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Mister_xD

Mister_xD

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Mister_xD
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  • IF i ever decide to mori its usually with an Ebony.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/781128#Comment_781128

    Nonsense. Not doing gens to get others killed is bannable? Hardly.

    If I pack Left Behind and a Key and my strategy is to hide all game until my three meatshields are dead so I can get out the hatch, I am well within my rights to do so. Jerk move, but it is legit.

    have you read my comment?

    because i was referring to taking the game hostage and actively sandbagging the team, which is certainly reportable.

    your strategy doesnt cross any of those two borders - neigther are you trying to take the game hostage, nor are you actively sandbagging the team, rather abandoning them (which like you said is a jerk move, but far from bannable)

  • depends.

    doing such a thing you mentioned is fine you certainly wont get banned for this.


    however, as all things, if its done excessively it can end up being bannable.

    if you were to take 3 friends with you and all of you do nothing but hide, this would be reportable as taking the game hostage, as the killer would have a very hard time finding you and the game would never progress.

    or if you sabotage the team by not doing gens on purpose just to have them killed would fall under the category of trolling. this might be hard to prove and therefore you wont be banned, though if one gets his hands on solid proof of you doing such things it could lead to a ban.

  • kinda depends on how long you blocked them and when you did it.

    if you bodyblock them to get a succesfull oneshot with lets say billy or if you block them until the EGC timer runs out, thats allowed. those actions have a set end to it, which is why thats not a problem.

    however, if you blocked one guy in a corner from the very second the game started, that is reportable for trolling and if you do that with the last survivor without closing the hatch, it can be reported as holding the game hostage.

  • i like the first idea, this sounds like it could get some play against players who always run the same loop.

    the second one though...

    it really does not sound like it fits his character. honestly, i doubt he'd even fit in one of those...


    honestly, i dont think you can buff his map pressure properly. he isnt really ment to be someone with a good map pressure, though he is supposed to be very strong at chases. so we can safely buff that aspect of him.

    i personally thought about adding the Solvent Jug to his basekit, which might actually do well combined with your first idea.

  • the combination of a well known german Youtuber (Gronkh), who played the game at the time and my friends telling me to play it so we could play together.


    now i am the only one of those people who still plays the game regulary...

  • here is the only golden rule i follow:

    i wont BM you if you wont BM me.


    also, if you tryhard and repaired 4 gens in like 3 minutes, i too will try to get my objective dont as fast as possible.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/779713#Comment_779713

    Isn't that working as intended, though? You are supposed to drop palettes as a distraction, as evidenced by the tooltips.

    Though I do agree perhaps infinite spamming of a locker needs to be addressed, similar to window vaults. I wouldn't mind seeing an entity block on a locker spammed 3 times in quick succession.

    there is a difference between "making some noise to lure the killer over here" and "spamming the fastvault so the killer gets a noise notification every .5 seconds until he is so annoyed that he comes over there, hooks and facecamps me because i was an annoying little [very bad word]".

    i dont mind them trying to lure me over to them by making some noise, but noisespam is an issue that is just annoying and really has to be addressed. devs themselves said they kept the cooldown on Diversion so long, because they wanted to prevent possible noisespam with it.

    just put a buffer in, so the noise notification will only be able to play every 5 seconds, if performed by the same survivor on the same object.

    they can still make noise to get my attention, but they wont annoy me up to the point where i will bring a mori next time i see them and heavily focus them down.


    Edit: i got the name of the perk wrong xD yeah, Distortion aint gonna make a noise spam. its Diversion i was talking about xD

  • in general they need to do something about noise spam.

    flashlight clicks arent that bad, you can get away from them very easily after all, however someone jumping in and out of a locker repeatedly is nothing you can just ignore, its always this annoying explosion on your screen that makes it freakin hard to concentrate on the chase you are currently in.

    thats just annoying and nothing else - and needs to be reworked.

  • @not_Queen said:

    Nurse. No blinks. Only float.

    • Brutal Strength
    • Enduring
    • Agitation
    • Monitor & Abuse

    you forgot Bamboozle though...

    we cant just forget about the most broken perk she can equip!

    its basically a free win!

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/776818#Comment_776818

    Theres also the problem that if they changed hitboxes to the exact size and shape of the character models, larger survivors like Jeff would have larger hitboxes than smaller survivors, like feng.

    and therefore gain an actual disadvantage in loops!

    yes, that too is an important thing to mention... thanks for adding it :)

  • bad latency and a weird looking hitbox (on the survivors side) caused this issue.

    the hatchet's hitbox is formed like a ball, while yours is like a pill in the middle of your body - while standing.

    however, while running the survivors body is bend forwards, though the hitbox remains the same - so it sticks ou of your back a little. the hatchets hitbox, which is larger than the hatchet - due to it being formed like a ball - hit this part of your hitbox and therefore counted as a hit. now add bad latency into the mix and it looked very weird for you.

    the thing is, due to how the survivor hitbox works, the hatchet hitbox needs to be shaped the way it currently is. the devs once tried "fixing" the hitbox by making the hatchet hitbox having the exact same size as the hatchet itself, however, due to the animations not matching with the hitbox, huntresses would now consistently throw through survivors bodies while they were running, cause the two hitboxes didnt collide, even though the two playmodels did.

    this lead to them getting rid of that change very fast again and keeping the old system.

    so in order to fix the huntress hitbox, the devs would need to change the survivors hitbox to match the exact size of the playmodel. this would not only be a ton of work, but even more important, it would greatly reduce your ability to run loops, as you would not be able to hug walls as efficiently as now. on top of that, you would get stuck on many more things, thanks to your now present arm hitboxes.

    you see, hitboxes are a difficult thing.

    in order to fix this, they would need to go back into the core design of their game and change that, which would lead to other, probaply even bigger issues.

  • sure.

    if you wanna encourage players to camp that is.

  • yeah, thats dedicated servers.

    after placing a trap, you now can no longer walk forward, unless you want to get trapped yourself.

    previously you would be able to walk above the trap right after placing it, though that has, for some weird reason, changed.

    it is annoying and needs to be fixed asap.


    also i agree with @Avilgus, that too is annoying and can lead to situations where you just run around the area you know a trap is in, though you literally cant see it because you used the tar bottle...

  • for survivor its actually the item thingy.

    but i only run ace in the hole and plunderers instinct (i dont have the other two) and combined them with Adrenaline and Iron Will.


    as killer, i just wanna have fun.

    and kill.

  • i dont think they counteract each other, however if i am correct the syringes effects get cancelled if you get hit, so you eigther get yourself a heal or get to use the BT effect...

  • i just like them for some reason...

    i especially love this "Butcher" theme he has... that looks really cool imo.

  • @MedicSpirit7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/774770#Comment_774770

    I think all his cosmetics are so similar nothing really crazy

    yeah, that too...

    imo some of them are too goofy - like the summer one. others like the car mechanic are ones i really like...

    but yeah, they all kinda have the same theme to them. would be cool to see an "undead monster" themed skin for billy imo (similar to the Trappers "Neptunes Failure" skin.

  • i dont think they are all bad, but i am getting really annoyed when i see he has like 5 purple skins, yet not a single one of them is obtainable for free!

    the only one you can get for free would be the green one, which is just ugly.

  • yes.

    he is super fun to play, he is a solid killer and you can teabag them back!

    honestly i dont see any reason not to have him!

  • i would really not want this perk to be basekit.

    it would draw unwanted attention to other totem perks and i would hate not being able to get rid of it.

  • i pretty much never use ruin and i am doing pretty well i would say...

  • they are fine.

    you get to blind killers whenever they enter an animation, but you cant just turn around midchase and blind them, like you used to be able to.

    honestly, you shouldnt be able to blind the killer on too many occasions.

    being blinded for killers is a huge problem, as they cant see (which allows you to sneak away and force them to drop the chase) and lose any already caught prey, which again is a huge deal.

    also, its not very fun to stare at a red screen all the time, just because someone clicked a flashlight into your face.

  • the hillbillys chainsaw has the exact same attack range as a normal M1 attack (not a lunge attack) - it does not work with a hitbox.

    when the Hillbillys chainsaw is active, the game has a marked are in front of the killer. any survivor hitbox entering said area will be hit and downed.

    he has the exact same range through windows as any other killer aswell, even with the chainsaw - its actually a lot harder to hit the chainsaw through windows, as it requires you to charge it first.

    if you get hit behind walls, thats bad latency, not the killers "hitbox" being broken (as i said, killer attacks do not work with hitboxes).

    you can easily loop billy around structures, forcing him to be a normal M1 killer - not any better than wraith. he shines however in an open field, where you cant avoid him getting close to you and activating the chainsaw.


    in the end its just a matter of practise. thanks to billys insane map pressure and potential oneshot ability, he seems extremely strong, though if you know how to loop properly, you will not have that hard of a time anymore, as long as your team is decent enough to repair gens while you loop him.


    conclusion: neigther his chainsaw nor M1 attack are somewhat broken. if hits look bad for you, that is because of latency issues, which shouldnt really be the case anymore with dedicated servers. if you get hit behind windows, please remember that killers by default have a short range through windows. that means they not only can hit you during the vault animation, but also when you are already through the window, but didnt leave fast enough.

  • honestly, they should just bring the old Unrelenting back and add "does not stack" to it...

    however, merging two perks into one is something that wont happen. they will change perks and how they work, but they wont just delete them.

    STBFL is already a solid perk to use, i dont think it needs any buffs rn.

  • because they decide how the game goes by.

    if they only focus on gens, the round will be over soon and the killer will have a very hard time. however, if they dont, the killer can dominate them, if he does it right.

    its the same for loops, the killer only reacts to their mistakes and maybe tries to force them to make a mistake, but thats it.

    imo the killer is generally the reactive role - he cant do much if the survivors play perfectly, no matter how perfect he plays.

    (this statement excludes nurse)

  • just reporting them ingame isnt enough in such cases.

    if you submit a support ticket with video evidence of them doing this, i am sure they will be banned rather sooner than later.


    the devs wont ban without evidence - which is a good thing, since no one can abuse the report system that way. reporting them ingame is still not a bad choice, as you draw attention to their group and - when you add the support ticket with the evidence - its easier to track their profiles and ban them.

  • it looks so bad, but at the same time so amazing xD

  • they said they wanted to implement a system that leaves empty husks of the survivors when they DC, which the killer can then interact with.

    this should fix your problem, as i believe the husk will count like an alive survivor, not allowing the hatch to open, just because salty player XY pulled the plug.

  • @PyroDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/772867#Comment_772867

    I guess most players don't care so much about quickly switching their outfit

    yeah, probaply.

    or they just dont care about the default clothes...

  • @PyroDude said:

    Yes to all of them!

    I suggested idea 2 some time ago as well.

    strange enough, i have not seen many bring this one up...

    i always wondered why it wasnt a thing though, so i decided to add it in ^^

  • BBQ was designed to help the survivors.

    it is ment to be a perk that encourages the killer to leave the hook and reward them for attacking other players instead of tunneling the same person again.

    on top of that, there is plenty of counterplay to the aura reading part:

    • get into lockers
    • be 40m around the hook
    • hide behind a gen
    • fake the direction you are running and walk in the other
    • run perks that disable aura reading

    just be aware of the fact that the killer will probaply not be leaving the hook area if no one is shown with BBQ / if you constantly avoid it they will be going for your team which will lead to some players dying fast.


    Ruin, even though it is very far from being a solid perk imo, is said to be needed by many killer players, as generators can be repaired very fast, which on the otherside is no fun at all for the killer.

    that said, Ruin is not a good perk whatsoever, mainly due to its Hex status.

    the perk is easily found and destroyed, rendering the whole thing completely useless.

    and to top it all off, the effects can easily be completely avoided by hitting great skillchecks.

    Ruin is not in the need of nerfs at all, honestly. rather some buffs imo...

  • @martin27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/772706#Comment_772706

    That should work but there have been a few that just kept on going

    some people just refuse to learn.

    they will waste more time with the unhooked than when they would just have gone for the rescuer, so they will lose some gens in the process of tunneling.

    they eigther stop it, or they will lose games left and right.

  • @martin27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/772670#Comment_772670

    I can't help with borrowed time thats up to my random teammates but so far borrowed time has not stopped with the tunnelling

    it is not going to stop them, it is punishing them for doing it.

    same with DS.


    the killer doesnt know you have BT or DS until it hits them. and at that point, switching targets would hurt him even more, so he is going to stick to you - but that doesnt mean he will get the benefits he wanted from it. instead of getting an easy immediate down, he gets a healthy survivor AND gets stunned for picking you up, plus having to chase you down yet again.

    if killers get hit enough by those things they will stop by themselves, as tunneling would just no longer be worth it.

  • on very rare occasions

  • Borrowed Time and Decisive Strike say hello.

    the very second BT activates, the killer lost all "benefits" he would have gotten with tunneling, and DS will then make the whole decision hurt him a lot more than it helped.

  • well...

    just wait till the hooked guy dies and grab them then?


    its not like anyone could complain about you "camping" then...

    and if that happens enough to them, they will stop on their own.


    (due to the slugged survivor underneath the hook, you also shouldnt receive the camping penality from the chaser emblem)


    but yeah, it can certainly be very annoying to happen. i do hope the devs fix this soon...

  • @Theoretical_Heart said:

    Why does no one ever ask why the minimum number of pallets is set so high that double pallets would even be possible? Kind of tells you the minimum number is high AF.

    Guarantee you the minimum number is something ridiculous like 16 - 18

    the minimum number varies from map to map.

    its not that the number was "too high", but because the map tiles are generated randomly, which means that sometimes there will be enough to fit a pallet in every single one of them, sometimes its too many, so there will be some without pallets and sometimes there are not enough, so there will be more than one pallet in one.

    the most common case is that we have pallet tiles somewhere between the minimum and maximum number of possible pallets, so every one of them has one. especially on larger maps, like the blood lodge though, its more common to have places with no pallet, which would mean the game has the maximum amount of possible pallets.

    and a very rare case is the one OP showed to us.

  • if you are referring to keys:

    its because this is an item and survivors are not able to use items while in dying state.

    thats a general rule applying to all items there are, which includes keys.

  • @ArrowTheGreat11 said:

    There’s so many killer mains on this thread that have never played a minute of survivor 😂😂 all of the above for me cause I’ve seen Nurse swing from California and hit me in Texas.

    Freddy can start his swing from Africa and reach you in the United States

    Unless there’s a car in the way, Huntress can throw her hatchets in any general direction and it’ll hit you

    i dont want to be rude here or anything, but maybe you should read my post explaining in length how exactly hitboxes work and why it would be problematic to change them?


    because i feel like you eigther dont understand the whole procedure of how hits work, or you are trying to bait people (which i dont believe, but some ppl do that, so its an option :/ )

    in case its the first one, i feel like it would be more beneficial if you know how it works, for future argumentation / posts about this topic.

    have a nice day / night!

  • each individual map has a minimum and a maximum amount of pallets that can be placed.

    since maps are build randomly, sometimes there will be more tiles with possible pallet spawns and sometimes less. in your case, only very few possible pallet tiles have spawned in, so the game could not reach the minimum number of pallets while also keeping the minimum distance between pallets.

    due to there only being so few, the game will proceed to force pallet spawns on other possible pallet spawn places, even if they are within 15 meters to a different pallet.

    conclusion:

    if you find such a double pallet spot, this means the map has the least pallets possible on it. this is more in your favor than in the survivors favor, honestly.

  • not the peeking, more the sudden ambush out of nowhere.

    that can really make one jump xD

  • this seems like a technical issue to me.

    have you reported the bug in the bug reports subforum?

    if not, please do so (and include all information you have, like an error code or if it works with specific actions), so the devs will be able to find and erase the problem.


    the bloodpoints and emblems are not given to you, since you practically DCed from the game, which is why the DC penality strikes you, setting all your scores to 0 from the game you left.

  • everything from the rift will be added to the store or probaply reappear at some point in other rifts (regarding charms).

    the only exclusive item i would argue is the ultra rare one at the end, which imo is perfectly fine.

  • every killers M1 attack has the exact same range.

    this also does not work with hitboxes, at least not from the killers side.

    instead of the weapon having an hitbox, the game will mark a certain area in front of the killer. if a survivor's hitbox happens to be in said area, the game will automatically move the killer and his weapon into a position that will look like a solid and fair hit, and the survivor gets hit.

    however, this only works on killers with a long weapon, like the original 3. if a killer happens to have a shorter weapon, like Nurse or Freddy, the weapon itself will not hit the survivor, though the survivor is in the marked area and still gets hit. now add bad latency to that mix and some hits look very ridiculous - for the survivor.

    this is why it looks odd on certain killers, even though they have the exact same range as any other killer aswell. it just doesnt look like they do.

    however, some killers actually do have a hitbox. those would be killers with a ranged attack like Huntress, Clown or Plague. their M1 works just as any other killers M1 attack aswell, but their projectiles have a hitbox that determinds weather you hit the survivor or not. however, since Clown and Plague arent really precise with their ranged attacks, you wont see any real problems with those.

    Huntress on the other hand requires accuracy, and therefore her hitbox hits can sometimes look weird.

    important to note here is, that the hatchet hitbox has the shape of a ball which, if it hits a survivors hitbox, will make the projectile hit. thanks to that hitbox, it sometimes looks like you clearly missed, though the hitboxes still collided.

    however, this can not be changed that easily, due to the survivors hitbox being like a pill in their middle. this hitbox never changes, though the animations for the survivor do. as an example, if the survivor is running while injured, they bend forward quite a bit. having the ball hitbox of the hatchets allows you to still hit their hitbox, which remains unchanged in their middle going straight upwards (so its not matching the model) when you hit their body.

    the devs once "fixed" the huntress hatchet hitbox, which made it exactly the size of the hatchet, which didnt allow for hits that clearly hit the survivor. you would just throw through a running survivors head without downing them constantly, which is why they immediately reverted that change.

    if you want the Huntress hatchet hitboxes to be "fixed" so they are exactly the size of the hatchet, you will also have to adjust survivor hitboxes from their current pill form to a form that 1:1 equals the survivor's body. this however would greatly reduce the survivors ability to loop around objects, as they would have to run larger circles (due to their new arm hitbox) and would also tend to get stuck a lot more often.


    you see, hitboxes are a difficult thing.

    i know sometimes Huntress or Nurse hits seem weird, though you cant really change that without having to rework the core mechanics of this game.

  • welp, seems like we have different opinions on quite some of those maps...

  • that shouldnt be the case immediately.

    there are legit reasons to quit the game sometimes, you really shouldnt be instantly banned for 24 hrs.

    you should just not be able to reenter a new game while the one you DCed from is currently ongoing, aswell as lose any points, emblems, etc. from it.

    and ofc a ban if you DC to often.

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