MrRetsej
MrRetsej
About
- Username
- MrRetsej
- Joined
- Visits
- 470
- Last Active
Comments
-
Uuuuuh. Is this a bug? This was in my loadout screen as of 04/30/2024.
15 meters around the locker you just opened is worthless. -
I would rate about 80-85% of the time I try to play fair (or heavens forbid goofy) as killer, I get stomped by the survivors and they gloat over their perceived victory. Of the remaining 15-20% of matches where the survivors aren't being goons about it, maybe three quarters of them are completely neutral with no commentary and only a fraction are positive about the experience in post game chat.
But the moment I say "screw it, I'm gonna turn up the pressure," actually play to my full ability and get that 4k, I'm called out for being a "try hard," "toxic killer," "baby killer," "camper," "tunneler," and a whole slew of insults that get auto-blocked and hashmarked out. I never camp except once all gens are popped and I want to at least secure a final hook, and I only tunnel when someone is being blatantly toxic (rapid pallet vaulting) or has given up waiting at a hook with crows flying overhead.
So yeah. Being kind is almost never recognized and as a killer, you're going to be trashed on regardless of what you do. Unless I'm just trying out a meme build for my own amusement, at this point I might as well just go hard and waffle stomp any lobby that isn't obviously full of newbs trying to learn the game. For the obvious baby survivors I will still hold back. -
The most recent cheat I've been seeing has been working like this;
The gate is opened and I'm trying to protect a late hook. There's an injured survivor that I want to chase out the gate to keep it to only 1-2 instead of 2-3 rescuers. The survivor does that thing where they wait by the boundary so they fall down and immediately exit the match after I hit them. So, I hit them, I see them go down, the icon even shifts to "escaped" and i head back in to protect the hook. Then, all of a sudden, the survivor I just punched out of the match is back in there for the rescue while I am trying to deal with the other survivor I thought was the only one left.
The first time I encountered this, I thought I was just misremembering things in the heat of the moment. But this exact scenario has happened about four times now in the last two weeks. -
I will take a 4 man SWF bully squad running Eerie offerings over playing on Springfield. It is legitimately the only series of maps the devs could delete tomorrow, and I wouldn't even mind. Consistently, playing on these maps always feels intensely (and unpleasantly) stressful, both as killer and survivor. And when a survivor actually brings me to Springfield, I can expect an absolutely miserable experience when playing killer.
-
Weird. This is probably my best map of the lot on killer-side. And I play it with mostly M1 killers, save Dredge.
-
Weighing on this for the killers I regularly play.
- Dredge: Haddie's Calender. Malthinker's Skull -- Nightfall is one of his strongest features, and without the Skull, it feels like you might get two per match tops. With the Skulll plus Sloppy and some hit and run, you can actually use the other half of his power.
- Wraith: Swift Hunt, at least the green --- Without it, well, good luck.
- Myers: J. Myers Memorial -- Unless I'm running one of the mirrors, this just makes his stalking feel worthwhile. Also, why isn't he more effective stalking from range than up close? Doing it from a distance would be more lore accurate.
- Hag: Dried Cicada. Bloodied Mud post the latest update.
- Freddy: Red Paint Brush.
- Legion: Mischief List
- Ghost Face: "Philly", Walleye's Matchbook. Why aren't these basekit?
- Deathslinger: Warden's Keys
- Executioner: Wax Doll, Burning Man Painting -- Everything else is a waste to run
- Trickster: Memento Blades, Caged Heart Shoes
- Knight: Map of the Realm
- Skull Merchant: Adaptive Lighting, Ultrasonic Speaker
- Singularity: Soma Family Photo
- Xenomorph: Crew Headset, Emergency Helmet
- Unknown: Blurry Photo
-
For custom matches only, I would like to see the option to play on the older versions of maps. Think of it as "legacy" maps.
Even though I've owned the game since the Halloween chapter released, I didn't really get to it in my Steam stack until late 2021, so I missed out trying the older versions of Coldwind, Haddonfield, etc. I know those maps are busted as all hell, and the older graphics are weak by comparison to the pretty stuff we have now, but I reeeeeeally would love to at least run around and explore the original, giant RPD, complete with the upper walkways in the library.
-
Me too. Three out of the last four matches in the last hour have all presented me with the same error, despite my internet connection being solid, my ping low and all other services running fine.
Its probably coincidence, but my spider sense has been tingling about this. In all cases I was playing killer and winning. Then as I'm about to hook someone, boom. "Dedicated server" error, I'm kicked, the match ends and everyone has bloodpoints and progression except for me.
Is this a new hack going around?
-
It depends on the situation. If I have a daily ritual or challenge that requires opening the gate and escaping, then KMAGYOYO.
If I'm up against a Trapper/Hag/Bubba and they have people in the basement, then good luck, I'm out. If I'm the last man standing and everyone is either dead, dropped or on hook and NoEd or Devour Hope has been revealed, then I wish you well but I'm getting my escape bonus.
Excluding those scenarios, I'll do my best to get others out. Plus it doesn't pay to open gates prematurely in the event the killer has Blood Warden.
-
It really depends on their behavior during the trial. If they're displaying a lot of behavior that shows they've got 1-2000+ hours in the game, or doing stuff like strategic body blocks, survivor-moon walks, t-bags mid-chase, etc., then all bets are off.
Buuuuuuuut, if the survivor seems newish or is struggling, and they're wearing either of these cosmetics, they get hatch or the gate.
They're just too precious
-
Since the last update to Ormond, it feels a leeeeeetle bit more balanced. However, it would be really nice if there was some sort of consistent ground cover that would allow Trapper to hide his traps. As it stands, given how bright the map is, how open the layout is, and the lack of foliage, there's really not a lot of options for viable trap placement.
-
@ImWinston said:
When I see the killer for the first time in the game I do a tbag (just one), in my head it's like saying "I know you saw me, I saw you too, if you want let's do a chase, I'm ready" 🤣 in my mind it's like a greeting, I don't want to offend him at all
Oh you sweet, summer child.....
-
As someone who mainly plays killer but does dip their toes in the survivor side of the pool, I don't see a head nod before or after a chase as toxic. It's a lot faster animation than the finger point, is not as blatantly obvious a bm as a t-bag and personally feels more like a fencer's salute than anything else.
Admittedly, to do a head nod at the start of a chase is kind of ballsy considering every second counts, so if it bites a survivor in the rear for using that time to do it rather than start running, then I'm all for it. And if they win the chase, then more power to 'em. More often than not, I've only really seen head nods (not to be confused with 'no' head shakes) after a chase has concluded at the gate when there's no way I can reach them in time, in which case I'll nod back to acknowledge the win.
Honestly, I'll take a head nod over a t-bag every day because at least the former isn't as universally insulting as the latter.
-
I ran into this same problem today. I was running a Turbo Hag build (waterlogged shoe, blight serum, PWYF, etc). I get into my first chase with a Yui, get this first hit then use the blight serum to catch up. The Yui just stops running, points at me, and at that point I get the down and hook. I moved on to the other survivors and the match goes fairly normal with two more hooks until I encounter the Yui working on a gen. She stops what she's doing, points at me again, and then runs off.
I opted to kick the gen instead of immediately chasing her since I was so fast, and then I get locked in the gen kick animation but it doesn't regress. I try to kick it again, and the animation plays, but no sparks, no "crash" sound. At this point I'm thinking this is weird but maybe a server issue, then I turn to leave for the chase, I see the Yui standing there pointing at me and the game DCs. Everyone is kicked, but I'm the only one with zero points and received my first disconnect penalty ever, in a year of regular playing.
Maybe it was all just coincidence, but that Yui was sus AF and the circumstances screamed cheater to me.
-
@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565899#Comment_3565899
I have played some more and actually the void realm is pretty great for tactics. There are different entry points but they also serve as exit points. Killers might just surprise you. We lost a match to a Huntress cleverly going back and forth on RCPD. I also entered regularly as I noticed the ghosts can partially recharge toolboxes (and I assume other items). It was a pretty fun and long-lasting match.
Good for you. My experience has been sweaty team after sweaty team that just cranks gens as fast as they can and abuses MFT to get to portals before I can reach them, dive into portals, and then immediately teleport out of the same portal. If you have any degree of slower ping than them, the time it takes you to duck in and out of the void after them means they're long gone.
On paper this event sounds AWESOME! And if survivors were playing it the way you describe, it would be. But in my experience, it's just been miserable and really highlights the most busted survivor side perks like MFT, Hope, Adrenaline, etc.
Props to the artists who designed the pumpkins at least. Those are cool.
-
Just putting my name in the hat as another killer player that is very disappointed with the gameplay for this event. As much as I would like to explore and play in the Void map, it's a guaranteed 4-man out every time I try to duck in there. The concept for this event is very cool, but the execution is just not at all fun while also being incredibly punishing to the killers if they try to participate.
At least the pumpkins look cool. 😕
-
I had a match a few days ago where the Yui bot ran up to my gen which I had about 70% done, and then proceeded to rapidly fail four skill checks in a row, killing the gen's progression and alerting the Wesker to our location. Then, to make matters worse, as I was scrambling to get away before the killer could get a bead on my location, the damn bot chases after me, drops a pallet (while the killer is not in LoS, I might add), and then as the killer come sprinting for us, the bot jukes in front of me proceeds to **stand still** at the window to body block me, and then slow vaults through the window while I take the hit.
Honestly, the bots are worse than just having a classic DC.
-
@bruhbba101 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503337#Comment_3503337
check the dev update right before the patch. It's obvious that the patch notes didnt reflect this change.
The Dev update where they said that was July 4. One day later, on July 5, the PTB patch notes state Spine Chill is going back to what it's supposed to be (i.e. how the description says it works; You're notified when the killer is within 36 meters).
TL;DR, It's bugged.
-
@bruhbba101 said:
The change requiring LoS for the perk to activate is intended. It was also unfairly strong against stealth killers (no ability for counterplay on their end).
Not according to any patch notes or even the description of the power. The power is obviously bugged currently.
-
Spine Chill never requires a line of sight to the killer for it to light up. It only turns red (after lighting up) when the killer has LoS. I've been using Spine Chill regularly since November. As of today (at least) it's not working correctly
I just faced a Blight while using Spine Chill. Throughout the match, no matter if I was in their terror radius, within direct LoS, or even while we were staring at eachother across a dropped pallet, Spine Chill wasn't turning on. The only time it turned on was after I was hooked, and even then it flashed on and off (and occasionally red) like it was freaking out. After the freak out/flashing, it turned off again and never turned back on.
[Edit] I was playing on PC, so this bug is not limited to console.


