OniWantsYourMacaroni
OniWantsYourMacaroni
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@Only2Megabytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1814519#Comment_1814519
This is what I've never understood about pressure, is there an actual consistent way to apply it or are you just out of luck if you don't bring very specific perks or play certain killers. I have 700 hours in this game, 600+ definitely on killer and around 500 hours I just had this crisis where I realised there is no conceivable way for me to apply enough pressure for the survivors to not do 2 gens by first down if they aren't braindead
Well,pressure is nothing else but keeping survivors busy and thus getting them off generators.
There are different ways to pressure survivors.
-Injuring survivors:
They either have to waste time to heal themself/getting healed or risk getting downed very quickly;certain killer powers or perks can punish them for staying injured (e.g oni or thanatophobia)
-Hooking survivors:
That's the most common way to pressure survivor.One survivor is hooked,one should get chased by the killer and another one has to go for the save.That leaves only 1 person working on a gen
-Slugging survivors:
Can generate the same amount of pressure like hooking survivors unless the survivor getting slugged uses unbreakable/soul guard.It requires a good amount of game sense though because there are certain situation where you should slug and other situation where you shouldn't.Certain perks like Knockout,Sloppy Butcher or Infectious Fright can help you with this kind of playstyle
-Camping/Tunneling
Camping and tunneling is usually done to remove one survivor quickly from the game.This can make it easier to pressure because there are less survivors you need to keep busy.Just like slugging both of these need game sense and knowledge to get sucess with or else you get punished very hard (e.g the other survivors just focus on gens and don't save,kindred,borrowed time,DS etc.)
-Perks:
There are certain perks that will make it easier for you to pressure.
*Chase perks like enduring or bamboozle will help you down survivors faster
*Tracking perks like BBQ or whisperers help you to get faster into chases with survivors
*Stall/slowdown perks like sloppy butcher or pop goes the weasel help you to waste more time of survivors
Killers:
Yes,it's easier to pressure survivors with certain killers (e.g oni,spirit or nurse) and other will have a harder time doing so (e.g trapper or wraith) but ultimately it's up to your skill,game sense and understanding of the killers power and playstyle.
You will always lose some gens at the beginning of the match because that's the weakest moment of the killer but it's all about getting the snowball going.Don't get frustrated.You can pretty much always win if you're good enough,even if they did all the gens.
If you have any questions feel free to ask me
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1814704#Comment_1814704
You have gave me hope not all killer mains think survivor is brain dead easy.
It really isn't easy to get good at survivor.
I hate it,how many people claim being good at survivor is just using second chance perks,loop around a pallet and M1 on a gen.
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@Chilli_man2400 said:
after playing the Twins and learning how to use them I found there best addons and this is not good. They have MAD PIG DISEASE. This is a disease where your common and uncommon addons Are the best and better than the very rare and ultra rare addons this is not good basically her 2 best addons are
Bloody black hood and Toy sword.
Basically black hood decreases the time it takes for Charlotte to be awoken from her dormant state and toy sword decreases Victors time to charge pounce.
This is awful Now we have 3 killers suffering from Mad Pig Disease Pig, Demogorgon and now The Twins I smell a addon pass in the future.
Create of Gears,Jigsaw's sketch and Tempered Timer would like to have a word with you
On a site note,yeah i was extremely disappointed when i looked at the Twins addons.I thought they would be more creative with the addon design after seeing blights addons.
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Unfortunately BHVR takes decades for things like QoL changes.
Maybe we can see this in DbD 2
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@Rydog said:
Damn, I never thought I'd see a bug in this game.
Same.
Considering how much time these devs take to deliver us very polished content and updates.
Pretty shocked right now
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1820786#Comment_1820786
Bet right now, she was bugged before she was even released
And i bet she was already bugged in the devs heads as they were thinking of her
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@danielmaster87 said:
My SWF have been doing this lately and I'd like to share it because it's kind of genius. You equip Plunderer's and Appraisal (Ace in the whole is optional), put up a coin and/or blueprint offering to create more chests and determine the hatch spawn point, do the gens, find the hatch, and you're out. It's tough to give up the 2 perk slots, but your other 2 can just be the classic DS/Dead Hard. It's way easier to do with SWF, but SWF is not necessary for it to work.
But you're probably wondering, "Why do this when you can just bring a key in?" That is because right now, unless you quick switch to a key in the lobby, the killer is going to notice your key and play extra dirty to stop you from using it (camping, tunneling, using Franklin's, etc). With this strategy you can play around that whole thing, because the killer will only see you with a key mid-match and not before.
If this strategy becomes popular, you can expect to see killers actually using scratched coins and Hoarder to counter it. I think it's viable, especially in SWF. What do y'all think? You can try it out if you'd like first.
Aww man,
I remember a match i had as nurse on coldwind yesterday where 2 survivor managed to find 2 keys in chests thanks to plunderers and escaped through it in my face.
Felt really awesome to get outplayed like that :(
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@mintchapstick said:
I've been playing for a long time too--it's never been THAT difficult to rank up.
Pretty much this.
It was always quite easy to rank up on both sides.The rank reset change made that even easier
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@Yamaoka said:
The only "scary" killers are those that allow me to feel threatened.
Killers that make me feel threatened are: Nurse, Deathslinger, PH, Spirit, Hag
Everything else makes me go:
"initiate auto-pilot-looping protocol"
You forgot trapper.
Every patch of grass could have a trap hidden inside it.
Makes you paranoid
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@Boss said:
I would prefer it through an Add-on rather than passive, and that's only assuming everything would go swimmingly in terms of developing it.
I mean look at the problems Nurse has over the years with collision, i don't want any of that.
And it'd be kinda weird to bodyblock Survivors, but you can stand in the Pallet/Vault you're blocking them from.
Yep,the idea sounds cool,but the devs aren't exactly known for their consistent map design/object hitboxes.Just look at nurse and blight.
Wraith would probably just get stuck in certain places,fall through the map etc.
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@chieften333 said:
So first, let's start off by saying that across the reworked maps, the ground textures look very much the same, with the exception of badham and ormond.
Taking a look at the most recently reworked map, that being Autohaven.
https://us.v-cdn.net/6030815/uploads/0ZQ9VD0D8ZCD/20201215-091210.jpg
https://us.v-cdn.net/6030815/uploads/OI6L1V2IWMDS/20201215-091239.jpg
You'll notice that the original ground textures were more full of random foliage. The leaves, smashed grass and other things let the ground feel more full, and visually it is darker. This means that you'll have a harder time picking out traps on the ground because of the visual richness of the texture.
The reworked ground textures have nothing going for them. They are bright, have no fallen leaves, or any kind of foliage in the texture itself. Leaving it pretty clear when a trap is present on the ground.
Now looking at OG macmillan
https://us.v-cdn.net/6030815/uploads/ZFDJW7L20K3J/xg5mjocghar21.jpg
https://us.v-cdn.net/6030815/uploads/90H2TB5X9ZC2/20201215-092425.jpg
Again, it is full of leaves, fallen twigs, with the occassional bright green foliage. This texture is full of stuff to see, and allows traps to be better hidden among the leaves.
Reworked macmillan also has nothing going for it. The ground is clear, bright, but also come with the occassional wet spot on the ground. This let's you see traps clearly on the ground when you pay attention.
This is without talking about the new grass. You can pretty clearly see the ground through the grass, which also means you'll be able to see traps relatively easily through them. If you run trappers tar addon, this will actually make your traps easier to see on the new maps because of the brighter ground.
Plus, just talking about the overall aesthetic, the brighter ground feels out of place. Like it doesn't belong in the map it's in. Adding leaves, twigs, and other debris would go a long way towards making the ground textures look darker, more aesthetically pleasing, and full.
Edit: here's some photos of traps on autohaven, minus the outline, they are pretty easy to see, even in dark areas.
https://us.v-cdn.net/6030815/uploads/FUZZMLU5VW6T/20201215-094727.jpg
https://us.v-cdn.net/6030815/uploads/PJRYUUPGNOYG/screenshot-20201215-094643-gallery.jpg
(Credit goes to bm33 for getting the pictures in another post of mine)
Agreed,most reworked maps more or less killed those sneaky trapps with trapper because of this stupid grass.
Autohaven and Macmillan were my favourite trapper maps :(
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@JimPickens666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819027#Comment_1819027
"Free"
You know its intresting that this post has just turned into people unknowingly justified brining all those other "free" cosmetics from events or even handing everyone the old prestige outfits since they were FREE.
In a game that asks you to spend 200 hours to complete its battlepass time is pretty meaningless no?
Also FYI these community skins should be in the store its adding the others that's stupid
The devs stated clearly from the beginning that they would release the skins from the rifts at a later date in the store.
The new year skins from 2017 that everyone got was already explained by BHVR.I think that's totally ok because grinding those cosmetics wasn't really hard anyway,we had more than enough time to "brag" with them and now a lot more people can enjoy them.
Legacy won't be handed out by BHVR.They explained that more than enough already.Unfair for those that lost them but have evidence for it but that's BHVR.
And why would it be meaningless to grind the skins only because they add those skins at a later date to the store?
Sure,the grind is really hard for casual players but if you are one of the players that play this game more actively then you get these skins so much cheaper amd earlier than people who wait for it in the store
Wouldn't you agree that grinding out the rift to get the feng and clown skin back then was easier and much faster than grinding 43.200 shards to get them now.
So yeah,grinding the rift is pretty much always worth it
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Yeah,i had the same idea back then.
It's really the easiest and most fairest solution to keys
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819058#Comment_1819058
The teleport doesn't require you to be asleep and snare spamming doesn't work vs good players..next
Being asleep means you're gonna be affected by his snares/pallets and a reduced cooldown on freddys teleport.
Faster teleport = more potential map pressure
And how do snares not work against good players?You always force an early pallet drop or free hit as soon as they are asleep.There's no real way play to around his snares once you're asleep
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Actually,survivors have quite a high skill ceiling,which is why it's so rare to face good survivor.
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@Yords said:
I think that old gas heaven was kind of survivor sided but not completely. Not really sure as I have only been getting Macmillian maps lately.
Old gas heaven was super RNG dependent.
Soemtimes the middle had a lot of pallets and sometimes it had barely any
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819294#Comment_1819294
I understand it’s very sad but they might buff it in the next patch or buff a ######### load of survivor perks in the mid chapter
I'm not too hopeful after seeing the gearhead and coupe de grâce nerf lol
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1819261#Comment_1819261
Yeah, it’s times like these where I jus wanna hop in one of those AutoHaven cars and drive to Springwood... even Haddonfield! That’s the worst of my New AutoHaven nightmare matches. The whole game was minimal patchy stuckness until 2 survivors were hooked simultaneously in the shack basement. Then Bubba started warping and getting caught up everywhere, as well.
Bugs will be bugs🙄
Does that always happen when you get Autohaven or was that just a strange one time thing?
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https://youtu.be/5XvpHVCp2oU@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819268#Comment_1819268
Sadly no that was my buff given to the perk I didn’t like how you could only rummage through one chest at a time so I brought it back in this buff let’s hope they revert it
:((
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1819268#Comment_1819268
same. I want the Christmas SWF, where everyone Appraisals a bunch of items and places them under 1 tree
Saaame.
Me and my friends also wanted to decorate the basement with lots of wonderful presents for the killer 🎄
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@Chilli_man2400 said:
One more thing with Appraisal you can rummage through the same chest again that nerf has been reverted
Really? 😀
I hope it's not a bug :(
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@Aldath said:
Hey there guys. I made a couple threads in the past addressing how I couldn't rank up past 10, and many of you recommended me to play Nightmare and gave me advice, as I couldn't really grasp what made him strong: thanks to you, last season I made it into red ranks for the first time ever!
That said, playing only one killer makes stuff tedious, and I love to play as a killer for fun. I went back to my old mains (Legion and Hag), which carried me all the way to 10, and oh boy, I immediately started de-pipping and went all the way back to 8, then at season reset I was placed in 10, and here we go again. I feel like that episode of Spongebob where he learns how to drive blindfolded, but then can't do it normally.
My current issues are...
-My chases are usually quite long. By the time I manage to take down my first Survivor, usually one generator is repaired and the second one is more than halfway done.
-I have problems identifying priorities. If during a chase I run into survivors doing gens, I usually go to the gen, kick it, then start chasing the other survivors. Usually this results in the survivor I was previously chasing healing and helping with the gen I kicked by the time I manage to land my first hit in the new chase.
-On the above issue, I usually interrupt chases when I figure out someone is repairing a gen. By the time I get there, Gen is repaired, I lost a chase, and the survivor gets healed.
-I don't really know when it's a good idea to slug and when to hook...
-Killers with harder to use mechanics, like Nurse, Twins or Spirit, often result in me being teabagged to no end, having lockers slammed in my face, and in general, being made fun of while finishing the match with less than 3,000 points...
The above issues are stuff I usually don't have when playing Nightmare. I use PGTG, Thrilling Tremors, Discordance and Franklin's Demise on him.
I have most meta perks unlocked, and the only killers I don't own are Ghostface, Demo, Myers and Blight. I watch streamers like Otz often but I don't feel it helps much for my learning style. Also, my objective right now isn't to rank up as before, but to just learn to do good with something more than just Freddy.
Any advice? :(
I think the easiest way for us to give you better advice is to post a game where you had a lot of trouble.
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The hell is that clip?
Looks like you either had super horrible lag or the the killer looked like some kind of lagswitcher
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@TheClownIsKing said:
/
https://forum.deadbydaylight.com/en/discussion/comment/1819207#Comment_1819207
Backfire how? Even when/if they’ve been revived, they’ve either had to waste unbreakable, waste time recovering as much as possible before they were assisted, or been healed by another survivor which means both survivors time has been wasted. Either way it slows down repairs simply by means of less survivors on gens.
If the person you are chasing is really good or heads towards a strong setup then you are risking to lose more time that slugging bought you.
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@TheClownIsKing said:
Issue 1) Start playing a few games where you don’t focus on winning or downing, but focusing on each loop and strongly analysing which direction is the strongest way the survivor should/would be running. Conversely this should also get you thinking about which direction should YOU FORCE them to run to either get in a hit within the fastest time possible, or at LEAST get the survivor to drop a pallet as fast as possible and get rid of it. If a survivor still is difficult to hit, I personally find it ok to abandon a chase and find someone else if the chase still allowed me to get rid of 2 or 3 pallets.
Issue 2) Always chase the survivor instead of kicking the gen, unless you specifically are running a gen specific perk that offers additional strategy (eg. PGTW, Dragons Grip, Overcharge, Oppresion. I think you get the picture).
Issue 3) This will come with time. Just accept some gens get lost. Make a judgement call on whether who you’re currently chasing, or who is on the gen is the easier target. This said, it’s usually always beneficial to the killer to keep as many survivors as possible injured. Even in the instance you described of a survivor healing, that’s still their own wasted time or a teammates.
Issue 4) if all 4 survivors are still alive, and you’re feeling time pressure, slug often. Just 1 slug while you’re in a chase with another survivor means only 1 survivor is able to be on a gen.
Issue 5) little can be done about this. The game is cruelly designed where many embarrassing losses will be accrued while practicing the more technically demanding killers. Just keep reminding yourself that you’re still learning so losing is ok.
To add to point 4)
Only slug if you see another survivor that you're confident enough to down relatively quickly or else it will backfire very quickly
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It won't.
Overcharge only applies to generators that you kicked yourself.
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@[Deleted User] said:
People defending this are LUL. If that was a Plague or Deathslinger it would never hit.
They have completely different hitboxes.That's comparing apples to oranges
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/213600/how-to-play-agaist-the-clown
I’m a Clown main and here’s what you should and shouldn’t do:
- Clown’s greatest weakness is survivor stealth. He only has power in a chase. Avoiding getting into chases in the first place by playing extra cautiously, without taking unnecessary risks hurts Clown a lot. He only has power in a chase.
- Don’t loop a Clown, and never go for risky pallet stuns: you’ll get hit every single time. Just try and get as far from him as possible. Understand that unless the Clown is bad, and wastes bottles, then you’ll go down eventually.
I wouldn't call stealth a specific counter because that applies to almost every killer.
Always being stealthy will hurt your team eventually.You HAVE to engage with him in a chase at some points in order to spread out that those hooks
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1818985#Comment_1818985
Yeah. I tried to challenge myself by not running Ruin/Undying and ended up with a bunch of 2/3ks. It just made me sad that those two perks are so strong that you can play the exact same and do worse just because you're trying to go against the meta
Uhh,apparently you still got 2/3ks though.I don't see your problem at that point honestly
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Thing is,you got them for free in the rift and now you have to get them with shards.
And like other already said,this was known since several months.
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Nah,that would be a bit too crazy.I wouldn't mind a slightly increased regression rate for perks like brutal strength though
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Sure,it's annoying but that's normal latency right there
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I'm not exactly sure what's so hard to just copy&paste the previous event and maybe add a few days of double bloodpoints?
Would love to see an explanation from a dev.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1818561#Comment_1818561
I thought we were getting 10k BP only during the first week and then it would get better. Guess I shouldn't have expected anything.
It's BHVR.If your expectations are anything higher than ground level then it's your fault
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1818544#Comment_1818544
Even for a downgraded event this is bad.
I hate it.They are just testing with what they can get away with.
BHVR keeps disappointing us.They don't care about anything but their sales.It's truly saddening
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@[Deleted User] said:
The shards are nice but those 10k BP are starting to look like a joke.
Starting?
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@BattleCast said:
Can you elaborate? I don’t see how this is any different from past events because I’m pretty sure we’re just given deathslinger’s frosty eyes on those days.
In the previous years you would get the frosty eyes at the start of the winter event but now you have to wait for them to unlock them and looks like a cheap way to make the advent calendar look good
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@brokedownpalace said:
What do you guys think it should be? Honestly anything less than 25k per day is kind of insulting.
Double bloodpoints for 1 week,honestly.
This christmas "event" is just insulting.I know they want to focus on halloween and their anniversary but right now it feels like cheap way to boost their active player numbers
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80 seconds for thrilling tremors is a bit too long as well.
60 would be more than enough
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Sliding of boats is new to me,
Cars,pillars,rocks,snow piles and trees however were always buggy since that first hotfix after blights release
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They have to be careful with their bloodpoint economy,though :'(
Imagine people actually being able to unlock things and have fun with it
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I don't get salty comments anymore because of crossplay though :(
#EndgameChatForEveryone
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@deadbyhitbox said:
Literally just make all survivors spawn together. It really isn't that hard.
Yep,100% agree on that.
Survivors spawning on 2 or 3 different gens is pretty hard to go against.
That change would be easy to implement and not too much in the killers favour.
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4 stacks of BBQ = win
It's that easy
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@dspaceman20 said:
It's sorta similar to last time
Prove thyself
Dead Hard
Solidarity
Iron will
Is this good or should I make changes?
5/10
Prove thyself is pretty bad.It only gives you more points in the objective category and makes repairing a gen 6 seconds faster if you are together.
In that regard,Bond would be a much better team focused perk with a lot of utility.
Solidarity is quite underwhelming too.For healing perks i would recommend something like WGLF (very good against slugging) or Botany Knowledge
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@slim0b said:
Whenever the hell i get a new status effect the game has to give me a lag spike.
Doctor shocks me for a first time, lag spike.
Freddy snare touches me, lag spike.
I dead hard, lag spike.
Huntress hatchet with any addon hits me, lag spike.
Why do these lag spikes keep happening I can't recall how many times i've lost chases purely cause of them, is there any way to get rid of theM?
Welcome to (previous gen) console DbD
:D
It's because DbD is very poorly optimized.Only way to get rid of those FPS drops right now is to get a next gen console/better hardware.
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Congrats,
Alsways feels great to win against skilled opponents,doesn't it ^^
P.S:I rather see some posts here and there with people being happy about certain things they did,rather than reading the 1727335th thread about Spirit,Noed,SWF etc. being OP
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Handful of skins,some iridescent shards and bloodpoints it is
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@sQuAde said:
https://forum.deadbydaylight.com/en/discussion/213216/fix-your-hit-validation
i made a post about this, but people just don't seem to understand that this isn't due to latency or server instability
hit validation isn't ready, its broken and it doesn't work properly
"...isn't ready, its broken and it doesn't work properly"
DbD updates in a nutshell
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@Yords said:
Usually, getting off of a generator with ruin active will result in you losing pretty much all of your progress on it if it was over 50% done. But with repressed alliance, gens don't regress for 30 seconds giving you a little time to do something. One of the most time consuming things you can do when you have this perk is use it when you go to save someone on hook, that way you retain your progress or at least keep most of it when saving a teammate. By the time you get back your generator should still have 100% of its progress retained or at the most if the save was fairly quick. So I think it is a very helpful perk when it comes to it, and remember that undying + ruin is used all the time these days. I haven't tried it out yet, but I think it might not be that bad at all.
It's ok,but having to repair 60 seconds to get the effect for 30 seconds on 1 gen is pretty underwhelming.
Small game,detectives hunch and maps are waaay better against the ruin + undying meta.