NightWolfsFury
NightWolfsFury
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/2108244#Comment_2108244
As you say replace it with killer is within X meters of the hook, why change it then? TR rules it determines who is best. funny thing is it matters not because if the killer is not within the area, BT will expire and no one goes into the dying state or anything and the match moves on. this change is a nonsequiter and inconsequential change that requires some way to keep or use the oblivious status or the killer counterpart undetectable and that requires specific character or specific perks.
but lets talk about this: so camping hooks is against the rules? lol well it is in the survivor's handbook for killers which has nothing to do with reality. no the reason this was done honestly is people on the side of the survivors crying about camping and stealth killers camping so to shut you all up they placated you. and because of that more killers will leave the game. I personally have not played more than a few matches in over three weeks myself. I completed all prior rifts, but i won't complete this one, why? I don't believe it is a game worth stressing over to play. I'd rather play FF14 and have lots of fun doing lots of things that if i mess up I know it was ME that messed up not because something else happened or someone didn't come save me etc. I have also seen the majority of the nerfs happening to the killer side for one reason or another and it's worse and worse. take DS, it was in a bad state for 2 years people of all walks of life complained about it and finally got "noticed" and altered. how ever 3 months after undying came out even though there were ways to prevent undying to really be effective, it was nerfed big time with a tiny little buff to carry over tokens as that happens. that's 3 months after it's release.. yet DS was in the meta for over 2 years straight and used in unintended ways. here is another aspect, mori's got reduced to side show freak status yet the counter point for it was keys (notice not the COUNTER to KEYS but the counter point) was told that there would be changes happening to keys soon and 5 months from then there is a 20 second reduction in hatch open time ( to 10 seconds open) but a good group would have everyone at the hatch ready to go in right away so that changed nothing yet the mori change was a very heavy handed and perhaps needed change but the survivors got to keep their keys for use as is till now. and even then they are still OP since they let you do many things than just open the hatch.
Oh, I'm not trying to complain or anything. I don't think this change was needed at all. The only thing I said when I read it was, "wait, why?" BT didn't need changes.
I'm not trying to be a whiny survivor or anything. It was just my suggestion instead of BT being given no matter what. I personally don't think either was needed, except Freddy's dream world not allowing BT at all. It didn't need to be at all times, even in dream world. There could've been things to stop it in dream world too, but they decided to make it given no matter what, which I disagree with.
I totally understand the frustrations, trust me. I'm not against you in any way. I'm a Detective's Hunch gamer, so Undying wasn't too bad. It was annoying, sure, but did not need all the changes it got.
My Hag comment was just meant to be a comic relief joke.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/2108084#Comment_2108084
you are funny... that is exactly what DS was to be used for. not sitting on the gen next to the hook you were just on for 1 minute while the killer decides what to do with you as you try to bait the killer to grab you off of it. hmmm ok i have 1 minute of invulnerability because the killer can't pick me up what so ever, a gen takes 80 seconds to do solo so i'll sit on this gen for that 1 minute or close to it and it'll be 3/4ths done or so when i leave it. meanwhile the killer can't do anything because three of the survivors all have ticking DS clocks and the 4th is dead now. what is left ? you say slug em? well time the locker jump and the attack turns into a grab and blamo they get ds'd becuase they deserved it.
Yea keep making it about the real thing when the abuse was rampant and then WHINE when the abuse is 85% stopped. great logic there.
https://forum.deadbydaylight.com/en/discussion/comment/2108094#Comment_2108094
the functionality was not changed, just the unanticipated uses of it were changed. the functionality was to deter someone from being tunneled down without another second chance action with in 1 minute. it was not meant to be any time the killer picked up the survivor, it's intended use was NOT being followed and that is where you nerf logic fails. you use the words you are supposed to but you left out about the part of the fact that it was being exploited for a slip in how it was coded, not intended but there. It was not supposed to be the killer picks survivor onto shoulder but it was supposed to be killer DOWNS the survivor then PICKS them up off the ground IN THE DYING STATE. look to the way DS was done before the change before, when it didn't require a hook state to activate, the survivor was down and if they were the obsession the killer faced a ds check (well survivor had to make it) upon being picked up, not grabbed off the generator it was from the dying state. Lets not mince words, this was not a nerf but removal of unanticipated uses of the perk.
I'm not mincing words. DS was not made with the intent of being anti-tunnel. The functionality was changed with it's rework, but there is NOTHING saying it wasn't working as intended or that would be called a bug or exploit. You're the one trying to bend words to fit a narrative here, not me. If it "did more than intended", then it isn't working as intended, which it was. It did exactly as it was coded to do.
The devs didn't like how it performed in a match, so they changed it to how they would like it to perform now. Just like they did with the first rework.
As for original DS nerf you brought up, the obsession did not need to wiggle to DS. Anyone not the obsession only needed to wiggle 35%. That is still stronger than the 1 minute rework. Having DS at ALL times, regardless of needing to wiggle for 5.6 seconds, is infinitely better than only having it after a hook state and for a minute.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/2108158#Comment_2108158
it was if the killer is within X meters of the hook, this would be the terror radius. as that is the meter that was used. now it doesn't give a damn if the killer is off in the corner gorging on pustula serum on red forest. you get it though at a reduced time frame of use. but here's the kicker there is NO drawback if it is NEVER used! so this just gives the killer a chance to randomly run into a survivor that was unhooked far enough away the killer didn't go back but circled for another kill and blammo survivor that was unhooked runs right into the killer... oops! no camping, no tunneling what so ever just pure accidental meetings while BT is still active
The thing is, just remove the "terror radius" part of it and give it a set distance, like 32 meters from the hook.
This change was to remove stealth killers being able to camp hooks, it seems. If that was the case, just give it a static number and remove it from being a terror radius. This will help remove stealth killers camping issues and not give it no matter what.
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@Xzan said:
Just 4k before the Gates are open. /s
BT should have a downside during EGC. Otherwise the change to counter Camping stealth Killers is fine.
My recommendation was always just have it be, "if killer is within X meters of the hook, BT will proc".
But this change also helps against basement Hag, which I won't complain about. You can actually do something about it other than flashlights or letting them die.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2107993#Comment_2107993
In survivor eyes its a nerf. Just like the other 2 "nerfs" DS received in its history, that all made it stronger.
So, it was a nerf, very obviously. The functionality of it's usage was harshly changed (for good reason). Regardless of them changing the "abusable" aspect of it, it's still a nerf, as it isn't as strong as it was.
Also, are you trying to say that the DS change to being 60 seconds is stronger than it always being active, regardless of hook state...? Because Idk what planet you're living on if you think that.
Sure, dribbling was removed, but after 4 drops, you lost the survivor anyway. Dribbling only worked when you were close enough to a hook to get away with it.
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@Kebek said:
That can't work in DBD unless we have foundation that supports multiple killers in 1 game properly.
Also with how frustrating DBD can be, 2 players in 1 character is a very bad idea.
I've played Cho'gall in hots and I can assure you as much as I loved to play him, when I did so with randoms, it was a hit or miss based on the kind of person you've played with. Characters like these are very unpopular unless you have a good friend or two who like to play them with you.
The nice thing about Cho'gall is you don't HAVE to play them with another player (from what I remember. Could be incorrect?). I'm this case, if you wanted to play the duo character solo, they could give you an option to do so, but this would fundamentally make the killer much weaker (most likely). Could still be a cool idea!
I don't play DbD solo. It isn't fun for me, personally. Because killer is strictly solo player, I don't find enjoyment in it. I can only play a maximum of like 6-8 games before I'm like, "that's enough killer for a while." Having a duo character and getting to play with my best friend on something other than survivor would be a godsend. I would love it!
But to fix the randoms issue, they could give you the option to solo or duo play the killer.
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@Gylfie said:
https://forum.deadbydaylight.com/en/discussion/comment/2093175#Comment_2093175
As was said above, you may not want to use your DS the first time so you can let the skillcheck pass without doing anything. If the skillcheck were to be removed, this would remove some niche flexibility from the perk.
Not sure if it was added later in the OP, but they state that you would simply press E (for PC) to activate it during the pick up animation. Once the pick up animation is done, the perk is placed into effect. You don't press the action button, you don't DS, saving it for later, as it does currently.
Regarding the OP, I honestly wouldn't mind if DS was automatic at this point. It has an ungodly amount of restrictions on it now that you shouldn't really have to worry about missing it. If a killer chooses to tunnel while there is an obsession, they take the punishment.
Is it a necessary change? Nah. It would be nice for those survivors who struggle to hit smaller skill checks, though. It was definitely necessary for how crazy powerful DS used to be, but now that it is strictly for tunneling, it honestly isn't necessary anymore.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2068940#Comment_2068940
Tunneling is a direct result of the gen speed. If killers had enough time for 12 hooks, then they wouldn´t tunnel. But when 2 or 3 gens get finished by the first hook, the killer doesn´t has time for anything else.
Also, tunneling someone out creates pressure on the other 3 survivors. If a killer tries to hook everyone once before going for the second hook, then its a guaranteed lose for the killer.
Not true. Only tunneling one person actually ensures the other survivors and their gens have no pressure.
There's a reason most games where killers tunnel, they only get like 1, maybe 2 kills max. Because they're using very poor management.
You say it pressures other survivors, but how...? Because 1 has to get off a gen quick and go back to it after you continue tunneling?
Other survivors being injured or pressured from gens is a MUCH better use of your time than tunneling in many situations, unless the survivor is just a very weak link. This will stop them from pressuring the gens in more ways than tunneling, such as healing and repositioning the survivors. While tunneling, neither of these happen, giving them free reign to do nothing but gens without a care.
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@dspaceman20 said:
I am wondering weather or not I should be using spine chill. I want spine chill to help against stealth killers like Wraith, Ghostface, Pig, ect. But I don't wanna relay to much on it. Should I use it or replace it with something else?
Got me personally, I only ever run Spine Chill with the window vault build, but rarely pay attention to it.
If you're going to use it for stealth killers, just make sure you are looking around the map more than at the little cat in the bottom corner. The moment you start relying on the glowing cat to know the killer is coming at you is when you're too dependent on something telling you information instead of looking for it as well.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2070385#Comment_2070385
That doesn't make it an exploit tho. Fatigue cancelling as nurse is unintended yet thats been in teh game for ages. Window techs are unintentional yet theyve been in the game for ages. The point is there are so many unintended things in this game which are fine. If a game is only allowed to be played on the devs terms, then it would be incredibly boring. As there would be no room for creativity and you would be limited to the devs ideas.
Both of the things you listed are no longer in the game. Lol
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@aerafield said:
https://forum.deadbydaylight.com/en/discussion/comment/2061007#Comment_2061007
Okayish killer perks, useless survivor perks, underwhelming killer and no new map. Best DLC ever wdym
I'm actually really sad they didn't release a neon city map for this chapter. That would've been the most AMAZING map, aesthetically. I would kill for that map instead of reworking another old map (for now), due to how much I would've loved the look of the neon city map.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2069145#Comment_2069145
https://forum.deadbydaylight.com/en/discussion/comment/2069193#Comment_2069193
And that is exactly a reason ds had to be nerfed. It created situations of really unsafe unhook attempts under the same conditions like pre nerf bt. A freshly unhooked survivor with running ds timer equipped with bt ran straight to another hooked survivor leading the killer right along. After the unhook one survivor is unhook able because of ds and the other is protected by bt and has probably ds themselves. What is the killer supposed to do here? The bt survivor will probably Bodyblock for the speed boost from the hit and both survivor have still ds running and can't be hooked.
A stupid play by the survivor made valid by perks. The only thing the killer can do in this situation is either eat one ds (or both, in case of bodyblocking again) or slug the survivor with is pseudoprogress for the killer (easily undone by healing or unbreakable) since the permanent progress in from of a hookstate is impossible to achieve.
And in terms of survivor definition both targets would get tunneled by the killer while they are an unsafe unhook (a bad move) but are protected by their perks to punish the play of the killer while the killer is unable to punish the bad play from the survivor.
Is the killer in this scenario supposed to let both survivor simply go free and relinquish all the pressure they worked for? How is that fair?
In my scenario, nobody provoked the Nurse to camp. She just did. I was running to the hook and she was still sitting around it about a quarter of the way through this person's hook state.
What am I supposed to do there? Let the survivor go into struggle because there is literally nothing you personally can do to help the other person from going into struggle?
It didn't make stupid decisions. You HAVE to make these decisions sometimes and have ability to stop it from happening unless you leave the person as death fodder.
This is why DS is so hard to make adjustments to, because tunneling can happen in many ways than just immediately off the hook. Just because someone TOUCHES something for a while half a second does not mean they're not being tunneled.
DS itself is just a very flawed perk by design because there is no way to balance it where it can prevent tunneling of many forms. Now it only protects against straight hard tunnel off hook instead of helping against any other form of tunneling.
I'm not saying DS didn't need to be nerfed, but it is hard to balance it for more overall purposes or too little.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2069145#Comment_2069145
That's not the the killer doing it to make sure people dont have fun tho. Killers can only chases 1/4 survivors and going after the weak survivor is always the best play. I can understand you not wanting to bring those perks and there's nothing wrong about that, but it is a team game and if you dont look out for the team then things will fall apart.
We had a Nurse proxy camp hooks just yesterday at 4 gens and there wasn't a lot me or any of the other survivors could do, so throughout the match we all just had to keep trading hooks.
I don't think most situations is bad that it deactivates, but that one game in specific made me really upset that we couldn't punish this Nurse. Lol
The best thing we could do would be to do gens and let them go into struggle state where the Nurse will probably then leave the hook(s). Even then, BT was useless because she never went after the unhooked person, she would just hit the person going for the unhook and down them at the hook. I just really don't like having to let people go into struggle or die with nothing we can do about it. :/
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@Itslat3ncy said:
I had a Steve get unhooked. He ran to get the unhook and got it. So I down him and pick him up because he unhooked someone which means his ds shouldn't work, but to my surprise he dsed me and cast me a kill.
I would also like to note that opening an exit gate does NOT deactivate DS btw.
That's also super weird you ran into that... Every unhook I've made deactivates my DS. I haven't personally ran into any DS bugs yet. I can keep you updated if I do.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2069077#Comment_2069077
You can still punish that by bringing borrowed time, there is no reason the unhooked survivor should have 2 layers of protection(ds and borrowed time).
The thing is that someone is going down regardless, unless I run BT and Dead Hard. I don't like running either of them. I'm an off-meta fun perk player.
Why should we be punished because the killer wants to make sure that survivor doesn't have any fun? Unless it is end-game or a probable cause, of course. I get killers doing it to BMers and in situations where that is really the only way to secure a kill. I 100% get that, but there isn't a way to have both players make it out there unless it's a whole squad rescue mission, which isn't happening in solo queue.
I don't like leaving people to die on the hook because there is nothing I can do. I'm very altruistic.
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@SasukeKun said:
Yall need a new perk to crutch on, git good, all these people complaining is honestly just proof of how bad it was abused.
My biggest gripe is when a killer is camping around a hook, I can't punish that by saving them and the killer eating a DS.
That's the *only* thing I'm upset about. I've still got to use it plenty and it is an extremely clutch perk during end-game.
It's far from useless, but much more niche now. Sometimes it does feel too constrictive, I'll admit, but that's just how it goes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2067254#Comment_2067254
“My favorite part about survivor is watching the worst survivor on the team who survived by the whole team putting efforts into keeping them alive, will then t-bag at the exit gate and BM”
Literally every single Ash player I’ve ever been matched with.
I had this exact situation happen with a Claudette. She was on death hook when 4 gens were left. I had Desperate Measures, Botany Knowledge and Self-Care on, so I went out of my way to constantly take protection hits for her, we all had to body block I've hook for her, she got flashlight saved twice, etc. Like it was a full time job keeping this b***h alive. I was in a 3-man SWF here, so we all coordinated really well between saving her and gen pressure.
What does she do during end-game? Sit at the exit gate t-bagging until end-game collapse timer was almost over...
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@_HN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2066741#Comment_2066741
I'm rank 1 killer and rank 1 survivor (or at least I was rank 1 kilelr before trying to grind trickster) so you appeal to autority wont work here buddy. Actually I guess by your logic my anecdotal story is more important than yours, right?
I can also tell you that you don't need a 4 SWF to have a miserable game as the killer, a 3SWF or just a double 2SWF, hell some time even just ONE 2SWF is enough to make the experience something miserable.
But that's not all, pretending that only the SWF will BM or insult you in chat is also a flat out lie. Stop scapgoating on the SWF, the solos are doing it too.
My favorite part about survivor is watching the worst survivor on the team who survived by the whole team putting efforts into keeping them alive, will then t-bag at the exit gate and BM. Like, sweetie, you couldn't even run the killer... First off, don't BM. Second, you weren't even good enough to BM to begin with.
As a survivor main, I always try to be the nice guy at the end of matches and tend to not BM or anything unless the killer is blatantly tunneling me unprovoked or they're playing like a jerk.
I will occasionally sit at the exit gate if the killer is around to let them get extra hits and BPs, but if they aren't swinging or just standing there, I'll leave since they're not interested.
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@Crowman said:
These posts about the ds change are really starting to show that the perk was only used for it's abuseable factor not as a means to punish tunneling.
It's so funny because I've still gotten a crazy amount of value from DS. It is FAR from useless. Especially during end-game where the killer usually will tunnel because that's their chance at a kill. I've only used it once outside of end-game so far, but being able to take a hit and down to help another injured person out of the gate, etc.
It's still a very flexible perk. Just not one that you can always have the full minute on. Still far from useless.
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I see it as why censor people's freedom of speech if they don't WANT it censored?
If I don't want to see profanity, I'll have the filter on. If I don't mind, I'll turn it off. You can also do what another company did, which is hard mature filter, soft mature filter and no mature filter.
The soft mature only blocks the really nasty words, but the lesser ones will still show.
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I love that McLean streamed the update the first day it came out on the PTB and the people he played with from stream literally SHOWED HIM THIS. They had 3 weeks to try to fix it and it seems like they did nothing to the known bugs from PTB, other than fixing Meg's hair hat...
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@Yords said:
Please, the "unfair advantage" a normal player would get from being able to highlight trails and such is not even that valuable or game-changing. With the upcoming UI, colorblind players will have a very hard time trying to figure out who is injured (or impossible from what I have heard).
I was watching McLean stream the PTB yesterday and I asked him if they were thought most of the HUD being red would make it harder for colorblind people and he said they understand that is a valid concern. They want the game to be as accessible as possible and are looking into it.
Don't know if that means a colorblind mode or if they're just going to look at the HUD and make it a bit easier for colorblind people, though. The new HUD can be kind of difficult for non colorblind people to see, such as exhausted statuses, as it is dark red (the heart area) on medium red (the exhaustion bar) on lighter red (the exhaustion timer) AND red over injured survivor portraits.
It's just way too much red, especially on exhaustions. Makes it super hard to tell when you're exhaustion is almost off CD, let alone being colorblind to red.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1871494#Comment_1871494
A reasonable stance but the general game swings in a sort of you get two kills your likely going to 4 k anyways or you get 1 kill and 3 escape. The hook tracker will be nice way of assuring a killer he did better then simply I killed X number of survivors only. Unless it gets to exit gates and kills during that period doesn't feel as much that you won but that survivors made a terrible mistake. In most cases survivors are annoyed at the lack of mechanics available to them so when looping fails they tend to say its op. For killer its the unwinnable situations that can occur. Take some meta builds ds, unbreakable is the current specter haunting the killer role. If a killer downs a survivor especially if its an arduous game seeing unbreakable or ds rob them of the pick up/pressure respite is soul crushing. This feeling can come across for survivors like exit gate being spawned alongside each other with hatch nearby or just a very oppressive build like undying ruin. Its more individual mechanics driving a player mad. Downed immediately off hook is always going to feel awful it would be nice if there was a way to punish the bad unhook with the unhooker eating the down but that would cause a slew of new issues and exploitable nonsense.
Rub salt**
I would just edit my comment, but every time I do, it gets removed for "approval"... -_-
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1871494#Comment_1871494
A reasonable stance but the general game swings in a sort of you get two kills your likely going to 4 k anyways or you get 1 kill and 3 escape. The hook tracker will be nice way of assuring a killer he did better then simply I killed X number of survivors only. Unless it gets to exit gates and kills during that period doesn't feel as much that you won but that survivors made a terrible mistake. In most cases survivors are annoyed at the lack of mechanics available to them so when looping fails they tend to say its op. For killer its the unwinnable situations that can occur. Take some meta builds ds, unbreakable is the current specter haunting the killer role. If a killer downs a survivor especially if its an arduous game seeing unbreakable or ds rob them of the pick up/pressure respite is soul crushing. This feeling can come across for survivors like exit gate being spawned alongside each other with hatch nearby or just a very oppressive build like undying ruin. Its more individual mechanics driving a player mad. Downed immediately off hook is always going to feel awful it would be nice if there was a way to punish the bad unhook with the unhooker eating the down but that would cause a slew of new issues and exploitable nonsense.
I do agree with a lot of this. As an asymmetrical game, it will be very hard to balance to feel fair to all.
Both sides do have perks that just feel unfair and annoying to deal with, but for me personally, I honestly don't think any perks or combos are broken. The only thing I thought was a little bad was Undying, just because it was a little bloated. Not because of what it did. I feel like a change they could've done was just remove the ability to see survivors on dull totems. That's it. But they went a different route.
I do understand the frustrations on both sides, though. And hey, for end game, a kill is a kill! Take the sacrifice. 😉😉 Those can feel nice sometimes, especially if the survivor(s) decide to BM and you get a kill or multiple kills from it. Gotta run salt in the wound!
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1870662#Comment_1870662
Theoretically, if a 4 good survivors, went up against a high mmr killer what would the outcome be.
It would be mixed, just as the Best of the Best tournament showed, just like the games are for the average player. Killers were typically ranging anywhere from 0-4ks throughout the whole thing. Ayrun specifically TRASHED on some teams and secured quick 4ks. And these survivors are also considered the best of the best.
This question is flawed, as even tournaments show that a Wraith can 4k on Dead Dawg against some of the best survivors as an evenly matched killer player.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1870054#Comment_1870054
Couldn't agree more. New influx of players from crossplay with less hours so this is to be expected. The twins was a massive mistake no doubt about it. I don't envy the person who's left with the arduous task of balancing that killer.
Whoops... I meant to saying I'm NOT the best player, but I guess that's obvious, since I said I'm average right after. Lol
I honestly feel like people underrate just how truly balanced this game is overall. It's like people see ONLY escape and ONLY 4k as a win, which just isn't true. True balanced would be 50/50. 2 kills, 2 escapes. All killers except 3 are above 60% win rate in red ranks, which is very balanced in my eyes (outside of Freddy with his 73%. Lmao).
It's people who have this misconception listed above that really have an issue with balance. Sure, you will get dunked on as both killer and survivor, but again, that's okay. You can't win them all. But if you still get 2 survivors killed or escaped, it is a draw on either side for me. Anything more than 2 is a win in my eyes.
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@Gay_Police_Dept said:
Run Bond and lead the killer towards them :)
Omg yes. Every time I see an immersed gamer, I go out of my way to point them out, even if I go down for it.
The biggest reason I think is due to matchmaking being a little unreliable. You'll get a mixture of players and you'll never know who you'll get. Immersed gamers make the game extremely hard for you and potentially the rest of your team.
Some people just really like that play style. It's your game, your play style, but these people should also realize this puts a lot of strain on your team and makes things much more difficult than it needs to be. It's also SUPER boring for the killer.
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@vector said:
maps are so dark and muddy that i have to overconcentrate my eyes to see anything, but in addition to that something in this new graphic style makes my eyes almost bleed, idk mb this is a combitation of brown,gray stocks of garbage, brown earth, brown-gray sky.
i think playing on those maps makes my eyesight worse, its been almost 20 minutes since i finished playig and i dont feel comfortable at all.
I read a lot, i spend many time at my PC i never have any complains and feeling that i overconcentrate my eyes for the expeption when i see some ancient document with a very very bad quality
If you lower your quality, your game will brighten up. It sucks not having a brightness scaler, but maybe that could help?
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1869875#Comment_1869875
None of the survivor perks are "strongest perks in the game."
Killer has at least 7 perks which are much stronger. Survivor perks are in general significantly weaker than killer perks.
As a survivor main, I honestly have to disagree with this. The game is in an overall fairly balanced state. Sometimes you win, sometimes you lose.
I get slugging sucks, especially against the Twins, which I do think is actually problematic.
Other than that, both sides have strong and garbage perks, which is okay.
There are a few anti-slug options out there, as well as Styptic Agent and Anti-hemorrhagic syringes, which both can help in stopping slugs/hook issues. Or you can also run BT and DH. Once you unhook, DH and they take the BT hit and the killer just lost all of their momentum.
The biggest issue is honestly a lot of the community just isn't very good at this game. But gonna say I'm the best player out there, since I would say I'm fairly average as well. We just have to make more optimal plays the help save the game.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/1869944#Comment_1869944
Okay.
Keep spending seven bucks on these incompetent code-slugs every three months, dedicating hours of your life to a game run by a team that can't even comprehend the basic principle that "important things should be easily visible".
How many bad years is it gonna take you to realize that they're barely even trying?
To be fair, Behavior was basically an indie dev team working on a game that was never really done before.
Of course it'll be difficult to balance properly. It's asymmetrical and a party game that they can't decide whether should be competitive or casual.
While their team has grown since then, the and isn't as imbalanced as people think. Most killers are above a 60% kill rate, which is actually very balanced. In a game like this, you should be trying for around a 50-60% kill rate. Any higher and the game becomes unfun and actually imbalanced.
A trashed on game is 0 kills, lost is 1 kill, 2 is going even (which is around what it should be), 3 means you win, and 4 means you trashed on them. People need to get out of the mindset that 4k is the only win, when it isn't. Survivors should be escaping, at least 1 of them, most of the time. If most killers were averaging less than 60%, I would say killers need a lot of buffs, but as it stands, only 3 killers are below 60%. That's very balanced in my opinion, outside of the 3 killers.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1869593#Comment_1869593
We'll Make It does stack with Desperate Measures, Botany and whatever else you want to stack it with.
I thought it force capped 100% after the change?? That's cool! Good to know!
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@Kebek said:
So, the new clown rework is out and it didn't take much testing to see how effective the new "Afterpiece antidote" (which shall henceforth be called "Sonic tonic", I love some people on these forums, omg that name made my day) is and which is the most likely usage it shall have when used efficiently.
The antidote is actually pretty usefull but not in the way devs probably wanted or should want to be. I believe that it was intended to help clown with his overall mobility and have less impact on the chase (which is why it has 2,5s activation time and cures intoxicated effect). Unfortunately, I don't see that happening, at least not in a impactful way. The additional speed is, let's say usable for mobility but 10% isn't significant enough to truly help with map mobility when compared to the other good mobility powers in the game and as it's not a passive effect which also depletes your ammo for chases causing you to relod more often which slows you down a lot (even when at 3s) you just shouldn't be using the sonic tonic for mobility, it's not worth it with the exception of some edge cases.
On the other hand, sonic tonic makes clown I'd say even twice as good at chasing. If clown properly sets up both his gases he gets overall movement speed bonus so big that you get his almost guaranteed unless you always pre throw the pallet extremely early (which still might not be enough to outpace him now, not enough testing yet) or have extremely favorable loop spawn. Devs literally improved almost only his chase (which was already good enough) and made him more opressive in it. Yes he's still clunky and doesn't always have enough room to properly use his gases but when he does, you can do very little about it as setting up gas isn't hard at all.
Overall, it is a good buff to make him stronger but I believe his fun factor for survivors dropped even lower vs him. He'll still be immobile, 0 stall or snowball, good at chases overall but has hard time with pallet pre-dropping killer which doesn't cut it to reach higher tiers. He's better but I hoped that he'll get updates to other parts of his kit besides chaes and I can say that this rework mainly improved his chase which he didn't need.
These are first impression so they are bound to change with time but I don't see how can someone make sonic tonic work while gaining overall net gain on mobility.
I think the devs didn't want to go overboard because he is already a middle of the pack kill rate killer at red ranks. He isn't really struggling all that much in that regard, so they gave him some minor stuff to just help him a little, but not make him A-tier or anything.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1869593#Comment_1869593
WGLF caps the healing speed
I remember reading about this because I was considering a speed healer build
If you ran Desperate, Botany, a purple med-kits with increased speed healing add-ons, and someone gave you Leader, I believe you can heal over 150% healing speed. But that is quite situational and I'm not even entirely sure it is true or the % the med-kits and add-ons increase healing on others.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1869593#Comment_1869593
WGLF caps the healing speed
I remember reading about this because I was considering a speed healer build
That would've been insane to see a survivor healed at 289%! Lol but probably best it doesn't. I believe WGLF and WMI are the only two capped healing perks, then. Ik the rest combined don't have a cap (technically. Obviously there are limited heal perks) and all work with med-kits as well.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1869541#Comment_1869541
Wow I didn't even realise it had the healing increase, I only ever ran it for the tokens, lmaoo wish I'd known
If I remember correctly, I THINK We'll Make It caps your healing at 100%. I don't believe it allows you above 100%?? I could be wrong.
If it doesn't, you could technically heal a downed survivor at 289% speed if unhook and everybody is injured/downed conditions are met, having Desperate Measures, Botany, WGLF, and WMI. But I believe WMI is the only capped healing perk?
Someone correct me if I'm wrong.
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@Chchchcheryl said:
I thought we'll make it was the healing speed increase!?
This was changed months ago that downed survivors are healed 100% faster. Healing does not have a cap on how fast you heal, outside of using items over perks.
If you run Desperate Measures, Botany, and WGLF, you could potentially heal a slug 189% faster.
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@xEcoLog1cDuk3Xx said:
I love the time and effort put in from the Art/Design Team, they do an outstanding job every time. While on the other hand, the Balance Team... Ehhhh not so much.
They're not going overboard on some changes because not many killers are struggling in kill rate, which is what they're looking at when determining what changes to do.
Clown didn't get a whole rework like Freddy because he's already middle of the pack in kill rate, so they're giving a little help and that's all.
Kind of wish Wraith wouldn't feel so add-on dependent, but being completely invisible up until however many meters it was (24m?) could be helpful. They also made him harder to see than current Wraith until 16m or whatever that was too (sorry, already forgot). It'll help him a little get a drop on some survivors.
The survivors I've seen against Wraith with bolt the moment they see his shimmer or commit to w/e they're doing until he is basically on top of them. This could help a bit with the former survivors but not the latter.
As for Trapper, they're less likely to escape the initially few attempts, which is actually a buff if you're nearby, but they get to attempt a little. This is just to discourage Trappers from leaving survivors trapped for a while with his attempt add-ons, which I have seen a few times.
It is either a buff or kinda neutral depending on how you play Trapper. If you one who leaves them because you can, well, that's not looking good for you then... Lmao
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@Moxie said:
I live to see the day.
A Killer power that actually increases the speed of survivors.
Enjoy.
I personally think the change is very innovative for DBD. They've never had a killer power like this before and it sounds really cool and pretty fun.
It requires a little thought before using it, but I could definitely see really good Clowns using it as a bait tactic or throwing it in a more open area or dead zone while they're on their way to the survivor. This might encourage the survivor to run out into the dead zone for a speed boost, thinking it would help, but not they have no form of protection.
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@LiunUK said:
i hope they fix his collision on some objects where he slides for no reason like the new car models
I remember having to literally mash my face into cars and trees to get myself to slam into them or I would just slide right past.
The biggest offender I think is Swamp. I literally couldn't collide with anything on the map. I had to stare at the center of the tree stumps and be directly parallel to the boxes not to slide off anything. It was a bit annoying.
I personally don't like his play style (playing as him) and don't think I'll really play him again, but these collision issues need some serious fixing. It was super frustrating. His power is already maddeningly anxiety inducing, adding on top that the collision sucks on it.
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Killers -
Marry: Wraith - he seems like a genuinely nice guy who ended up being in the wrong place without knowing it.
Kiss: Hag - her backstory is super sad and I feel like she really needs a hug or kiss or something.
Kill: Clown - disgusting and unredeemable. Kills for pleasure and steals their fingers, while also being a disgusting human being on top of that.
Survivors -
Marry: Kate - she is such a sweet and amazing girl who seems to be completely selfless. She would make an amazing wife.
Kiss: Felix - he's honestly a daddy. That's about it. Lmao
Kill: Meg - because I have to choose and Meg heads.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1850589#Comment_1850589
Most definitely isn't killer sided, can tell you that from experience.
My ping is always around 30ms and my console is put in dmz so there should be little to no delay there, got between 700 and 800mb/s up and download.
Played against an Arabic swf team with their lowest ping being around 250 and the highest even went to just over 800.
I can tell you, even when I was running up against them I didn't get awarded the hit.
So it's definitely a server issue or coding issue, it just favours the person with the most terrible connection and not how it should be, the one with good connection.
Wether it is killer or survivor, if you have a bad connection you will gain a advantage over the good connection.
Oh, I agree. I think it was somewhere in this thread, but I made a comment about how I believe DBD is the only multiplayer game I know that awards bad internet, not good internet. This is both on killer and survivor side. Like, why is that a thing...?
I truly do believe it is due to poor servers and/or coding as well. The game just isn't optimized very well, yet I still love it anyway.
Server Hit Validation might-as-well not exist, as it doesn't appear to actually do anything anyway.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1850578#Comment_1850578
Sometimes, but even when it's a consistent 20 ping it still fails.
What do you play on? Console, Steam, Windows Store? I know that the Windows Store DBD is TERRIBLE to play on. The optimization for it is A W F U L and every single review tells you not to buy it there. Are you playing from Windows Store?
If not, I have no idea otherwise. Steam and console seem to be fine. You may want to reach out to support and ask about it. Maybe they can help figure out what is going on.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1850710#Comment_1850710
U don't notice you get bs hits cuz on your screen the bs hits look normal. On the survivor's screen they look bs.
But the thing is you can see BS hits, even as killer. You can see when a survivor is getting downed during the start of Dead Hard. You get a window hit when they're a mile away.
You see so many BS hits even on streams. My friend who plays Huntress said he gets so many hits that are nowhere near connecting to the survivor and it hitting anyway.
You can usually tell when latency was in play because the survivor will teleport to where they were on their screen after you down them.
These things happen because their servers are incredibly slow and unreliable.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1850797#Comment_1850797
The explaination for that is that it's server sided not survivor sided. On the server's end you were hit as you were putting down the pallet. On your end you put down the pallet before being hit
Oh, I know, but having 80 ping versus a terribly laggy killer, getting the 1,000 stun points, not getting the stun, and starting to run from the pallet during all of that is extremely obnoxious.
I understand their servers are freaking *terrible*, but to be that far behind...? I think the server was too slow to understand that the killer shouldn't have gotten the hit and gave it to him unjustly, due to his awful latency.
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@MeatBycicle said:
The issue is that majority of games will be SWF over a full solo lobby. It's unfortunate when you get "bad" teammates, yet I can guarantee they think the same exact thing about you.
SWF makes this game way too easy for survivors, obviously as a solo player it can be harder to realize this, but even solo you can escape quite often.
The thing with this is that you don't often run into good SWFs to begin with. Most survivor players are a joke, even red rank players. It's very rare that I actually run into a survivor that is really good. Most of us in general just aren't that good at this game. Me included. I'm not great, but at least I admit that.
As killer, I think I run into a good survivor 1 in every like 20 survivors, even in SWFs. People generalize way too much. We rarely run into really good survivors, but because we run into 1, it ruins your entire mentality and we tend to think that any acceptable survivor MUST be in a SWF, which doesn't even matter to begin with. SWFs tend to suck most times too. But when you do run into a really good survivor, let me tell you, it definitely is very frustrating. It just rarely happens.
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@danielmaster87 said:
Killers are constantly hitting me through pallets and windows and around corners that I know very well if I was the killer, the game wouldn't have given it to me.
It's sad when the game rewards you for having bad internet and not the other way around. I honestly don't know a single other online game that does that.
Nearly all of my killer games I can't get BS hits that would hit me 9/10 times, yet it happens to me as survivor ALL the time. I actually get SHOCKED when I don't get hit at a window or pallet. It isn't supposed to hit you to begin with, but those BS hits happen WAY more often than when they don't that it actually surprises you when you don't get hit...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1850573#Comment_1850573
Yeah, gotta love when survivors enter a locker to DS my Nurse or my Deathslinger thinking they are so cool. They usually go down 10 seconds later.
I'm an M1 killer by heart. Ghostface is my main, and then I play Demo and Plague next. Even with them, I've never had issues with DS or any survivor perks, honestly.
I feel like a lot of players (on both sides) just need to find SOMETHING to complain about. As someone who plays both sides (more survivor, admittedly), Idk why people complain about a lot of stuff on either side. I honestly don't think any perks or combinations are problematic. The only perk I see as an issue is Undying. That's just because I think the perk is a bit bloated for what it is. That's it.
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@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/1850551#Comment_1850551
Dude you asked why it happened and I told you why, you just want to believe that it's bs and entirely not your fault. You don't want the truth you want to complain that it's unfair etc etc.
Because you disregard all of the facts and want to pretend it was on my end when nothing indicates that it is. If I did lag, I would've:
A.) Saw it in-game. People teleporting, me having lag issues, not able to drop pallets, use items, etc.
B.) My friend spectating me would've seen in-game lag on my side.
C.) I would've been robotic or having issues in Discord or other places on my PC. I wasn't in any of them.
D.) My friend also received BS hits.
E.) The killer began teleporting around when I was picked up, indicating he had terrible latency. This happens when a killer has really bad internet because the server can't keep up with where they actually are on your screen compared to theirs, so it'll cause teleportation.
This doesn't happen when you're not on the killer's shoulder because it doesn't have to try to follow the killer around. The server will do it on its own more smoothly during a chase.
You didn't tell me why because that wasn't the issue. You don't just have 2-3 latency issues in ONE MATCH and the next perfectly fine and the killer not teleporting or having any issues. It was very obviously their bad connection. Not mine. Later in that match, I used Dead Hard and was half way through the animation and got downed DURING the animation, which has literally never happened to me before.
You get exhausted on the ground, but never get hit DURING Dead Hard. It was the killer/server and you refuse to believe that the servers could ever have an issue when the whole community knows the servers suck.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1850578#Comment_1850578
Sometimes, but even when it's a consistent 20 ping it still fails.
What do you play on? Console, Steam, Windows Store? I know that the Windows Store DBD is TERRIBLE to play on. The optimization for it is A W F U L and every single review tells you not to buy it there. Are you playing from Windows Store?
If not, I have no idea otherwise. Steam and console seem to be fine. You may want to reach out to support and ask about it. Maybe they can help figure out what is going on.
@Tricks said:
https://forum.deadbydaylight.com/en/discussion/216973/does-server-hit-validation-even-do-anything
Getting hit after you stun a killer with pallet is the most frustrating thing ever. Proves that hit registration is killer sided.
The funny thing is hit validation is supposed to be server-sided. Not killer-sided anymore. The devs openly stated that the hit was still killer-sided after dedicated servers, but validation now makes it server-sided.
I personally don't mind getting those crazy hits too often, but this one was just a little too ridiculous to sit well with me. :X
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1850575#Comment_1850575
Every time I've had a survivor interact with a vault they've become invincible for a few seconds during and after the animation. I can literally swing at a survivor who's done nothing but put a hand on the window frame and will magically miss, even if it's a medium or slow vault. Can still grab at least.
That's weird... I've never once heard or seen this before...
Do you have poor internet connection? That's the only thing I could think of... Hit validation doing what it is supposed to to you?
I have over 800 hours in the game and have watched over a few thousand hours of streams and have never seen this issue before.