LunarMess
LunarMess
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Will not work with ghost face either
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Can confirm, the grab does not be to dedicated. Almost 8 hours of DC penalty b/c survivors will take the game hostage after they notice it. There is a 2-3 second delay of when the survivor can move before grab animation even starts (with 40 ping survivors and a 20 ping killer)
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Its usually pretty easy to hit. Even when running I can usually pull it off.
Although when there are more things I need to worry about, it usually get a lot harder to actually hit it.
aka, if someone is down or if this is the gen that's going to power the exit gates, I'm more likely to miss.
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Yea i got a few thousand hours in the game as well have have barely experienced any hackers until tonight, so maybe its just an off chance
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@Komodo16 said:
So I hate relying on these perks and I think I am going to play perkless again. But Every time I drop these perks I need them, like getting tunneled can be so bad sometimes, but I also get tired of using these perks. Dead hard is really useful and is usually easy to counter, but it makes me rely on that with loops and the same with vault speed build and then DS well im going to drop that because I feel like there is a better build but if I get tunneled ill put it back on. So mainly I want a good build from the forums. I want to be able to focus on looping on living. So I want insight from survivors who've been playing a long time because I only have 800 hours or more so I don't have much experience with testing new perks and their synergies so can I get some help?
if you really wanna have fun, just run WGLF. Makes toy see how challenging the game cna get if you are just trying to protect people
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@yobuddd said:
Every 3rd match I load into someone disconnects because they don’t like the map and we all go back to lobby. Grrrrr
From what i heard, yes. Although Ive seen no offical statement on it yet.
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@wisdomwielder said:
I heard that they finally encrypted who the killer was in the data stream but we all know bhvr's track record when it comes to fixing things like this...
So can anyone confirm if this exploit is dead and gone yet?
Nope, and it hasnt died for a long time. It just recently has actually picked back up, and is getting more attention
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@vogit10102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1501134#Comment_1501134
It seems that you play against a 4SWF squad and only 3k. And the killer cry because he can't 4k
Sorry but the direct attack failed so badly that I have to rebuttle. The first few words of my post are about how there is a 1k kill to a 3k escape. Yet you somehow failed to read that, so its mentioned again. Not once is it mentioned about a swf, or anything else for that case. What im explaining is confrimation bias, and it seems to hold strong to you.
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This is not the reason to save sprint burst. it is mainly to not waste the perk by sprinting to early, and to have a killer not chase you. To not get chased, waste sprint burst, and now have the killer go for someone else is such a huge set back for survivor that its nearly impossible for the survivor to get much use if they didnt save for last moment.
Im pretty sure every killer main out there knows that survivor pip to.
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@CornHub said:
Yeh its really annoying, I hate that one jungle gym with 5 lockers all next to each other with the next closest locker being shack. It would be kinda funny if the devs put singular lockers in the middle of nowhere tho.
There needs to be broken lockers that the huntress can get from, and regular lockers that survivors can hide in... also, not gonna lie, lockers just against trees n stuff would actually be so funny to see; even funnier if you caught a survivor in them.
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@stargazer9 said:
I think the devs said they encrypted the logfiles in the last update and it's no longer possible for survivors to find out what killer they will be going against including offerings like which type of mori and which map they'll play on. However I'm still seeing posts where players say survivors knew which killer they were before the match starts. I will just mention the devs here and hopefully we get confirmation if this has actually been fixed or not @Almo @Peanits though I don't expect a response.
so from what I know, they fixed the "legit" way to find this out through the normal log files the game produces. Although the cheat that has been in DBD for almost 2 years now keeps coming back. Its a way to block playing against certain killers, block players so you dont que, and now lets you see the killer, the perks they are bringing, the addon, and the offering. Along with this, you can see what realm you are going to, but not the map.
And there is STILL a "legit" way to find this out, as the encryption passcode was basically leaked the day it came out, and it now over any major "1337 legit hacker" website you can find out there.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/177303/new-skillchecks
I believe they're adding a new mechanic for survivors in the next major patch.
They are supposed to be optional from what ive heard. Plus, its not fixing the fact that skillchecks are boring
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@BigBrainMegMain said:
The Search doesn't work for me and I can't find the thread anywhere.
Does anyone have the picture for the outline to save BP for Tome 4 please.
Property Damage, Rust and blood, Seal the Deal, Deadly Pursuit, gruesome.
Deadly Race, bring the light, Appeal to heal, Blinded by the light, By any means nessecary.
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@D3_destr0y3r said:
https://forum.deadbydaylight.com/en/discussion/comment/1501166#Comment_1501166
They don't need to be perfectly equal but the fact bbq provides more than blood points and WGLF doesn't seems weird considering they're supposed to be the same perk for either side. It's a bit more than it just being a bit unequal
You can consitantly get WGLF, but you would have to build around it. Plus BBQ is for playing the game, and so is WGLF, one just happens to be easily to make obtainable than the other. if BBQ was via hits, it would be to easy to get, if WGLF was with heals / generators it would beto easy to get, so it tries to tak ethe middle ground by giving 2 options
An easy change would be to ad protection hits give 2 stacks instead of 1.
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@malatruse said:
Skins and other new content are a source of income, which they need to pay the programmers to fix the bugs.
Nearly the entire DLC for the game is around 150 dollars to begin with, and with all the ingame cosmetics already inplace, its nearly another 125 dollars to get it. Along with the rift pass being 10 dollars, so on and so fourth, the game is feeling a lot more like an Appstore kids game, than a fully flushed out thriller that nearly 30k people play daily
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@D3_destr0y3r said:
https://forum.deadbydaylight.com/en/discussion/comment/1501153#Comment_1501153
Even something small like that would be nice. They just aren't equal like they're supposed to be right now
I dont think they need to be equal on what they give, as I mean it would be way to easy to just use survivor to get BP (( as you can get around 5 games in an hour if even that)) I just think that it shouldnt really be taking up a perk slot if it just does that.
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@malatruse said:
Huntress does have an addon to see locker auras, iirc. Yes it's a waste of a perk slot but you're already bringing 7 hatchets so....
I have brought that Addon to sanctum of wraith, and i have walked the ENTIRE map through the middle, and seen no locker auras. that means for over 128 meters, i have not had a locker within 36 meters of me (4608 m^2 of no lockers! )
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@MeltingPenguins said:
Hear me out:
What about a new cosmetic that changes based on what map you get? Like, in the lobby it'd appear like very plain shirts and pants and headband, but change the moment you enter a map?
Thought of stuff like this for a long time, but for killers. Like weapons that change based on the map you are on. The only problem would be that it would probably be very heavy on the game to have to do so many checks like this, and would probably just cause issues overall.
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@D3_destr0y3r said:
When Actual BBQ shows auras of survivors and awards the same amount of bloodpoints? BBQ provides benifits and bloodponts, WGLF only provides bloodpoints.
Granted atm all Aura perks are useless, but that will be fixed and I still want to know why.
honestly though, Id love to see it have more of use. But also, that could run the issue of MAJOR stacking of perk uses. Something along the lines of everyone sees your aura when you take a protection hit would be a nice change
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@Awakey said:
There's a separate team for new content and for bug fixing and for balance.
Multitasking exists, people.
If this is true, then there needs to be a reward of priority to what is wanted. I think the game should take a TF2 approach to the current issues, fix bugs, and let the community that is already pumping out content do the rest. I mean seriously, people are suggestion, making, balancing on here nearly every day, and yet we see nearly 3 changes almost every patch.
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@Johnny_XMan said:
I love the people that think this isn’t a “big deal”... when you have waited long enough to get a queue only to get dc’d and on top of that get a penalty, that isn’t how the system is suppose to work.
I don’t care if it’s 3 or 60 mins. You should never have to deal with a penalty if it is not an act of rage quitting. Period.
In reality, you should be allowed to DC once per day, then penality... i would love to be able to get rid of that OoO practice game I get nearly every day. Plus, that'd saftey net any injust DC's which would give you time to report them before they go haywire
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@Heartbound said:
Someone's practicing Spirit and playing her a lot so people are running into her more and getting salty. I noticed when I was practicing Deathslinger a lot of nerf calls were done for him. Coincidence? Eh probably.
Yea, it seems that if 1 survivor dies but the rest escape, the killer is bad to those 3, but the one that died thinks the killer is overpowered. Its typical confirmation bias, mixed in with being mad that you couldnt escape a game where not all 4 are supposed to escape.
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@Auron471 said:
I know that spirit has been a hotly... debated... (More like 50 players just telling each other to git gud and not actually making any actual points)
Im not gonna make too much of an argument for either side here, but im just gonna describe what i do to escape a spirit.
1) Keep distance if possible. I generally start running away as soon as im sure the spirit is heading toward me. I also just tend to hold W a lot to get to the next window / pallet ASAP
2) If you hear the spirit's TR remain the same volume for more than a second or two, get off the generator and walk away. Then watch your idiot teammate get yoinked off the gen. Then watch your teammate DC.
3)Run through a pallet, then double back through the pallet, then drop the pallet. Then run toward the spirit's husk. The spirit will 90% of the time end up on the wrong side of the pallet and you will be 100 miles away. This works better if you follow the your own trail of scratch marks, so it looks like you just dropped the pallet and stayed at the pallet.
I generally survive much longer than my teammates against a spirit.
Spirit gives no feedback, so most people dont like the fact that they cannot react.
But at the same token, it basically just makes her good at the chase aspect of the game, but bad for the protection of gens. Shes kinda Like DS, you can guess all you want, but in the end, if shes there, shes there.
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@hillbillyclaudmain69 said:
With how well I'm doing with him, Sss tier. Never not 4kd at rank 5 with him. I like new bubba.
Always for the first few months at most you will nearly always 4k.
We will see his real ranking in about 2-3 months. If it anything like nurse, he will seem really extreme at first then level out slowly. Such as how new Nurse was F teir until she slowly became a B tier ( IMO Of course, and between a few friends )
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@ZephanUnbound said:
The problem is back again. Been searching for over 30 minutes tonight without a single match.
If you are having a lot of issues with it, try a VPN that places you somewhat near your location. Sometimes if matches take to long, ill move myself to east / west US instead of central. This only raises my ping by like, maybe 20 ms and will get me more matches.
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@Nurgling7 said:
Cool, it was probably already over by the time you were done whining here.
@TheMonadoBoi said:
Bruh, are you really that desperate you had to come complain here for FIVE MINUTES of penalty?
It's stopping dozens of DCs but you can't wait FIVE minutes because of an in game error?
Y'all fully looking ilke 🤡 sometimes.
Whats the point of coming onto the discussion board to tell people that the issue / idea they have is just "Hahah :clown: ahahah" There is no point to come here to comment stuff like this as it doesnt further the conversation.
Yea so, I have gotten banned for 6 hours becuase I used to run DbD on a ######### pc, and then moved onto a good pc, but with bad internet. I would complete matches, or loose connection during loading since some maps have so many polygons to load my computer just fried itself, and would have consistant 6 hour bans nearly every day. This problem has persisted since DC penalty release, and it is the only thing that really annoys me about it.
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@Lansen_is_Here said:
bro the devs are too busy releasing new skins and bugs for that nonsense, maybe they'll add in one new animation by this time next year?
naw, they are currently looking into it, give em about 3 updates to add it, then another to break it :)
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There is supposed to be a hotfix coming within the next week or so, along with that, I feel you. I used to play nearly everyday for like... maybe 5 hours and now I barely touch the game
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So the auras are supposed to be getting a hotfix along with other things, so do not expect these to stay. They are made for a better aura system to help distictify with certain objects that may have been hard to see before. They did not expect it to be so hard to see, and the Devs are currently working to fix the problem as fast a possible.
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@evil_one_74 said:
https://forum.deadbydaylight.com/en/discussion/comment/1498391#Comment_1498391
Then those are dumb survivors. Totems are very important to get rid of. I can't speak for all, but my squad does everything. The only time our matches go quickly is with mori off the first hook kind of killer.
Honestly, you are deathly mistaken if you think Totems are anywhere near as important as gens. If games are going slow, then the killer isnt taking full advantage of the slow gen time. I am guessing you are more of a casual player, but for people for are at red ranks within the first few hours of rank reset, you see this kind of stuff all the time.
AND AGAIN, this isnt about gen time, its just to flush out the idea.
The real idea behind it, is that gens are CONSTANTLY just a slide show, you either hold m1 for 80/40/30 seconds, or you twiddle your thumbs waiting for gens to pass as a killer chases. There is nothing exciting outside of a chase, and even then that can get boring as well. This is more for people who have been playing the game for more than 5 months, and have gotten bored of the same skillchecks that have been in the game for 4 years.
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@FootMan2893 said:
The fundamental problem with DBD, the big screwed up reason why high level SWF play is as broken as it is, and to some extent even why normal play with good survivors is annoying, is that being injured or having a teammate hooked doesn't actually mean anything negative for the team. People should already know this from watching legion and plague matches where the people counter them by simply ignoring their power.
Plague has an OP ranged attack? Don't cleanse. Legion wants you to waste time healing? Don't heal. Just do gens and with enough communication you have all the tools you need to ######### on what is now an M1 killer that one shots you.
The same school of thought applies to all games with groups though, especially the heal part. Why waste time healing when you can do gens? You already know where the killer is and what he's doing while he's chasing your looper. What's the point of wasting that time that could be spent completing gens?
Wanna know where every SWF goes to die? Altruism. Every killer main in this game that has more than a can of beans for a brain knows this all too well. You're not going to win games by doing what the survivor rule book wants you to do. Search, find and chase, down, hook, rinse and repeat. That. Does. Not. Work. The very design of the game in the form of generator speeds does not allow it to work. Know what does? Putting someone on a hook, preferably in an area where they've wasted good pallets, and kill the bastard coming for the save. If you get lucky then you can slug the unhooked guy. That's 2 people you have down and not doing gens with at bare minimum a third that now has to come try and save them. Many games that should have been in the bag have been thrown down the toilet by suicide bombing hooks only to trade and give the killer the pressure he needs to win.
That's why people slug in general. Why take a hook when there's an opportunity for a second down nearby. If you get it then that means 3 people are gonna be off the gens and with the ball in your court.
Pyramid head would've actually been decent for those reasons if the ability to cage people was innate without having to apply anything, or atleast having torment apply on his ranged attacked. Why slug when you have an insta hook mechanic.
I always thought that there should be a slowly increasing debuff for doing "unusual" actions. Like gens as a killer is approaching, not unhooking a survivor, or being near an injured survivor
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@CL_Crusader said:
https://forum.deadbydaylight.com/en/discussion/177303/new-skillchecks
Bro you're a ######### genius. If the devs payed attention to your post and worked from it to add similar systems into the game it would seriously make the game so much more fun for everyone.
Ah! Thank you so much, I had just woken back up and this is really nice to come back to!
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Ive had this happen with nurse multiple times. Seems to be picking them up the far they do the action
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@IIITweedleIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1492908#Comment_1492908
I pray you realize I meant survivors obviously... I'm sure you realize. 🤦♂️
oh I thought your post was bait
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@SloppyKnockout said:
I mean, you could argue they started this "rework approach" with Freddy, last year, and continued it with The Doctor, and kept going with Leatherface.
Good changes, IMO.
Making them powerful, but also not impossible to beat. IMO the reworks have been far better than the new killers they have brought in since they started reworking killers.
Hey what about nurse?
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@[Deleted User] said:
The time you stay awake after missing a skill check should be longer. I don't think being awake for 30 seconds is worth giving away your position.
Hoesntly, I think the times should be flipped, with the clock being the safe option, but the missed skillcheck giving higher reward
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This has happened to me as well! I would recommend that you
CLOSE THE GAME AFTER PURCHASING, AND REOPEN!
I usually dont have to worry about that issue after I do so.
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@D3_destr0y3r said:
https://forum.deadbydaylight.com/en/discussion/comment/1492893#Comment_1492893
Yeah, gens could definitely do with something like this, just to make it a little more exciting to be doing the objective.
Gens have seen very little changes in 4 years and I'd like to see some kind of alteration to the base functionality of repairing gens
Im glad someone gets my drift. I feel the more you can add to such a boring task is the most that the killer and survivor can do to interact. Interupting during this time would basically stop progress until someone breaks the skill wall (for lack of... well better terms)
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@IIITweedleIII said:
How about Skill Checks.... with NO sounds 🤔😈
Skill Check Fails = you bleed! And need to mend immediately! Before you can work the Genny again!
Man, that'd suck for the killer to have to mend
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@Waffleyumboy said:
Complex.
I wanted it to seem more complex than the current system, to try and make it as interesting, yet achievable for skillchecks. its complexitiy mostly comes from just a spur of ideas so it wouldnt turn into the same repeat with just 2 skill checks now instead of 1
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@D3_destr0y3r said:
This is a very weird solution to the problem you're talking about.
The Devs are supposed to be introducing a side objective according to leaks by daylight, something called "Red Glyphs"
Oh yea, I heard about that! i dont know about their current use, but what im mainly focusing on here is the lobotomy of a mechanic it has become, and its been the same for over 4 years now... for people who have been playing for that long... they must have night mares of that ding coming up
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1492232#Comment_1492232
No way you got 4 gens 70% especially with nurse unless you were playing stupidly bad or were handicapping yourself.
Ah, had meant to say 2:31, and i had stopped the timer after I wanted to DC, but its still so possible that its not even funny... 151 seconds is 37.75 seconds per gen;2 BNP's + commodious and the wire spool addon, and with all of that, resilience and PTY on one of them made gens hell. No gens were finished, but 4 were on 70% ((well atleast tinkerer)). This is the MMR coming into play now, this is what its like to win so many games in a row that it starts placing you against creme of the crop. Gens speeds like this arent going to be all to uncommon. If each survivor works for 100 seconds, basically 2 minutes, thats the game right there. of course with how gens works its more like 80 seconds each, and then 36 seconds together so around 2 minutes with optimal gen, not slowing not stopping and only people working on the same gen towards the end of the game, and only one survivor works on a gen, 80 + 36. If two work on a gen, thats 115 seconds for the whole game. JUST UNDER 2 MINUTES! This is the level of optimal you can get with Dead by Daylight. (I think my math is correct here) Considering an average chase for nurse is forced to extend to atleast 11 seconds with fatigue, downing one survivor means one gen is already 1/4 of the way done, while the other is 1/8 of the way done. There is so much that goes into it, but ultimately, even if you play the best you can, the game time can be ~5 minutes at the least
5 minutes. 4 gens at 70 at 2:31, so that means that 4 gens are done at about 3:20, leaving the last gen to add 80 seconds if ive caught up and started snowballing gets to about 5 minutes for all gens to be done, and 21 seconds to escape.
While it probably wouldve lasted longer, it wasnt worth to chase the survivors.
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I got a 2:13 second gen time recently, and today I dc'd b/c 4 gens were 70% within 60 seconds of the game starting. This was with 2 hooks Thanta, and sloppy as nurse. I think its the Hidden MMR that we are all now in, as its really going to show how absolutely optimal survivors can be at just basic high ranks, not like 3k hours types of survivors, but barely 1k hours can so obscenely complete gens, even under the maximum pressure a killer can apply.
All we can hope, is that this MMR system will mark the new dawn of DbD, where we actually have evidence that it isnt just freaky games, and that its FREAKY easy gens to do.
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@PrettyFaceKate said:
It does absolutely nothing, not even stopping facecamping. The devs could have spared us and themselves the trouble.
You can still play m2 only. You can still camp with an insta down on demand. You have to go out of your way and play terribly to even risk overheating. Old vanilla Billy and current vanilla Billy feel exactly the same. Do yourself a favor and simply forget that you have a gauge in the bottom left-hand corner of your screen.
This overheat change was completely pointless. It did nothing except enticing drama.
Ah yes, "Enticing Drama." The term "Nurse-ify" in DbD has floated around so much currently, that i think the drama is needed, otherwise nothing would have been done about it.
if you took the time the look at billy, and actually get a few games in with him, the over heat mechanic does come into play if you are spamming the chainsaw, just trying to get the down without thinking or actually trying. This forces billy to actually attempt to chainsaw the survivor in order to get any use of his saw. Missing is now more punishing if you miss then go instantly to saw, or if you try to bounce to 4I have actually overheated while going for a 4k, in rapid succession. You can down around 2 people if you play pretty well, and dont eat any pallets practically, but 3 overheats as the rev is what really builds up the overheat, as in starting the chainsaw.
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From what ive noticed, this is to prevent people who try to chain billy over and over again, and keep missing. It seems more like a way to tell new players to "STOP DOING THIS, IT ISNT WORKING, USE THE OTHER MOUSE BUTTON" and also "STOP USING ME TO BREAK EVERY SINGLE PALLET, THEN TRY AND FIND A SURVIVOR, YOU HAVE TO CHOOSE 1" But it utterly useless in normal gameplay, which is what they intended for it to do. It wasnt to nerf billy overall, but to prevent play that wasnt desired.
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@fernando2590 said:
They should increase the speed in invisible mode so he can have better map pressure and 1 silent bell that recharges like the doctor with his secondary power with that they would have a little more respect
I like the idea of a recharging silent bell... but I think it should just reduce the bell to 1 strike, and have that strike come out slower, and with no direction what so ever. I have always thought that uncloacking should apply the terror radius to all survivors that have spotted wraith in the past "x" seconds. It would add more of a "oh, did I see him or is he actually next to me" type of ordeal! hes a very Strong hider... but to bad he isnt a survivor.
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I think they are poorly implemented for killers, I like then on survivor but wish there was more customization as well. The Devs said they were going to work on skin customization, so im guessing for mid-chapter after chpt 17, we will see some pretty major changes (still hoping they spend an entire chapter on just working soley on making the game as good as we see it. Bug squashing n all that kinda stuff!)
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@DwightsBrokenArm said:
It looks cool and better, but its to hard to see. The colours need to be popping more and be more vibrant. Some kind of glow
Yea thats what I have been thinking as well. I feel like this could actually finally be a way to make the game more open towards players who might not have the best of vision
@GoodBoyKaru said:
Make them brighter and customisable in terms of colour (to help those who are colourblind) and delete ormond and I'm ALL for them.
Also optimise them better.
; moreover colorblindness and customizable auras are honestly something that Id actually like to see
@FogLurker said:
Nothing was wrong with the old ones, literally no reason to fix what wasn't broken. Instead, now they're broken and need to be fixed. Just more crap on the pile of things that killer(mainly) has to deal with.
for this ido think that there are a lot of issues plaguing DbD, but from what I saw from the source leak ((whenever that was)), and from an analysis from Scott, It seems the game may have been managing auras poorly.
All in all, I feel like this change is bad right now, but can really be a game changer if it actually gets fleshed out, and not just reverted.