts almost instantly and even then it can sometimes feel a bit off. I use it on PC when playing survivor because I'm too lazy to transition to M&K and don't play survivor that much.
Using a basic console stock controller where you dont have the option to make adjustments could definitely make it feel a lot worse due to them normally being programmed to have a linear curve on the sticks and buttons. Add in the fact that you may be using a controller that might not be as responsive as it was when new and you could easily start seeing some big differences in game performance.
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If you want to play meta then probably like clown and artist to p3 for pain res & pop. Followed by either plague or nemesis for corrupt or lethal to get you on to the first down without losing 2 gens. After that you can generally choose 1 perk that you like as a filler.
Nowhere to hide works well with lethal & pop or unforseen is quite nice also from The Unknown for undetectable after kicking gen.
If you don't want to play meta and want to focus on a pressure type play style then lethal pursuer, nowhere to hide, barbecue & chilli, floods of rage or unforeseen is a good combo to have information for your next chase throughout the majority of the match.
I personally prefer information perks over meta gen regression to keep constant pressure on survivors, which is a slowdown in itself but requires more game & map knowledge. Gen regression is a good starting point though until you become more experienced and familiar with certain aspects of the game.
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Some of the pallet placements seem like they shouldn't be there also. Like I've seen two pallets spawn so far that have a huge gap on one side that you can run through with both Killer and survivor once the pallet has been dropped. It's missing terrain in those areas like they forgot to put it in lol
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I think once people get used to the launching range and start placing them on top of survivors during chase they will become more useful. If done properly it's pretty much an instant hit or they have to crouch mid chase fairly close which results in an M1.
Trying to use them to mind game is fairly weak and more luck than anything else. Zoning also works fairly well.
I think with the current state of Mage hand if you have him a solid range attack he would be very OP.
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@Green_Sliche said:
The only thing that keeps him going for now is Hand of Mage buff. At moment it makes pallets almost useless against him in many scenarios which often guarantees a hit / down. This will get nerfed in a brief time. Once killer generates the intended amount of revenue he will get hit by a nerf hammer and will be as common as Singularity or Unknown and in the same tier as well.
Yeah I'm kinda thinking that his only real solid power is the hand of mage spell. If they even change that slightly to allow pallets to be more safe again he will become extremely weak. It's literally the only spell that allows you to end a chase in a reasonable amount of time. His flight is okay for traversing the map and the occasional catch up, but it's kinda wonky and the CD is huge.
I wouldn't say he's extremely weak or powerful, but he definitely has the potential to go from okay to really really bad if they nerf the hand spell.
I'm anticipating he will get nerfed to almost useless status, as BHVR have a solid record of destroying licensed killers.
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Still rather face him than playing mend simulator against Legion. That's one killer I despise going against in solo queue above all others.
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I mean it's a horror themed online PvP game. It's difficult to create an actual horror game when you don't have a dedicated story and control over things like suspense and tension when framing scenes with lighting and weird angles that will give you jump scares.
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I don't play on console these days and haven't done for a few years, but I did start on console for a few years on and off and the difference between close FOV spins is quite significant between the 2 platforms.
Firstly its much harder to track a survivor that's really close to you on console and secondly I feel like theres a big frame drop when hitting someone mid spin which often results in the speed boost being much more effective. There was times after a hit on console I couldn't even see which way the survivor ran and they would practically vanish.
Feels like it's just a combination of harder tracking, poor performance and lower FPS that makes it significantly harder. Like it's almost a non issue on PC for me and only very occasionally will I get spun and even if I do I'm basically straight on them 2 seconds later.
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Can't really base balance off chaos shuffle, especially if you were playing against a SWF using a killer that lacks map pressure without certain perks. Some killers absolutely dominate chaos shuffle like Billy and other really struggle with map pressure because everyone is pre running from gens as soon as they get a terror radius.
Also if every game was like that you would have a case, but it's not so just think about how a nerf to gen speeds would effect random solo players. They would literally never win a game.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729075#Comment_3729075
So your solution is to just never ever lunge at a survivor? Because I’ve had many times where the survivor starts their 360 immediately when I’ve started holding the M1 button.
Not always it depends on the position and how far away they're, but in general I'll hold my attack if I see them push into my FOV and track them until I'm sure a short attack will clip them. It's something I picked up years ago when I played on console to counter getting spun. PC is significantly easier to both track and predict so that's why I originally mentioned that it barely ever works when you play on PC as both survivor or Killer.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728780#Comment_3728780
Short attacks are never a way to counter someone trying to spin you, because you are literally forced into short M1 attacks if you are that close to a survivor. This means you don't have the option to lunge when you are close to a survivor… so there's no choice here.
In fact, the reason why the forced short M1 attack bug steals hits, is because it forces a short M1 attack, and then hit validation says the survivor is too far away for a short M1 attack to hit.
The actual way to counter 360s WOULD be to always lunge, and quickly follow the survivor's movement with your camera, and people with a half decent DPI should be able to do that. And that's my prediction on why the bug hasn't been fixed yet. Many survivors honestly think they've "outplayed" a killer when they 360, because they have zero clue that a game bug exists that steals hits from the killer, and that 360s help trigger this bug.
That's not how I counter 360s. I literally watch the survivor trying to spin me and track them and hit a short attack afterwards to score a hit on them. I've been doing it for years and it works fine for me. Wether some of those short attacks are forced due to a bug doesn't really effect me because I'll mostly use short attack anyway in that scenario.
Its also a bug that may or may not happen all the time due to server latency so if you're used to trying to score a hit on a player with a lunge in those scenarios and you happen to only get a short attack then it's something out with your control & you could miss fairly easily.
Just because you don't use the same method it doesn't mean it doesn't work 😂
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728750#Comment_3728750
Spinning sometimes works because of the forced short M1 attack bug, that can steal hits from the killer. This isn't a "skill issue" for the killer. It's a bug in the game that literally steals hits from the killer.
Yeah it probably does mess with the attack sometimes but short attacks are also a way to counter someone trying to spin you in a lot of cases.
I have seen that short attack bug make me miss though on other occasions when not being spun it's pretty annoying.
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Spinning barely ever works and when it does you gain about 1-2 seconds in chase lol. You might as well just keep going forward.
It is significantly easier to get spun when playing on console though due to a mixture of FPS & FPV. The difference between PC and console is quite significant and it's so much easier to lose track of a survivor during a spin and after a hit if they spin into your FPV on console.
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Gen rushing is kinda like tunneling in a way that everyone has their own definition. Gen rushing for me would mainly be exclusive to SWF where they have dedicated gen perks and all carry tool boxes with one main objective to blast out gens as fast as possible. Other than that you would be very unlucky to get 4 solo queue players with the same intentions or ability to coordinate such a tactic.
I've noticed gen speeds seem to be Tru3ta1ents next big click bait title videos. In one video he actually throws a bit of a wobbly and throws his headset off. Thing is he spends like 2 mins on the first chase and makes multiple mistakes and is surprised that 2 gens pop in that time with a further 3rd gen a little while later. Has bad RNG on his scourge hook placements. Still manages to draw even though he misses multiple shots with Slinger. Comment section goes wild about the injustices that killers face from all his fanboys that hang on every word he says. It's kinda sad and funny 🤣
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Its not much better for killers to be honest. Like the stun distance is so random that it's virtually impossible to gauge how far away you should be. I've had times when I've been chasing a survivor that happened to run by a pallet and I got stunned from being in the vicinity or I've had times I've been directly under the pallet picking a person up and they don't get the save even though I can hear the stun animation.
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I learnt Billy is an absolute beast and probably the strongest killer in the game when used well. He's also mega fun to play.
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Any killer that allows you to end chases fast or shut down loops can beat most SWFs. Some killers like Billy that have insane map traversal also have huge snowball potential. SWF normally play very altruistic which is usually why they lose when facing certain killers that can turn a one man down into a 3-4 man slug at any point of the game.
At the moment I'm really enjoying playing Billy. He's very unique from other killers and a lot of fun once you start getting the hang of curving and whizzing around the map at 100mph.
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I've noticed a trend in very early pre-running from gens & hiding which makes it very difficult for Killers that have no gap closers to gain any map pressure and often results in long chases from just pressing W and pre-dropping pallets on route. On the other hand killers that have high mobility absolutely dominate in chaos shuffle. It definitely highlights some of the disparity between weak killers & strong killers, especially when strong addons are in play.
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What even is high MMR in DBD? All we really know is that you reach a very low cap fairly easily (20 wins or so) and are then dumped into the mix with everyone around that cap and upwards of the cap. Even if you're brand new to the game you can effectively be playing at high MMR within 1-2 months or less if you naturally pick up on the game mechanics fast.
I always chuckle when I see popular content creators use click bait titles like "this is what top MMR looks like' or 'playing the best of the best at top MMR'. They throw around MMR as if it actually means something, but all it does is create misconceptions about how the game actually works.
In short you get a grace period on a new account until you start to win games more consistently. You eventually reach the low MMR cap and you play with pretty much everyone queued at that given time. There really is no high MMR in this game just everyone playing together once you reach a certain point of success at winning matches.
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Played a couple of tough games with The Doctor & Unknown. Couldn't get much pressure with them with pre-running from gens and pre-dropping pallets. Still managed 3k but had to play hard to the bitter end. Lost a game with The Cenobite against a TTV squad even though I was hitting a lot of chains, but just couldn't secure downs fast enough. Mobility killers seems like best bet. Been playing a lot of Billy and haven't lost a game yet.
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I would love a point dump button tbh. It's obviously much better than before but still painfully slow, especially during events.
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Antiloop killers would be fine if they stopped changing or adding maps that have so many unsafe pallets.
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@aewi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719135#Comment_3719135
"A real reason that's actually part of the current game mechanics and not just some made up survivor BS excuse."
Apparently only game mechanics are legitimate reasons. What a reasonable person you are. /s
"Proximity camping is holding the game hostage because it's 99% of the time a lose lose situation for solo queue players."
That's not what a hostage situation means. If you had said lose/lose situation from the beginning, i'd agree with you, but we shouldn't be changing definitions of words to make things seem worse than they actually are. The survivor team isn't being taken hostage when the killer proxy camps.
"Both of these changes would make the game significantly better for both parties."
Subjectively, to you, it would, yeah. Treating hooks like cages already brings up issues. If you're bringing in the move away mechanic: survivors can just swarm the area and if you go near it, they get tp'ed across the map. In this scenario, the killer is literally viewed as the player doing the wrong thing in the scenario, even though they're clearly making the right play, being there are a bunch of survivors are in the same area. This isn't a scenario that's very rare, mind you. And in fact, it being tied to the cage mechanic, will only further incentivize survivors to just unhook rush because if the killer comes back, boom, survivor's across the map.
"killing yourself on hook can be managed by removing the pointless skill checks" → you're missing the point. if a survivor doesn't want to play, they're not going to. you can remove 4%, you can remove on hook skill checks, they will still not want to help you escape. sorry, but your ideas are just not going to solve the problem like the way you think they will. the reason that they're not implementing these features is because they realize this isn't going to do anything and will be met with backlash because it's a bandaid fix that isn't addressing the issue properly and actually fixing it.
trying to make people play games out that they don't want to is just… not going to help you win? only if the killer feels pity and lets you go, i guess. if someone's annoyed to the point they want to hook suicide, you taking their skill checks away isn't going to make them magically be a good teammate that wants to help you out. imho, you should think about your suggestions better, and try to say something that'll actually fix these problems, rather than mildly inconveniencing players you don't like.You're basing your assumptions on what you think survivors will do in certain scenarios if they made changes like this. In my experience a lot of matches could have easily been won if someone didn't kill themselves on hook because of some silly reason. Removing the ability at least gives people the chance to see that all hope isn't lost and will in most cases make a person engage again if they even have a slight chance at winning. This is common in most online games when there is a competitive element involved so DBD isn't going to be any different.
I'm not saying it has to be exactly like pyramid head cages, but the idea of teleporting someone initially to another map location literally forces the killer to engage and move around the map. That one change alone would reduce the amount of camping and tunneling and removing the hook state timer forces people to at least to commit to a game that lasts 10 mins, which imo isn't a big ask when you decide to play with 4 other people.
Imho, you should think about your responses before calling someone else out. Your reasoning is vague and based on your own opinions about what the survivor mindset is. You offer no examples of why these things are an issue in the first place and don't elaborate on what could be done to fix things. Like what do you even consider a valid reason for quitting? Seems like you think it's okay to ######### on hook at the detriment to other players for some stupid reason like you don't like facing X or you hate that map. You talk about bandaid fixing, yet you don't mention what issue is being bandaid fixed.
My suggestions aren't new and I've seen a lot of people throw around ideas about teleport hooking and removing timers. It's not a complete solution and will come with it's own issues, but it's a start to resolving some of the most serious issues plaguing DBD at the moment. I.e camping, tunneling & suicide/DC.
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Hoping I can merge two accounts under 1 banner, but I'm not getting my hopes up. I have an old Xbox account with a lot of prestige lvls & cosmetics on most killers I would like to merge into my steam account which has all characters on both sides unlocked.
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@aewi said:
proxy camping is not the number one cause of people giving up. sorry. punishing people harder for dc'ing and hook suiciding and only just "fixing" proxy camping isn't good enough, because it's not the lead cause of hook suicides/dc's, and it's not even a noticeable percentage. i am glad they don't take the forums serious for anything other than bug reports, especially for things like this, lol, is an overwhelmingly misguided post that seems to come from a bitter player who doesn't understand why people hook suicide and just thinks they're all unreasonable reasons.
>"Proximity camping is literally holding the game hostage"
lol… how? survivors can do gens and finish the game with no worries. that's like… LITERALLY the opposite of a hostage situation.Cool what's the number one cause then? A valid reason not just because the player gets downed early or doesn't like facing a certain killer. A real reason that's actually part of the current game mechanics and not just some made up survivor BS excuse.
Proximity camping is holding the game hostage because it's 99% of the time a lose lose situation for solo queue players. Not sure if we're playing the same solo queue games but if you just do gens when someone is getting proximity camped they will kill themselves 9 times out of 10 and leave you with 3 players on 3-4 gens. If you attempt a hook trade and leave the next person chances are they will kill themselves leaving you in the same situation.
Proximity camping can be managed by treating hooks the same as pyramid heads cage mechanic and killing yourself on hook can be managed by removing the pointless skill checks. Both of these changes would make the game significantly better for both parties.
Please enlighten me with some of your ideas since you seem to have a different idea of why people are making the game unplayable for the rest of us.
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@DetectiveDuckMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718600#Comment_3718600
those are literally all the reasons why people quit young blud
Exactly, but it's not a valid reason to spit the dummy out is it?
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I hope if we get cross progression from Xbox to PC it will allow accounts to be merged. I have my old Xbox account with almost all killers from p3-p10 and a lot of cosmetics. On my PC account I have every survivor and killer but most are only p1
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I get constantly stunned on pallets when I really shouldn't. I also get constantly hit vaulting windows or pallets when visually I shouldn't. Basically latency issues even if you have good ping.
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@Junylar said:
How about addressing the issues that CAUSE people to give up in soloQ, instead of band-aiding the symptoms?
I just did it's called proximity camping which is probably the number one cause of people giving up.
Getting downed early because of lethal pursuer is not a reason to give up. Facing a killer that you don't like is not a reason. Not getting rescued within 15 seconds is not a reason.
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A nerf for solo queue and a buff for bully squads pairing it with vigil to have it up all the time. Good old BHVR logic.
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Yeah not sure what's going on I tried unplugging mouse out of interest and doesn't seem to be that. Never had the issue in the past just seems to be after all the updates.
I think it's probably server/host side. Just had a game against Trickster and I was around the corner of a house on Haddonfield and my lacerate metrer filled up to 5 and I couldn't even see the killer lol.
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You could link accounts a few years ago for a limited time. I initially bought DBD with all killers on Epic because they had a huge sale and I think I spent around £60 for the game and all Killers unlocked.
I only play on Steam now and had no issues with linking the accounts. Not sure if it's still available though. It was advertised as a limited time kinda deal, but it could still be active.
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Someone got triggered that Ghostface dry humped them after a mori 😂
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Merciless Storm seems very inconsistent at the best of times. Like it's super easy to hit the skill checks, but for some reason it always seems to go off near the end anyway even when you visually hit the skill check. Probably just some server side delay but it feels kinda off.
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Haven't encountered any rubber banding this evening but mid match playing survivor on 2 games I started getting heavy lag input which resulted in my character becoming almost unresponsive. Felt like there was a 2 second delay on movement.
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First main was Freddy. Then I went through different favourites. Hag, Doctor, Pyramid Head, Artist and finally my current main Deathslinger.
I just love landing impossible shots with Slinger and feel like once you've tuned your muscle memory in on him you can go on some amazing streaks. I do play about 60% of the killer roster on a regular basis though so I can't really say he's like my main these days.
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I never had any significant rubber banding before and now it's not just rubber banding but I literally teleport to places on the map I was standing at about 10-15 seconds before.
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Making a post about not caring about tbaggin proves that you actually do care about getting tbagged 😂
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Most SWF aren't even that good. People see 3 TTV in pre lobby and think they're going to be playing some pro team when in reality they're just average.
Killer at the moment feels heavily balanced around playing against a good 4 man SWF. That's one of the main reasons solo queue is such a ######show at the moment and people are just rage quitting in 1-3 mins in like 75% of solo queue games.
I agree SWF is bad for the game but it's not because it's unfair to killers. It's because it completely decimates the quality of solo queue games when they try to cater towards SwF v Killer balance.