Memesis
Memesis
About
- Username
- Memesis
- Joined
- Visits
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Comments
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Serves you right. Don't rage quit. If you rage quit enough to incur a penalty, you deserve to actually be punished with it.
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I keep facing legion players running ruin thana and both iris. It even happened twice in a row today.
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To go better with aces perks it should affect the chance of rarity for items in chests, or maybe even a chance to generate an additional chest if any luck-up is equipped.
Luck could also influence the hatch spawn to be closer to the last survivor if they brought luck. It's such a useless stat at the moment
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I'm absolutely against emotes. It would turn this game into something it isn't. But a simple cross arm horizontal wave for "no" would totally be in line with the point and come here wave we already have.
Dances, NO, but simple communication, sure
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The blood pumps are part of the progression and balance of this game mode. It's not equivalent to say, that Halloween offering that gave you auras of the void portals that one year.
They really should have just made the blood pumps spawn more spread out.
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It's a horror simulator dude. It's not rated for kids
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No one has an issue identifying a pallet from afar. Seeing them through walls is where you get value especially on indoor maps. Some players just want to know they aren't running into a deadzone
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It would be nice, wouldnt it? But unfortunately surv mains are (cant say it here) and have 50 thousand reasons already to lobby dodge, and this would make queues take forever. And a feature like that is ruined for everyone thats normal
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trickster 2.0 was better in every way. More fun to face and to play.
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Awful, and unnecessary. Took away charm, put hard to read white coloring over the values and made every YouTube video on perks horrifically outdated. The old style for the perk descriptions is part of dbds 10 year identity. Why change it?
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Or just make unique badges for characters that have more to them. Have Victor and Charlotte together like the old portrait. All four legion or just the legion mask by itself. I kinda wish the zombies were featured in nemesis's badge too
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It doesn't fit him. Blight and Billy make a lot more sense having that size terror radius. Even krasue makes more sense. I guess they thought wesker being able to close distance so fast would be too strong, despite that enormous cooldown
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DS is fine as it is. A good middle ground. Not perfect, but the devs walked back any tunnel prevention so this is the best we're getting. Nerfing DS is not negotiable right now
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No balance changes sucks. Especially when this new content is packed with gen perks on both sides. It screams "balance with bandaid perks" while also forcing you to spend money. Guess my 2 month break will continue
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They probably want more sable players. Good money for her cosmetics
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Yep. L update. Here we go with another month of miserable hyper tunneling. This community is so obligated to retaliate against efforts to make the game even slightly more bearable for newer players, and the devs are too [redacted] to make changes that might upset the loud minority.
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I think exposed could be axed from the perk, but its real problem was the stacking. Since that nerf, it's not nearly as obnoxious to face as it used to be. I do wish it didn't hard counter niche perks though, it kind of reinforces the gen regression meta.
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I found it odd and underwhelming when they buffed ghost face by making it impossible to reveal him if the survivor is marked. Why not make it more interactive? If you reveal ghostface, he obviously still loses undetectable, but what if it gave him like a 7-10% haste for like 10 seconds? If the survivor who reveals him is marked, he gets the same bonus plus a 10 second aura read on the survivor he is currently chasing.
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I can't stand that addon. Good riddance. Half-way decent survivors always know how to force value out of it.
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The stacking is the problem. This with something as mediocre as batteries included would just make guaranteed hits at the shack window for example. Someone else mentioned clown which would be obnoxious too. Not exactly the worst thing in the world since this perk mostly only benefits and in part is only ran by M1 killers without good mobility.
Unbound's design is just off. It should be a strong effect because it requires a hit first, but I'm pretty sure it doesn't require that hit to be a basic attack. It's when injured by any means. Have fun facing ghoul with that perk on. Sure his power vault isn't faster, but his one counterplay of looping him to avoid the basic attack that downs you will be much harder to avoid when he gets 10% haste for marking you and bamboozling your window.
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How about one time use 5-10 second interaction with the exit gate switch as the killer to block the gate like blood warden for 15 seconds. The killer doesn't have to watch BMing and can force the survivors out.
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Not a great idea, we don't need survivors griefing each other for using lockers. This would be abused like crazy by toxic survivors who want to sell out their teammates for a chance of mercy.
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This community isn't mature enough to show sportsmanship in this game. No one wants to show respect to their opponents. The abandon system is fine as is, but I hope disconnecting outside of the abandon-allowed scenarios gets longer penalties.
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Because it kills the strategy of hooking a survivor in a 3 gen. Whether that is a good or bad thing is up to debate, but that is one of the unintended consequences of simply increasing the radius to combat camping.
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Of course someone has to be out first, but you're disregarding the point of the tunnel and slug initiatives. New player retention. Not everyone has a comp mindset
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I'm glad you like it, but I hate it. No nuance or strategy. Every game goes 1 of 3 ways.
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How hilarious is it that there is a huge population of people who think there should be no DC penalty. We are playing with people who seriously wish they could just shop games until they get one where they stomp the other side. I can't stand the immaturity and lack of sportsmanship in this community. Yes, the game is crazy unbalanced, it always will be. Play the game out! You're playing with real people in a competition. Fatherless behavior I swear.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029894#Comment_4029894
What's baffling ne is I started looking into it, my TV has a refresh rate of 60Hz and PS5 is capped at 60fps…
So input lag doesn't make sense unless I'm getting constant slight fps misses... 😵💫
Funny you mention that, I learned that if your monitor is at 60hz and you're running your game at 60 frames, you will STILL get screen tearing if v sync is off (unless something like nvidia g sync or amd's freesync is in play). And if v sync IS on, you WILL get the input lag, regardless of monitor refresh and frames. On console, regardless of which monitor I used, I still got the input lag. Tested on Xbox series X and standard PS5 on monitors with amd free sync and one with Gsync.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029619#Comment_4029619
This is the kinda thing I wanted to investigate when I had a chance.
I knew it wasn't: -
- The controller Bluetooth
- The console controller libraries
- The HDMI cable
- The frame rate
- The TV refresh rate
Thankyou for doing the leg work and showing that it can be reproduced on PC, and thus proving the cause.
Now to brush up on my v-sync knowledge to see if this is expected (I always forget how vsync precisely works until I look it up).
Either way, good job that man!
No problem! Ultimately I think screen tearing is preferable to input lag, I wish the option was available on consoles.
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Id welcome this if it were a toggle option I guess. I don't need a bot typing gg in the chat though lmao
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4.4 would be awful for blight. He just needs the ghoul nerf of going on power cool down when breaking a pallet
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Not just playstation. All consoles have horrible input lag, but it is consistent enough that console players adapt to still hit skill checks. If you switch from PC you will notice it. I think it is caused by v sync being forced on. If you turn it on on your PC it will be exactly like console.
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I loved that ptb theme too, but I don't main xeno. Can you imagine listening to that match after match after match??
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I still prefer skull merchant 2.0. Its a shame we lost all the unique effects and animations from the release version. I still think she would have never needed to be nerfed if hookiciding yourself was removed earlier rather than later. Once people were forced to play against her, her kill rate plummeted
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His power should go on full cool down when breaking a pallet by any means. So 0 tokens. But don't change his base movement speed. His power is way stronger in-between loops rather than at the loops.
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Killers without precision shots are nice on controller, but often weak. Trapper, Hag, Doctor, Onryo, Skull Merchant, Ghoul, Shape, Ghostface, Knight, Singularity to name a few.
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Well, consider that caging a survivor makes you immune to ALL forms of saves, base-kit. You're never forced to do it, so it's fine to have some downsides. You instant hook, but you don't know exactly where they are. You prevent a potential save, and in turn the survivors are protected from camping and tunneling.
The more altruistic the team is, the more they are punished, because now they wasted their time attempting a save and have to cross the map to unhook, wasting even more time. If the survivors are smart and leave you alone with your downed survivor, you can freely hook them and save the torment for the mini mori.
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I know servers are needed more elsewhere in the world, but my god, I would kill for a single US central server.
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Oof. Painful. I have no idea what could be done to help trapper without compromising BHVR intention with this killer. They don't want him too complicated to play or face. They need to balance the game ending scenario of a basement/main building lockdown. I don't think BHVR knows what to do with him either.
However, there is NO reason this trap shouldn't have worked.
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No more us vs them please. Consider this, BHVR trying to improve the survivor experience works to lower killer queue times, which is their biggest complaint easily.
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I don't think this is the way to go. I really want gen speed modifiers based on living survivors and gens completed, instead. A mechanic like this would be a comeback mechanic for both sides, and it works decently in 2v8, although not super impactful and based on hooks rather than survivor deaths. I would turn this mechanic off at 1-2 remaining gens personally.
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@dramafinesseXD said:
7 minutes in a killer queue to get Hawkins multiple times 2v8 needs to only be a week because this is a joke
But they're perfect for Wesker. 7 minutes is all he can spare to play anyway
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Oof, no thanks. I'm really glad those are gone. Very outdated mechanic that deserved to be entirely removed. I am 100% certain that I have never lost a match that managed a hook grab. Every single match that it happened I 4k'd from that insane pressure. There should never be a single mechanic that can single handedly determine a match.
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It is undeniable we are headed to a more survivor leaning part of DBD's life, but you wouldn't think that after playing against blight nurse and ghoul. I really hope they address the S-tier problem we have (with deserved nerfs) while buffing the overall killer experience to compensate.
I am really hoping for the death of the toolbox repair speed meta to normalize gen progression to a more balanced state.
After hopefully shaving off the S-tiers, maybe it's time to slightly increase some killer action speeds again like base vault and pallet breaking? Not by a crazy amount.
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I think my negativity bias toward swf games would explode. I would rather not shift blame towards survivor comms when I lose. All this will lead to is more hatred and toxicity in the community, dividing the player base even more. Besides, it's pretty well known now that swf is not why you lost, you lost to good survivors (not counting broken and unbalanced stuff, solo's can use those too, you know). Swf just brings good survivors together.
People seem to forget that having the ability to play cooperatively with your friends is a major pillar of these games' ongoing success. If you could only play solo for example, this game would have died in 2016.
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@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028413#Comment_4028413
In 2v8 v1 killers had coop powers linked to their own powers, which gave ample opportunity to do a lot of cool things together. It was removed entirely for the subpar class system. If they're going to make the class system not matter, the could at least bring back unique killer coop abilities.
I liked that part too, but I'm assuming it was canned when they realized how many unique pairs they would have to balance for when they seem to aspire to add most if not all killers. It just might be too unrealistic for every killer to provide a unique bonus to their partner.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028421#Comment_4028421
Ironically people who cheat in 2v8 do so more blatantly than in 1v4 so it's much easier to see who is legit player and who is not.
Additionally some even don't bother hiding that they cheat by teleporting right in front of other players or becoming immune to hits. The entire situation is a joke, makes me wonder what's the deal with the ''anti-cheat'' system and how come it can't detect stuff like jumping as one of ''illegal'' actions.
I love how there's detection to punish and ban "going next" when it was already solved by deleting 4%, but there's nothing to detect permanent haste, actual teleporting, modified action speeds etc No, you need to record upload that yourself to ban a cheater, like you're filing taxes
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Honestly what do you expect out of this insanely dumbed down casual mode? Smart players?
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Harder to detect them in 2v8, too many players and too much chaos. Also, it's probably more gratifying to cheat 2 killers instead of just one.
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The Stranger Thing Lol