MeltingPenguins
MeltingPenguins
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I run the Cotton Eye Joe build on Deathslinger, which does have tinkerer and dark devotion in combo with Bloodhound and whispers. But I don't think it can work well on trickster.
He has no really strengths, so maybe go with the classical iron maiden/thana/nurses combo?
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Trying to think of if that change would work in a build with Trail of Torment
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@Junylar said:
This thread looks great next to the other thread with complains about "BT not saving against tunneling". If you bodyblock with your BT, you are demanding the Killer to tunnel you, not leaving him any choice.
Naw. you can still go after the other person. tunneling requires focusing on downing someone to immediately hook them again, you can knock them down if they get in your way, but if you then go after the other person if there are more then two survivors left, it's fair game. just let person 3 heal them back up (and then go after person 3).
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Might this be a regional thing?
I'm on european servers, and i haven't seen Twins and Nemesis in a while. Clown too, not counting people who play him cause of the current tome
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cleanse all the totems.
I know a lot of people have most fun with chases, but that's not worth anything if you all get mowed down cause of noed.
Some good perks to make combos from:
Small Game, Counterforce, Hunch, Inner strength, red herring, head on, Jill and Leon's Boom perks
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Map offerings are okay, but what should change is that they should get a slot of their own, not the general one. And it should be visible in the offering screen which map offering (if multiple different ones) gets picked.
Not to mention, op, have you ever gotten upset about someone dcing because you brought a map? if yes: why the hell did you make this thread.
Cause, if I see the killer bring lery's i'm not blaming anyone for dcing, because it's SO a scratched mirror myers...
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@HaunterofShadows said:
I want her power to include crawling
maybe if a certain number of sruvs are cursed at the same time she gains the ability to crawl with a speedboost, respectively along walls/ceiling (and like, crawl over the side of dropped pallets or something?)
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I think this is due to the tiles randomization (still means the cage should be moved a bit
(fun fact: recently had a match on lery's with one of the sodamachines facing a column)
edit: if you click escape (dunno what it is on console) you can get the ID of the tile you are on. check for both sides of the gap if you encounter it again.
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what I find fascinating with LITERALLY every of these threads is that while, okay, you people put thought into the perks, i very, very rarely see any actual thoughts on the actual gameplay.
You'd have a new RE chapter situation:
A killer with a lackluster ability and an obnoxious hard to navigate map.
you've seen how many people came in for RE, people who found that while the RE map is great, they'd rather play on other maps, and play other killers (jill and leon are fine though)
And that's the other thing: The RE chapter had its survivors and looks as a saving grace, fnaf can't offer that.
And again, I never see an answer to 'okay, so you thought about the perks, and map and cosmetics, but what about gameplay' in these threads, only handwaving, really.
Meanwhile you have potential killers like Candyman who could play similar to spirit and wraith when turning into bees, Sadako/Samara who could play similar to freddy/trapper leaving tapes that can serve as traps/teleport points, Lady D who could use her daughters to trap gens, lockers etc.
Also, don't you people think that if something gets added only so you bunch will finally shut up they'll put heart and care into it? Look, trickster and twins and nemesis are generally disliked, but you can see they tried.
Now imagine what you'll get if you pressure them into wasting money on a license just so you'll stop pestering them
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As with about LITERALLY every other COMMON complain about what ABSOLUTELY RUINS THE GAME ( keys, hatch, moris, DH, DS, BT, NOED, SPIRIT, Deathslinger, Twins, Trickster, Hatch etc) this all boils down to one thing:
Every time something is perceived as 'ruining the game' one of the involved parties stubbornly tried to play in an utterly selfish 'win at every cost' way.
Heck, I just had someone have a go at me because I 'ruined their' match because they couldn't find me after tunneling, camping and slugging with doctor for the 12 hooks. They got insulting because I bled out instead of giving them 12 hooks...
Too many people play this game with these kinds of approaches, be it killer or survivor. And THAT is what ruins the game
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2405634#Comment_2405634
I remember a match where i had heavy rubberbanding. At the endscreen the survivors "reported for lag switching". Next thing that happend was a connection error and the forum was full of people complaining that they couldn´t connect to the game.
In the end, it was a general steam issue.
yeah, and steam had several updates the last few days. so... yeah, was prolly steam or OPs connection.
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If we talk about 'unique breaking animations' i'd go with a killer who can turn into something else (bees, flies, water, goo) phase through the pallett/wall and have it break once they materialize again. would take the same animationtime and could still allow for stuns similar to lightburn
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Y'know, if they bodyblock, then it's fair and square to punch them in the face with your weapon, as long as the unhooker is healthy.
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Did you rank up between the matches? from rank 16 on you'll get 'entity displeased', before that you'll always get 'brutal'
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2404633#Comment_2404633
Eh... i highly doubt the devs take into account the related killer when designing a map.
Also i highly doubt the pizzeria (if that was the map) would be even close to the same size RPD is.
On the contrary. Most maps are designed around their killer (it's just often not as noticeable as many play the exact same way, so the slight bonus they'd get from their hometurf is... wasted (?)
EG:
Yamaoka Family estate (spirit): on paper spirit's counter is stealth. there's lots of nooks and crannies and bushes on that map. (unfortunately no one took Stridor etc into account. I'd love to see some fogwhisperer try and play spirit the way she seems intended on that map (custom match) and see how that goes))
Sanctum of Wrath (oni): big map, lots of straight lines, but also lots of spots that allow to evade a rush etc
Ormond (legion) lots of straight lines and open space, but also enough spots to make them miss a frenzy
Glenvale: small map, lots of tricky drop-points and areas that can be shot over/through but lotsa elements to stealth for survivors.
etc.
Licensed maps are similar:
Midwich: straight long hallways with little space to move away from PH's ranged attack, but also decently well spots to evade and outrun
Hawkins: Big, confusing map on top, but fairly easy to navigate if you can jump between key intersections like demo
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2404618#Comment_2404618
this actually just sounds like the game just made it more stressful to the player to play it instead of better….
anyways even if bhvr would try to put fnaf into the game it physically wouldn’t work as it does not convert over at all, dbd is a game about having a killer chase you around, fnaf is a stationary game where you have to defend yourself in a single space
And I swear if you try to use the concept for a fnaf chapter that someone made that whole concept was botched and was littered with bad game design, and using the “pyramid head” argument won’t work either as his abilities still use things featured in Silent Hill (Cage of Atonement is what 2 of the bosses are in)
I say the RE chapter is the best argument against anything FNAF:
RCPD is the map closest to any fnaf or spinoff map, and even Nemesis who was created for it and HAG and stealth killers have trouble on there.
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@GentlemanFridge said:
Watch it be destroyed before you even see the first survivor.
I tested this twelve times now... the shortest is took for that was two deaths in
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Self care is one of the perks lotsa people 'use wrong' in lack of a better phrase.
Commonly people will run away without the killer on their heels and heal up in some corner while their teammates are hooked and/or in a chase.
The better option is to use SC when the killer is e.g. camping so your teammates can concentrate on a rescue attempt and you can run in and help if one of them gets hit to cover the unhooked survivor alongside the second person. SC (like medkits, or further Sabotage etc) work very well to take a load off your teammates' shoulders if used well.
But if you sit there self-caring with an uninjured teammate having come after you to heal you, you're just wasting both your time.
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Hag, with really long sleeves and fairylights wrapped round them to double as weapon
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/2400583#Comment_2400583
Yea, that's the gist of it.
Jackson Pollock Painting code, I was right
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/2400569#Comment_2400569
I heard from others that survs didn't hear it, but if they are, then that's a little more complex. DBD was initially built peer-to-peer with the killer as the host. If survivors are in fact hearing it then it sounds to me like the hit sounds use the old peer-to-peer rules but the actual hits themselves use the server validation rules. Do you happen to have a video of a survivor POV hearing a false hit?
not at the moment as I'm not a streamer, but maybe someone who is can help out.
Also, so... am I right to assume that the code now activates BOTH subroutines and just has the new one potentially cancel the validated hit that triggers the effects, instead of having removed the killer's clients hits triggering the effects and then checking for validation?
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/2400532#Comment_2400532
https://forum.deadbydaylight.com/en/discussion/comment/2400533#Comment_2400533
Oh, sorry, I assumed it was another rage thread. To answer that you need to know a little bit about online multiplayer games with dedicated servers. There is the server that is hosting the lobby, and connected to the server are the clients, as in, your game client and the clients of all the other players. Servers and clients keep track of a lot of the same info, but do different jobs with it. For example, clients are in charge of rendering everything you see, but the server doesn't need to do this, because nobody is playing the game off it, so the server is often just a husk of code and numbers.
In this specific case, the killer's client and the server are our main focus, as the survivors don't hear the false hit sounds. So, the killer's client is detecting a successful hit, and doing what it thinks it should: play hit sounds and vfx. Under normal circumstances this info is transmitted to the server, validated, and then sent to the survivors' clients so that they too play hit sounds.
Crucially, the validation step happens after a potential hit occurs as it takes time for the killer's client to send the hit info to the server, and then more time for the server to validate it and send the info back to the killer's client.
The problem stems from the hit feedback not being governed by the server's validation step on the killer's client only.
So, to sum it all up, the killer's client is just jumping the gun a little bit. It's most likely a relic from when DBD was peer-to-peer, and I would hope could be fixed relatively simply, but, well, it's BHVR. So... expect a fix in 3 months or so.
But that's the thing:
Survivors DO hear the hitsounds and see the animation. That's what's so bizarre. I had it almost routinely now that people notice this happening.
which means the hit on the killer's client gets send to the survivor's clients before the hit is actually validated.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2400446#Comment_2400446
people aren't that smart.Ironic.
either i'm missing how that's a saw quote, or... if not: in this game it's kinda to be expected. I mean, it's the same game that has people run away from myers in a straight line in the open
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@Bwsted said:
The killer's client plays out the on-hit VFXs and SFXs before waiting for the hit validation. Probably a relic of the old p2p days and early dedicated servers when the killer was the authority over hits.
However, now the server is the sole authority to determine if the hit actually landed or not. E.g. before or after stuns. If the hit is denied, the health state is not taken away (or it may actually be refunded on the killer's screen. I've never paid attention to the hud. But again, it's merely visuals).
It's notable with this whole system old and new, that the survivor never was the authority over hits or even stuns. So, they see either one only after it's been validated. This leads (led) to those scenarios, for example, where the survivor saw the pallet fully down, the killer swung afterward, then the hit registered and then a very delayed stun played out.
Now, both sides share the same burden. Whoever tells to the server the performed action first takes priority. Even though, the visuals of the interaction could be misleading.
the routine for the killer client activating the hit should NOT be there anymore to begin with. The effects should be activated be the hit validation saying there was a hit.
How?
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@AGM said:
There are a bajillion threads about this. Short answer: latency.
Long answer: Killer's client used to be the referee for if a hit connected. Now, the server is the referee. So now, on rare occasion, if the killer swings into a dropping pallet, their client registers a hit, and the hit sounds and vfx play. But the server goes, "wait, no, that pallet was actually 50% way down." And so the hit gets canceled. You weren't "robbed" as many say. The sounds and vfx just should not have played.
i'm not complaining about being robbed or anything. I just want to know how the heck the code can be so all over the place. Cause the trigger for a routine should only come from one end, which now, supposedly is the server.
How the heck do you code things to end like this
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2400524#Comment_2400524
The sounds and vfx just should not have played.
But that's exactly what OP's asking about. Why do those play? How is this game coded that the audio and VFX can play when no hit occurs? Code is a logical sequence of if-then statements, if there's a hit then this sound plays and this visual effect is shown and this health state is lost, but there's no logic to only part of that sequence happening and not the rest, so what in the hell is going on behind the scenes of this game?
exactly.
Like, you can only split this into to possibilities:
1: every killer has their own subroutine for hits
2: all kinds of hits have their own subroutines that check for which killer it is.
But in either case the vfx and sfx should only play IF a hit registered with the referee-routine
There's no logical explanation for how the game can go and do the following (let's take plague as example):
Plague is using Vile Purge -> the referee-routine registers an overlap of hitboxes of projectile and survivor hitbox -> the sfx and vfx play for all parties (killer and survivors) -> despite the referee-routine registering a hit and activating the effects for everyone (meaning everyone around sees/hears it) no hit is registered and the checks for status effects aren't activated.
It SHOULD run like this:
Plague is using Vile Purge -> the referee-routine registers an overlap of hitboxes of projectile and survivor hitbox -> the game checks for hit modifiers (add-ons, etc) -> the new status is applied with these modfiers AND the sfx and vfx play for all parties (killer and survivors)
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@the_new said:
with BHVR spaghetti code anything is possible
you'd think so, but... i've worked with plain text coding and visual coding and by all means, the only thing i can imagine happening here is that instead of an 'if then' that leads from a hit to everything being activated at once we're dealing with something that looks like a Jackson Pollock painting, and I can't wrap my head around how you'd even code that
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You wanna know why pig has such a high kill and pick rate?
BECAUSE people are so damn likely to pop gens regardless of anything, no matter the rank.
The best tactic with pig really is: Get perks that tell you where survs are and maybe thana. trap two as fast as you can... and often that is ENOUGH to secure a 4k. no need for tunneling or camping.
I BET you, if you change your tactic to focus on getting two or more survivors into traps at the same time, you've won. Hell, I have seen survivors with inactive traps ON GENS, despite at least one other having an inactive trap as well.
people aren't that smart.
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I saw the deleted comment about tournaments.
Okay, so OP wants to nerf swf because of people who already go into the game with the mindset of 'winning at all costs' (who usually have only one MO that is pretty damn easy to counter once you realized it's that kind of group). they're on coms because they can't stand the idea of not 'winning', compared to quite probably the majority of users who rather 'try to win', but not at all costs.
just look at average NON BNF streams when there's a group. usually it's just chaos.
the idea that bhvr won't do anything 'because it makes money'... i know the community loves it and I often enough do get that feeling myself, but in this case it's really rather because you'd be punishing the many for the sins of the few
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@Zozzy said:
I use SWF so there for SWF is perfectly fine and balanced! 🤪 <-- people that say it isn't an issue
They can't and won't nerf SWF because it generates to much money and requires effort. They need to buff solo players at base instead Like Kindred as basekit for a start.
how exactly do swfs 'generate money'
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The better answer would be to introduce dynamic perks (the game in general needs to be made more 'complex' (in lack of a better word))
Like: don't nerf gen speed etc for swfs, but bar them from using certain perks/items. like only one of you can use DS and no OoO, and only one of you can bring a BNP.
same should apply to killers? oh, you're bringing devour? you're not bringing that mori (and/or the addon that let's you mori people). Oh, you're playing deathslinger? you're not bringin M&A or stbfl. Blight, Nurse, demo, freddy? sorry, no LP for you.
there's a difference between genuinely tactical perk combos (e.g. inner strength and small game/counterforce, or blast mine & red herring) and perks that give a character an unfair advantage due to their powers (looking at you insidious basement bubba)
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@KblokoBR said:
https://forum.deadbydaylight.com/en/discussion/comment/2400124#Comment_2400124
Lol pre-made lobbys without coms? just play with randoms instead so. Do you think this case is the more common too?
so, you are punishing randoms, people not on coms etc all because... why exactly? cause if you are talking unfair, let's look at how certain perk combos give certain killers an unfair advantage:
Lethal pursuer on any killer with great map mobility? how is that fair, for example?
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@KblokoBR said:
https://forum.deadbydaylight.com/en/discussion/comment/2400112#Comment_2400112
Pre made lobbys you can know if are by just programming the game, i think for that ocasions base slowdown in generators for survivors because with coms make them is pretty easy.
Why? because they are in a group? Again, they might easily not be in a call, meaning that each of them plays as if they are a group of randoms.
What you are suggesting is ludicrous. and especially against certain killers plainly unfair.
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How WOULD you 'nerf' swfs to make things 'fair'?
Because you can't know if people are actually on call. BHVR has no way of actually checking if a call is active AND who is in it.
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yep, bug.
It almost seems as if ALL forms of collision checks for gone to the dogs right now: hits, windows, gens, totems... DOORWAYS
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Y'know when you had a dad who let you win instead of genuinely teaching you chess... going by prima facia evidence of people this happens to... they were horrible selfish brats and continue to be when older.
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From a coding perspective it's utterly nonsensical too:
animations and sounds should only play if a hit genuinely registered. It should all be in consecutive lines of code.
what kind of spaghetti farrago is the code that this stuff keeps happening (it's still happening with plague and deathslinger's attacks)
like, you don't go 'play sound and animation; check for hit' you go 'check for hit, if hit: play sound and animation and apply healthstatus modifier'
EDIT: I'm seriously trying to even imagine how you manage to code that. Cause unless they have the events that are being called in about 4-7 different places, each being called individually (with only one of them checking for pallets and then nullifying the hit) this should not happen at all. HOW?
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And it's not just plague. Deathslinger and rarely huntress and nemesis have similar issues.
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@Sackboy123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2399078#Comment_2399078
Still waiting for this and more customisable options. The Rift could have so much more stuff than just charms
And it's not as if there haven't been suggestions. E.g. have two lores be through the challenges and one or two on the rift.
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How about this:
Make it optional, and bring it back with a possible lobby style customization?
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On PC it 'just' changes the icon from one thing to another. Best guess would be that there might be a randomizer that's activated when you interact with a chest instead of at the start of the match (which makes sense, given some perks increase the chances for good items) and the randomizer somehow starts 'too late'
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You're not alone. A lot of people suffer from this, but so far no solution has been implemented. We're hoping though.
Also: welcome to the forum
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Not to criticize you, but we're pretty much all aware of sarcasm.
Talking 'bout sarcasm, I had rather expected a snarky comment about how since that chapter the QoL of the game consistently declined.
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Deathslinger's gang is one big, dysfunctional found family, and Deathslinger is (although he IS an arse) definitely nothing like Micah Bell.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2396669#Comment_2396669
I was assuming he was racist because he's from a different time+abusive dad+serial killer+lack of hygiene, but I've learned from IlliterateGenocide post that that wouldn't make someone a racist.
He would see PoC as weaker and easier targets, and probably even see it as a challenge (?) taking bullcrap prejudice like 'Black people feel less pain' (something doctors BELIEVE even nowadays) into account.
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@ShinobuSK said:
Also 90% of posts "X killer is unfun/op pls nerf" are done by people who got destroyed by X killer several minutes before. The salt is very real in here
and usually they got destroyed because the stubbornly tried to apply the same tactics to ALL killers.
Pig? genrush and then complain when popping a gen pragmatically removed three teammates from the match because they have traps on and now have to get them off at the same time.
Deathslinger? loopy chases and then complain that he cuts chases short.
Michael? Chases out in the open and then complain that he got to tier 3 during the chase
Hag? just run through the traps while she's not busy elsewhere, and then complain she managed to hook everyone at the same time with slugging.
and so forth
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2393701#Comment_2393701
Not OP but:
1. Q times for survivors in EU are instant, I watched Korean streamer one day, same where. Probably only NA have longer Q times for survivors. This "killers are leaving the game" narrative doesn't really work at least here in EU. In the day time killer Q times are WAYYYY longer than survivor Q times. So I can cry about survivor buffs because everyone is playing the killer.
2. Yes, bhvr made stronger demogorgan in pyramid head and nemesis, made worse huntress 2 times in slinger and trickster, made Billy 2 times in oni and blight. Twins was somewhat original but all it did is created a camping and slugging machine, two things people hate the most about dbd. For perks, it sometimes makes me puke playing againts same 6 perks. Meta is where for a reason, but damn do people hate fun so much and only want to tryhard every game? Survivors have some variety, locker builds, sabo builds, healing builds etc, killers have one build - stop gens. Yeah, iron will and dead heart are meta, but at least I see variety in builds. Killers uses same two perks - pop and ruin. Most hilarious is ruin, undying, pop and tinkerer. I just laugh when I see blight running it, like who hurt you man? You have like 90 perks, have some originality. Dark devotion on killer is by far my favorite perk, spooking survivors on non stealth killers is so damn hilarious.
I've been asking for a simple reason:
The variety in killer abilities and how to face them most efficiently is what keeps a decent player base. Would the devs go and cater SOLEY to those that say only chases are fun, and that ALL killers ought to be counterable with looping and juking etc, you'd lose about half the playerbase. Which would lead to 20 min and longer Qs.
Killers like Ghostface, Deathslinger or spirit are made for people who take no fun in chases and looping, but who delight in outwitting killers in other ways.
if you wanna tell them they ought to leave the game, you'll lose more than you think you'll lose.
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OP, I have an honest question. Several, actually.
- Have you ever been upset about Q times.
- Have you ever been upset about repetitive gameplay between various killers (perks, behavior etc)
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/269358/oh-and-youre-challenges-are-bugged-aswell
Did that in one game with the twins.
Agree with you overall though...Had to repair 9 gens to get the first challenge done "repair 6 gens."
oh, that's normal actually. it counts the gen progress, not how many you worked on.
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It's the kind of map where you just fool around.
Take the chance to relax, you can get the pip back next match.
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@Apollos said:
We don't need new characters, but they're always fun to see. Although we rarely get any characters I'm all that interested in.
Honestly the worst offender so far has been Kill-All. Doesn't fit the theme of DBD at all and feels way more like something tacked on by staff based on their own tastes. Even prior to that though, what makes so many of these characters good candidates for the entity? Why would they be chosen when they have no synergy with the killers they're paired with? It all feels so lazy and uninspired.
the chapter seems quite 'let's jump the kpop bandwagon' to a lot of people. It's a chapter that... Yun-Jin is fine, but trickster should have stayed on the drawing table for a bit longer. Like spirit he suffers from what appears to be a dissonance between planned gameplay and practical gameplay, aka he was intended to be played and countered one way, but no one plays him like that, leading to frustration on both sides.