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Mister_xD

Mister_xD

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Mister_xD
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  • entirely dependend on the situation im in.

    i wont hit them and then wander off in the distance for no good reason, but for example in early game if i have multiple targets i will spread the damage to get as many off of gens as possible.

    without having someone else right there though, i will always stick to the chase.

  • i dont think it is, but should Easy Anti Cheat pick up on it you'll have to contact them to get the ban lifted, as BHVR wont be able to help you in that case.

  • sure.

    if they bring good stuff, why shouldnt you?

  • most of these "global audio cues" are very much limited to certain actoins these killers take / dont even give any info on the killer in the first place.

    Trappers trap disarm for example only tells you what the others of your team are doing, not the killer himself.


    the thing with Demo is, that he has a lot of global audio cues that give away too many of his actions - the teleport, getting stunned, hitting someone (different cues for normal attacks and shred i believe), footsteps so loud anyone can hear them from a thousand miles away... its not that he has a global audio cue, its the amount he has. survivors basically get a constand realtime update on what he is doing.

    personally i dont view that as much of a problem though. its a nice touch he has and if the killer is doing well that audio design can be quite frightening to hear as a survivor.


    by the way, Wraith's bell has a limited range for those cues.

    the ringing of the bell can be heard within a 16m proximity to the killer and the wooshing can be heard within a 40m proximity to the killer.

  • unless the other party made the game extremely unfun for me (e.g. camping, hardtunneling, bleeding me out, genrushing, acting toxic, ragequitting (ill still gg the others), etc) i always say "ggs".

  • wait thats not an intended feature?

    i know its intended in the struggle phase, so i just assumed it was also wanted when the survivor is in the summoning phase to make it more consistent...


    well if its not then it totally should get added as one imo.

  • 1) Freddy - i dont really mind the killer himself, but when combined with multiple slow downs the trial gets extremely sluggish and boring for survivors. plus the killer has basically no real downsides, so thats also not very thrilling to go up against.

    2) Pyramid Head - in his curent state he is just faking his power at every pallet / window, cheesing chases. add free hardtunneling on tormented survivors and voila, you got the recipe for a very boring match. i hope the changes are going to fix that.

    3) Legion - for the sole reason that i usually play solo survivor and always have at least one or two survivors selfcaring, even though its a legion and they have sloppy. STOP SELFCARING AGAINST LEAGION FFS ;-;

  • @ZCerebrate said:

    It's probably a protest of "this killer is boring to face" but it's not just Legion...

    The sound of a phase walk, the rev of a chainsaw (Billy or Bubba), the screech of a distant blink, The Huntresses's 40m humming, the sight of them slowly falling asleep at the bottom left. Heck even the "ding ding ding" of Wraith's dinner bell can illicit the same result currently...

    It not restricted to survivors either. Killers have unplugged on load in against 0 items, 0 offerings even in red ranks on me because they randomly rolled into Ormond or Haddonfield just to return in post-game lobby about "the broken game" that they're "forced" to play. Perhaps there is a terrorist organization holding AK47s to a select population to force them to continue queueing up to waste 4 other people's time.

    A non abuseable DC penalty + Struggle phase rework to prevent instant suiciding couldn't come any faster.

    Of course from how some forum users make it sound there should be Kotaku articles about BHVR's activated terrorist cells moving out to implement their nefarious plans of forcing people to play a game they don't enjoy if DC penalties return without exploits to ban people for 72 + hours.

    i once got a tripple kill with a single shot as caleb.

    didnt even hit, yet just a few seconds after the bang was heard 3 people had died.

    god im just too good at this game B)

    /s

  • her vomit hitboxes are... weird.


    but i dont think there is much more i could complain about.

  • wasnt that the game where survivors had to gamble cards to win?

    and where they not only were faster than the killer but could also avoid any attack thrown at them by pressing a button?


    are you sure it might not have been the fact that there was literally no balance in that game that lead to its death?

  • i bought the 1st rift and ever since paid for the next one with the 1k auric cells i got from the previous, so i'll continue purchasing rifts until i cant reach tier 69 at some point.

    but yeah, in general, if you actually gotta pay money to get it, it would certainly be best to wait and see how far you got before buying it.


    also i dont want to imagine how much you played to get to tier 70 before finishing the challenges xD

    1 tier is like 12 games, so that must have been a lot of matches...

  • meanwhile the TF2 community is desperately waiting for updates after well over 1000 days with no new content

  • @HEX_MalusGrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665923#Comment_1665923

    First: Speed jumping a pallet is slower then running around it. This is what makes unsave pallets unsave in the first place. The vaulting animation is slower then normal running. Since most pallets have a small side (rock etc.) to each side there is no such thing as a god loop you create yourself.

    Second: Yes i have said he should try to avoid kicking pallets. Telling new players they "want" to kick pallets only leads to the assumtion that this is a goal of some sort. I fell for this too when i started this game. Kicking every pallet i cam across where in reality the only thing that is important is to get the hit. There are SO MANY survivors who leave pallets early or don't stop at all, especially if u don't ######### around. There are pallets you have to kick but you should try to avoid it or at least use intelligent zoning.

    Third: I was talking about in-chase situation. Outside of a chase (after the hook) you can kick as many pallets as you want. But until you downed the survivor you shouldn't waste a single second. If you can not zone him and he doesn't want to leave -Kick the pallet. Otherwise, it's not the top goal to free the map from pallets, but to hook survivors. That's the important point here.

    okay so we both agree that there are certain pallets he wont want to break.

    those unsafe pallets however are a vast minority of the existing pallets on a map, most pallets he will come across are going to be safe. you are right, he could just run a circle around those aswell and catch them eventually, but bloodlusting a chase is never a good idea, its a lot faster to just break the pallet down (after zoning them out, as previously mentioned) and hit them before they reach the next tile. and yes, if they link some tiles (T L walls, Jungle Gyms, general pallet spawns) together they literally create a god loop you wont be able to beat without at least getting to bloodlust 3. but by the time you catch somoeone there without breaking the pallet(s) the other 3 survivors have already completed 11 gens, opened 35 exit gates and tought the entity some neat party tricks.

    for the second point, you wouldnt believe how many times a killer not kicking a pallet while i chained some loops together saved my ace. with a competent survivor who knows how to run tiles correctly not breaking a pallet can backfire horrendously for you.

    for the third point: so was i. but when you switch targets you dont have any "inbetween time" to kick them, so they are still up and usable, forcing you to run through the same loops you already had to endure.


    also yes, hooking a survivor has higher priority than breaking pallets. but you wont be able to achieve the first thing without the second, at least not as efficiently as you could have.

  • @ringwinning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665901#Comment_1665901

    Okay, so I should wait for one pallet to be dropped within like... maybe two minutes and then break chase. Got it.

    if you end up spending more than 30 seconds on a tile without really making any progress on eigther the survivor or the pallet you should highly consider breaking the chase.

    again it wouldnt be wise to just run off in a random direction, hoping to maybe find someone else (that would leave 4 survivors to go and do gens until you find someone else), but any clue of where a different survivor is should be enough to drop the current chase and go after them instead.

    thats where perks such as Tinkerer or Discordance would really come on handy.

  • @HEX_MalusGrey said:

    This stupid forum stops me from quoting.

    @Mister_xD How is that the opposite from what i said? You just left out the zoning part. Insta kicking every pallet survivors throw at you is the best way to lose time. This makes you predictable and they will run with you around the map. In a chase, the moment you start kicking a pallet the surv already knows the next one to run to. If you ZONE them however into the direction they came from, ideally by hitting the kick animation when they are directly in front of the pallet, you will throw them of and get much more distance as when you would just run after them.

    you said he would want to not kick pallets at all.

    this would result in him leaving all kinds of pallets up that will later be used against him, as he wont be able to create deadzones. additionally any survivor who noticed you not breaking pallets will be able to use said pallets in the same chase again by linking multiple tiles together, creating a superloop he wont be able to catch them on unless he starts breaking the pallet, resulting in a huge timeloss on his part.

    unless the pallet is super unsafe, e.g. the pallet right next to the dropdown and the staircase back up at Father Campbelles Chapel, or the survivor immediately left the tile and has deadzoned themselves, leaving any pallet up is not a good idea.

    and as ive said, if someone just runs you around the map, get as many pallets gone as you can, but instantly switch to someone else when you see the opportunity to. that survivor will have less to work with plus will be lacking the knowledge of where exactly the pallets have been used up, which can result in drastically easier chases. if you left the pallets up however, that wont be the case.


    also that zoning you referred to is the most effective WITH breaking a pallet.

    you are right, you will want to force them in a different direction than the next pallet is in, but leaving the current pallet up will just result in you wasting more time on this loop, so chase them away from the direction where another pallet is in and then break the pallet down, so they have nothing left to work with. and again, if you broke the other pallets you encountered beforehand, the survivor will be running straight into a deadzone - which once more isnt the case if you just faked the break and left them up.

  • @ringwinning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665695#Comment_1665695

    How do you know if a survivor is good at looping? Two loops, three?

    you will usually be able to tell by the very first tile they run.

    if they do it optimally (in a way where they can get as much of your time wasted as possible before getting hit / using up the pallet), you will want to break chase asap and go for them once pallets have been reduced in their numbers, so you can try to catch them outpositioned and secure at least one hit before they can get back to a tile that hasnt been used up.

  • i wouldnt use Undying together with NOED, as NOED needs dull totems to activate, while Undying uses them up throughout the trial.


    Undying is also not great when you use a big number of other Hexes, as every Hex perk you take with you reduces the possible amount of respawns Undying can give.

  • @HEX_MalusGrey said:

    Alway's avoid kicking pallets. Continue the chase or act like it. If they won't leave, you need to run the loop until they get into a position where there is no pallet behind them. Then kick the pallet. But yes, jungle gyms have the safest pallets.

    idealy you want to do the opposite of that.

    unless you know its a very unsafe loop or the survivor immediately left the tile after dropping it, you always want to break the pallet, otherwise its going to come back to bite you in the ace later.


    its important to know when to drop a chase though. if you get a survivor who is good at looping, make them drop a couple of pallets to get rid of them and then switch to someone else as soon as you see the possibility to do so.

    but leaving pallets up will just keep already used up tiles intact that otherwise could have been a deathsentency for other survivors.

  • that only applies to reports regarding ingame behavior though.

    why would they need a video of an endgame chat when they already have the chatlog anyway?

  • For Killers: hardslugging with the intend of bleeding everyone out.

    For Survivors: sandbagging others so you get out.

  • having a tunnelvision on one target will leave the other 3 with nothing better to do, so they'll be working on gens.

    if the one being tunneled is good at chases (and the others actually go and do gens and dont sit around the edges of the map doing absolutely nothing like my teammates usually do), the killer will lose the trial.

    then on the other hand, if at least one of these factors isnt given, tunneling can easily win them the trial aswell.


    conclusion:

    tunneling destroys teams that are not well coordinated (alias solo teams) but is highly ineffective against coordinated teams (alias SWF).

  • i think Dead Hard is one of the prime examples of a perk that can be utterly useless in the wrong and extremely oppressive in the right hands.


    the most annoying / unfair part about it imo is the famous "Dead Hard for distance", which basically lets the survivor get away with greedy plays by letting them reach windows / pallets they, under normal circumstances, would not have reached.

    on top of that, Dead Hard is the only Survivor exhaustion perk that can be triggered at will, there is basically no requirement that has to be met (okay they gotta be injured, but unless its a oneshot killer that hasnt hooked you yet (cause you're injured after a hook and then its on you whether you want to heal and risk not getting it or whether you want to stay injured to have access to it) that is always going to be given throughout chases). every other Exhaustion Perk has clear circumstances that need to be met (e.g. SB only works at the start of the chase + only if the survivor took it slow throughout the trial, Lithe forces them to fastvault sthg and BL only works after dropping down sthg) in order for it to go off, DH is always there, activatable whenever the survivor happens to need it.

    its not bound to "avoiding a killers attack", it is just as much useful for getting that tiny bif of distance on the killer to further extend loops.


    plus it basically just hardcounters Trapper and Nurse - and with the current bug also Deathslinger, which gave it the quite fitting nickname "E to outplay".

  • yeah those games are awful, i feel you there.

    if ppl dont want to play, they shouldnt queue up to begin with. that way they at least wont ruin others games.


    nontheless, you might want to censor out the names of the 3 who DCed, as otherwise this may be seen as nameshaming, which isnt allowed on the forum. just a little heads up so you can avoid getting into trouble ^^

  • reduce the stun by lets say a second, dont have them lose power on normal M1s and dont fully empty their power gauge when missing a FF attack (still break them out of their power though).

  • yeah ive been called a hacker a few times.

    usually just proves to me that i played very well, so its basically a big compliment from their part.

  • its called "taking the game hostage" and yes it is bannable.

    it would be a different story had he only done this while the EGC was active, but as he did it before, he can be reported and banned for it.

  • yeah they actually removed that penality at one point because people would DC games on purpose just to depip and get easier matches.


    as far as im aware its back though? dunno, its not really a punishment if you ask me. not only can it be undone very fast, some actually even want exactly that.

  • yep, this rift was way too grindy.

    i finished mine two days ago and am currently on a break from the game, because i feel burned out from all the grinding i did in order to get it done.


    but the last thing ive heard the devs say about this was that the rift was supposed to be that way, so yeah... i dont really have my hopes up that they will do something about it.

    EDIT:

    a simple first step would be to rework the system that grants rift fragments and, instead of being EXP reliant, just give you one for every game you played.

  • never, pallets are too valuable to be wasted that way (plus it usually just gets the one doing it killed).


    but believe me, as a killer there is nothing more annoying than someone doing that and then spamming the fast vault.

    thats a whole nother level of annoying to the point where i just want to facecamp that dude to get rid of him (if he continuously does it).

  • i like Otz's idea for an Undying nerf, where when Undying gets destroyed all totems that have respawned also blow up.


    this is a prime example of 3 perks that are mostly fine, but when combined get too oppressive. i dont mind a single one of them in particular (okay maybe Undying is a tiny bit over the top rn, but still nothing that i would consider "OP"), but the combo of these three on a high map pressure killer is really just annoying to an extend where i dont think it should be in the game to begin with.

  • yeah that would be an instaheal hack.

    healing yourself that fast is not possible without cheating in some way (eigther abusing exploits or hacking - both equally bannable)

  • @GoodBoyKaru said:

    Look, man, I really really want legacy. I've tried begging my friend for her account (she doesn't play anymore) because she had every killer legacy 3, I've had friends who'd hack it in and "if you don't report it I might do it for you too" (they didn't).

    But it's not coming back.

    I don't want legacy to come back. Ever. There's no point in legacy being special if you give it out to people, and that's why the majority of people want it; it's rare and it's special. Give it out to everyone it's no longer rare, or special, and people wouldn't use it because they glow.

    this.


    still, legacy should be RETURNED to those who lost it (like me).

    but the second they make it available for everyone again its not going to be special anymore.

  • tbh its not like billy was a very popular choice before his nerf anyway, so not a whole lot has changed for me at least...


    though i too think the nerf - especially the "adjustment" that made it easier for him to overheat again - was not executed very well.

    his heatup should have been the same as bubbas, where it starts up while charging the saw and goes away as soon as you eigther stop charging, deactivate or activate the saw.

    at least thats my opinion on it - neat add ons though.

  • the wiggle mechanic is not ment to get you off the killers shoulder, its ment to limit the killers free choice of hooks for you, forcing them to put you on a hook nearby instead of getting to the basement whenever they wish.

    wiggeling off is supposed to be extremely rare and should not be achievable without teamwork (sabo) or the killer screwing up.

  • they probaply just saw a 4Gamers video with a clip where one kobes off right when someone else was about to rescue them and want to do that aswell.

    then they misjudge their remaining time on the hook and suddenly end up being in phase 2, which could have been avoided by them not trying to meme.

  • its always the same in here...

    Survivors get a buff / Killers get a nerf - the Killercommuity cries how Survivorsided the Devs are and that the game will be unplayable now.

    Killers get a buff / Survivors get a nerf - the Survivorcommunity cries how Killersided the Devs are and that the game will be unplayable.


    and then, a couple of weeks after the update dropped and people had actually enough time to test the new things out, all of a sudden all the complaints have died down, as people started realyzing that it wasnt even that bad.

    of course that doesnt mean i would agree with all the changes the Devs have made by now (e.g. i dont think they should have made it easier for Billy to overheat again / at least not as drastic as they have), but a vast majority are a-okay, once you actually took the time to look at them and how they change the game.

  • i hope this is going to clear some of the misunderstandings that happen in a lot of those "Thana is useless now" posts.


    literally had someone tell me that new thana at 4 stacks would only increase the repair time by 12 seconds... (its 20 seconds, for those who were wondering - 80 / 0.8 = 100)

  • it wont get increased, soley becaue of Legion and Plagues existance.


    for them this change was a huge buff after all.

  • no.

    that would completely miss the point of the skins in the first place, which was to reward long time dedicated players with something special only for them.

    but they should give them back to people like me who lost them.

  • once again very much depends on the situation you're in.

    there are times where "tunneling" is the right thing to do - then again, what even is "tunneling" for you? everyone has their own definition of it and im sick of people calling me a "tunneler" for hooking them after achieving two seperate hooks inbetween their hooks - yes they exist.

  • i always wanted the Punishment of the Damed attack to leave a Rites of Judgement trail where it was shot, so your idea would come as a passive to that (as the survivor who was hit now also stands inside a Rites of Judgement trail.


    but maybe that could be a little too oppressive, as that Tormented status effect is quite a gamechanger in some cases...

  • i dont mind the combo itself, what i mind is this combo with Tinkerer on a Blight (or Billy or Spirit - basically any killer with good map coverage). that is where it gets super oppressive (and boring) and where imo something should be done.


    honestly, why not try taking away the aura reveal Undying has?

    i feel like that doesnt really have anything to do with its main effect of reincarnating destroyed Hexes and its a little over the top.

    and to make the tiers unique, make it so tier 1 and 2 have limited revives.

  • completely missed the point with both of them.

    they havent fixed what actually made them bad, so the perks are still terrible.

  • Freddy.


    yeah he isnt OP, but its so god damn boring having a Freddy with slow down Add Ons, Dying Light, Thanatophobia, etc.

    makes me fall asleep irl while playing.

  • good placement of Dwight.


    we love Dweet, no one harm Dweet! >:(

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647596#Comment_1647596

    I think he says going after unhook asap using your power to get to the hook in mere seconds like Spirits, Onis and Hillbillies do sometimes, proxy camping is another way of camping.

    still, thats not camping.

    camping refers to denying someone the unhook - or at least trying to.

    you can do that in two ways: hardcamping / facecamping, which means staying within a very close proximity to the hook, always having an eye on them and proxy camping, which means staying in the area, holding your eyes open for any potential unhookers trying not to let them reach the hook in the first place.


    returning to a hook AFTER the unhook has happened however cant be considered camping, as the killer has done nothing to prevent the unhook from happening.

    it would be a different story if the killer was using their power to get back to the hook again and again for no real reason, as that would be a proxy camp, however they would have to start that action (phasewalk, chainsawsprint, demondash, whatever) before the unhook has happened for it to be counted.

    and then we come to the difficult debate of "what if the killer knew someone was going for the unhook", where we'd have to clarify whether it was actually the intention of the killer to camp their prey or if they were aware of someone else around, just trying to defend their hook.


    its always hard to determine when a killer was actually "camping" and when they were not, especially due to that last part.

    generally speaking though, if the killer left the area and returns as soon as an unhook has taken place, that can not fall under the definition of camping, as that refers to not allowing the unhook in the first place.

  • that is actually some critisism i can get behind.

    not like most who cry that they cant cheese their chases anymore, you're making a good point there.

  • hey, i know this is asked a lot, but could we, ya know, maybe wait until the changes are on PTB before jumping to conclusions?

    we dont even know how much of a cooldown reduction it is / how much of a delay there is after cancelling his power.

  • totem counter for Small Game


    its been asked for a LOT.

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