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OniWantsYourMacaroni

OniWantsYourMacaroni

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OniWantsYourMacaroni
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  • Ok guys place your bets.

    How long do you think it will take until the DC penalty is turned off again

  • @Hoodied said:

    Can't wait to see Tru3 get the 42 hour ban for not dcing once again

    Puppers got hacked too if i remember correctly

  • @RaSavage42 said:

    I agree that regression rates need to be looked at

    But I also have other ideas to help

    Increase the base regression rate from 0.25 to 0.50 (the same as new Ruin) taking 2 seconds to kick a gen should have more regression applied

    Give Brutal Strength Extra regression (so it's faster and adds more regression on top of it) like 5% regression and kick 50% faster

    Make skillchecks appear when touched by a survivor but fail it by letting go (causing more regression)

    0.5 regression would be waaaay to much.

    Killers that force a 3 gen with this would be insanely hard to beat

  • @Deadeye said:

    Agreed to MadLord. This is a killer that needs practice. Compared to Billy, you also cannot simply aim at a survivor and then adjust depending on where the survivor runs. You need to plan your path, especially when curving around corners.

    Tofu explained that a bit for Blight on his stream, he has a way to swing around corners for example, which you normally cannot do because of the reduced turning speed. But roughly, you can already turn the direction into the wall, but not hard enough so that you glitch around it instead of bumping into the wall. Then you have an angle before you reach the corner, and when you swing short before you pass the corner, you can get another turning speed increase and finally make a 90° swing around the corner.

    This is one of the "techs" you need to learn to have better maneuverability in his rush. I also struggle with him because I can't handle that yet, but also run into both cases as survivor, like "ez dodge" or "how the hell did he get that hit?" But besides that, again compared to Billy, he has simply 115% movement speed and a quickly recovering power for map travelling. So even if you don't have the ability to efficiently use his power in chases, you have a regular M1 killer with good map pressure to get quickly back to gens. That alone makes him B tier. Master the power, and he becomes A tier

    Can you show a video/clip of someone explaining that tech?

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678587#Comment_1678587

    Yeah, DOTF was pretty big of a letdown. Sadly so, I was really excited for a nearly religious map. I guess they didn't have it in them to make a real temple or anything.

    The map really was one of the biggest disappointments i had (regarding the map in a chapter).

    I was so excited to see some ancient temple in a dessert.

    Placing that temple in red forest was such a bad idea.

    At least her design looks great and she has 2 absolutely awesome perks.

  • @PassarinoT said:

    Hi all,

    Which chapters (original) do you think were the best/worst hyped or just didn't live up to your expectation?

    I personally feel like Demise of The Faithful was a very quickly forgotten chapter, and didn't live up to expectations with the map.

    As for most hyped, I feel like Shattered Bloodline was a very well done chapter and had a good amount of attention behind it before it was released.

    What about y'all?

    I think most can agree that Demise of the Faithful was less hyped.

    As for the most hyped chapter.It's difficult honestly.BHVR did a really good job at creating great original chapters in my opinion.

    Almost all of them were pretty exciting

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676749#Comment_1676749

    Again, matches don't have a pre determined outcome, so sacrificing a perk slot for something the killer MIGHT have isn't a reasonable counter.

    Let's say hypothetically that I hate tunneling, doctor, slugging, totems, trapper, spirit and ghostface.

    I have to bring DS, unbreakable, calm spirit, detectives hunch, small game, slippery meat, iron will and spine chill, oh wait! Survivors only have 4 perk slots.

    Well,if this combo just "might" appear then it seems like it isn't used every single game like some people pretend it does,because i can say that i've seen this combo only a handful of times on high rank.

    Also,you aren't really forced to use perks like detectives hunch or small game.If the map isn't an indoor map then it's rather easy to learn the different totem spots

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675878#Comment_1675878

    Did you not read the post. Due to map reworks there are no tiles to run to. Also with how theh are designing maps now there are barely any filler pallets to run to as well and usually they are down in 10-15 seconds anyways.

    You are exaggerating a bit honestly.

    It's less about the map reworks but rather about the Map RNG.Sometimes you get a map with a lot of good pallets/loops to work with and sometimes you'll see huge deathzones without any decent pallets/loops.

    So far,99% of players with bamboozle i've played against were so extremely easy to predict that you would just vault the window 1 time and immeadiately move on to the next loop.

  • Yeah,Myers is in serious need of a buff right after trapper and legion.

    Like why would you ever want to play Myers of you could just play Oni/Ghostface?

    (Except for liking the character)

  • @gatsby said:

    I roll up to every game with Detective’s Hunch and Inner Strength. And you’d better believe I end up cleansing every single totem by the end of the game.

    I almost feel bad for Killers that run hexes against me because they’re just giving me more points and my build more value. Most people think Ruin/Undying is crazy overpowered... I just think it’s extra bloodpoints lol

    sovuar5y6ka41.png


    Leave our totems you monster :'(


    (Not my drawing btw)

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673309#Comment_1673309

    But its the act of you wiggling that makes him miss.

    You’re not dodging after hes fired but I guarantee if you ran in a straight line the DS players would miss much less often.

    Add in latency too and thats exactly what happens. I played DS earlier and survivors were wiggling and my shots missed even though the harpoon WENT RIGHT THROUGH THE SURVIVOR!!!

    Its like when you hit them, see the harpoon hit, see the survivor get turned around and react....and then they turn back and vault the window.

    This is what happens when the game matches you against people from the other side of Europe.

    You’re not dodging after he has fired maybe but trust me all that wiggling is you making him miss.

    The better DS players will just wait for you to wiggle right in to your ADS though.Same with Huntress

    Also latency affects both sides.I had games in which i hit survivors around corners but also shot right through them too.

  • @SpacingLlamas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673978#Comment_1673978

    The framerate on consoles isn't capped at 30fps. Devs already confirmed both the new Xbox & PlayStation will be 60fps @ 4k

    https://wccftech.com/dead-by-daylight-interview-discussing-an-ever-expanding-horror/

    Yeah,i kinda knew that.

    It just feels like it is capped at 30 FPS sometimes

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673975#Comment_1673975

    the people who keep spouting this 30 FPS nonsense annoy me. whoever you're getting your information from is wrong and needs their eyes checked.

    30 FPS is garbage and DbD runs higher than 30 in the vast majority of circumstances. It doesn't run at a true 60 FPS most of the time, but it's within a 5-15 frame margin of error most likely. it dips below that on maps like Hawkins/Ormond, and sporadically on other maps (Groaning Storehouse, for instance, seems 50/50 for me...sometimes the FR is good, other times, not so much)

    I am by no means an expert but for the majority of my games it feels like something between 30 and 45 FPS.

    My point is it's extremely frustrating how inconsistent FPS on console is.Sometimes they are really great and sometimes they are absolutely awful.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673938#Comment_1673938

    But they will probably increase the FR cap if all participants are on PC or 5th gen consoles, no?

    Even if they would do that,it would take years to do so because not every player will be able to get a ps5 right away

  • Wish you wouldn't have to get a 500$ console just to be able to play this game with consistent 30 FPS :/

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673554#Comment_1673554

    You still have no idea when it's coming, she could hold it for ages and then cancel or throw instantly. That's where your prediction comes in.

    In most cases the huntress won't be able to hold her hatchet for a very long time because the survivor would reach some kind of cover while she's losing more and more distance.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673908#Comment_1673908

    I bet you'd find that super fun to play as a survivor. You do also play survivor, right?

    Pretty sure he/she is being sarcastic

  • @GHOSTfaceP3 said:

    https://us.v-cdn.net/6030815/uploads/SHC6EKTJCH9V/4aa2b240-ba00-4a3b-a7ec-4b477533be4c.jpeg

    are there any plans to actually fix this ? Or are we stuck with this ?

    Gotta admit that's absolutely ridiculous.

    He's average height but has the POV of a crouching ghostface/pig.

    And he's even using shadowborn

  • @TheCoolDBDGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673010#Comment_1673010

    yeah but still i want this game to succeed and i dont want it to die like Deathgarden did :'(

    This game won't die like deathgarden.

    That's for sure

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671945#Comment_1671945

    I like your username!

    Also I wasn't sure about the healing speed too, so thanks for clarification.

    Thanks,no problem :)

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671943#Comment_1671943

    I actually forgot about that.

    Also, thanks to your name (which I love), I now want macaroni and am going to the store to buy some.

    No problem,enjoy the macaroni :)

  • @ClickyClicky said:

    There was a number of problems with the balance patch. Bad ideas or only temporary solutions that won’t leave people happy longterm.

    It was disappointing to see Otz put something forth like that with his name attached.

    Also Undying shouldn’t completely be stripped of the aura reading. It needs a little extra something. It goes first in almost every game for me so its not really worth the perk slot just for the 50/50 alone.

    I think removing the aura reading from dull totems would be a fair change to Undying

  • @AvisDeene said:

    Bubba for Knock Out and BBQ& Chili

    He is also great for when you had a streak of bad games and just want to sit back and chill while camping.

    Don't forget Franklins Demise if you see too many items in the pre game libby

  • Man,i hate Scott for inventing that term.

  • @Boss said:

    Performance.

    One can dream as a console player to not get screwed by bloodlust for the 100000th time

  • @lowiq said:

    Are you playing with your headphones reversed?

    @[Deleted User] said:

    If you don't already, have you tried playing with headphones? Usually you can find the slug by listening for their moaning.

    That said I like the idea of making a slug glow at extremely close range. There are plenty of times where I'll down someone and then they'll sort of teleport like a meter away from where they were when I hit them. This would make it easier to find them at a glance without really making it easier for the killer to find lots slugs. If you're within 2m you should hear the moaning anyway.

    Well,survivors often times won't make any sounds when they're on the ground due to a bug that was supposed to be fixed like half a year ago or something like that.

  • Yeah,it's a highly requested QoL change but unfortunately the devs are really slow in implementing things like that.

  • I imagine that OP got a dose of survivor meta perks i guess

  • @JephKaplan said:

    Im tired of having to play nurse or spirit if i want a chance against a coordinated team, swf is the worst thing to be added in this game hands down. I just wanted to play some plague or demo and its literally impossible to have fun, im not even trying to get a 4k i just want a fun game not 2 gens done before i find anyone on rotten fields on ormond, map issues are a problem in itself tho

    Let's be honest.The amount of actual coordinated SWFs one can encounter is actually really low.

    But i do understand that going against teams like these is really frustrating.

    Most SWFs are in fact beatable if you play well enough

    Just move on to the next match and focus on getting better at killer

  • Something that is really hard but so incredibly important is to stay positive and focused throughout a difficult match.

    The more you let yourself get tilted the more you are likely to mess up.

  • Halloween costumes for everyone.

    Killers dress up as survivors and survivors as killers

  • I'm sure that sounds strange but i actually like the sound of flashlight clicking as killer.

    Unfortunately i haven't seen a survivor with a flashlight macro,because the sound is just hilarious to me.

    Also,they lose distance by doing that (same as spamming emotes or teabagging) so it actually helps you.

  • Survivors just need more consistent ways to get points in the survival category.

    That's it.

  • 100% agree.I used to run Pop all the time because it did sound pretty good but when you really think about it then it can kinda screw you over more then it helps.

    It feels a bit like the self care version for killers.Many killers don't know when to use that perk and when not.

    Which is why i only use corrupt intervention,BBQ and chase perks or ruin + undying.

    Kicking gens is just never really useful even with pop it's still not really good.

  • @ClickyClicky said:

    When this combo first hit live everyone was panicking. It’s OP, it’s unfair, it has to be nerfed.

    I admit that first week it was really good. The totems lasted all game and survivors were getting shredded

    The past week though I’m really seeing how well survivors have adapted. For me Undying goes first 90% of the time which is astounding if it isn’t intentional, but also both perks are fairly quickly removed from the game for me now. In week 1 the Ruin would last all game but now it’s only a couple of minutes before I’m 2 perk slots down.

    In addition its just not the best combo for every killer. Someone like Hillbilly might be able to make great use but on a less mobile killer and especially on larger maps you just can’t control every single generator enough for Ruin to do some work. Its also hard to determine how much regression Ruin is doing. Sometimes you’ll have gens completely regress, sometimes there’s always a survivor to back it up anytime you pressure one off it.

    I don’t think it’s the be all and end all combo that people first thought it was. Not even with Tinkerer. Personally I’m already starting to ditch it on a number of killers.

    Like every build that is focused around hex totems it's still very RNG and Map dependent.

    It's obviously stronger on maps with difficult totem spawns but weaker on maps with easy totem spawns.

    The times i run this combo it's usually undying that goes first and then ruin.

    It's not thaaaat good,at least in my experience

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668802#Comment_1668802

    No im complaining about all the perks I get told to run when I complain about solo q.

    Here's a fun fact: One side suffering with an issue doesn't mean the other side should, it means neither should. It's like one kid having a fiver and one having a tenner and you take £5 away to make it fair instead of either splitting it evenly or giving the kid with a fiver more money.

    My normal build is WGLF, We'll Make It, Iron Will, and Hope, and I'm literally a killer main who hates the tiny dick build. I fail to see your point here.

    That's an entirely different problem.

    The devs should rather bring solo queue more closer to SWF level (in terms of information) then nerfing this perk combo.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668164#Comment_1668164

    Idk about that shards point because I have been about let's say 5 to 10 meters away and I see it clearly, stealth works against every killer so don't act like it doesn't matter, iron will is good against every killer it isn't killer specific. Doubling back on scratch Mark's won't get you hit if you do it right, and I mean get nearly exactly on where you came from, she loses the trail for a sec which makes her lose her power, in chase she is a m1 killer except when she's phasing so try to keep eye on her. Basically going against a spirit is a guessing game for both sides, it's harder to win. Against a spirit than it is for like deathslinger but that's true with nurse as well and no one complains about her anymore. I'm not saying she don't need changes but the counters are there for you to use.

    It is true that you are able to see when she's phasing right now due to somekind of weird glow/static effect but that's a bug and isn't intended.

    Stealth may help you but it can kill your entire team if you always try to avoid her and never take the aggro.

    Sure,iron will is a good perk against all killer,but you shouldn't be forced to run a certain perk in order to have a chance against a certain killer.Not that it matters because most spirits run stridor to counter iron will anyway.

    Doubling back also doesn't really do much because she can just hear you or cancel immeadiately after not seeing any scratch marks anymore

    Also,most good spirits only use their power at loops in short burst.And you won't be able to win THAT many guessing games in a row.

  • @Zucker_Schock said:

    I know that its easier to stick to a principle that you know works other than do something completely different but i would love to see something new and i could give you a few examples as well, just look at some fan made chapters / killers if you want, i can give you some concepts too.

    I can give you another example, BHVR stuck to a Bipedal Rig with basically the same size for the entire span of the game. Of course it is more difficult to adjust some maps and so on if you need to consider a different sized character but its not that hard, other company's have done it in the past as well.

    I agree that it would be cool to add a non bipedal character,but i can also see that that would require an insane amount of work AND money to make it happen.

    So i can see why that won't happen

    Sure,other games made that happen but you can't always compare games to each other and say 'Well game X made Y happen,so game Z should too'.

    I would love to see a concept of a killer which sounds realistic (in terms of adding it to the game) that would feel completely unique and new.

  • @Zucker_Schock said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667637#Comment_1667637

    @OniWantsYourMacaroni

    You know how many Killers got a movement oriented power ? Its 12 out of 21. Other than that most of them have the same base chase mechanic with a little twist. I would like to see more strategic Killers like Trapper for example who changes the gameplay of maps with his traps since he basically creates barriers with his traps where no one can simply go through.

    Well,that's because movement abilities are so extremely important in this game.

    You can see that almost all the top tier killers have some kind of movement ability (Freddy,Spirit,Nurse etc.)

    Problem with adding more strategic killers is that it's pretty hard to implement another one that wouldn't feel the same like Hag or Trapper.

  • @hangm_nn said:

    Yes I'm aware that you shouldnt run to the middle of nowhere but hear me out;

    8/10 hills are placed next to a decent tile, so I was referring that I would balanced landing towards that tile, but before I could even reach the pallet that is really, really close to the hill, he downs me.

    Kind of hard to judge that without video footage,but again if he managed to down you then it means that you were outpositioned.

  • @Weeezy said:

    Before the Billy "rework", he was one of those popular killers that everyone loves going against and you know that when you get a Billy, you were going to have a good game. I used to go against good Billy's all the time and I always enjoyed it (except when they were using instasaw). Ever since the rework, I have not played against a single Billy that actually knew what they were doing. Like how bad of a dev team do you have to be to not give a ######### about the most annoying killers in the game (spirit, freddy, legion, etc.) but decide to nerf one of the most loved and fun to go against killers in this game. The thing is, Billy isn't even a bad killer now by any means, he just feels very off when you play him. From his janky animations that are complete garbage to him not having any fun addons anymore (besides a few like drift Billy and double engravings) to the overheat system that was not necessary because his base kit was fine.

    First of all, the animations. The new ones are trash and faces you downwards while in the middle of it, so when you do hit a nice curve or flick, you cant even see it. Just bring back the old ones, they were so much better.

    Secondly, his add-ons. Billy had some of the most fun add-ons in the game prior to the rework. Yes I know, there were some busted add-on combos like instasaw (double charge) and crack Billy (doom engravings + tuning guide), but apart from the charge time addons, the rest were pretty much fine. Now there are a ton of completely useless addons, such as both red addons. Any survivor with a brain will figure out that you have this and use their eyes to see you coming, rendering them both useless. The overheat addons, while nice, don't really help too often because you never overheat unless you're running engravings or something.

    Lastly, the overheating mechanic. And to be totally honest, this was not the worst idea in the world. It punishes people that like to spam their chainsaw and miss every one of them. Although, as a double engravings player, with a very long charge time, you overheat in like 2 saws and its pretty annoying to use. So maybe increase the rate of dissipation while using engravings or something. Otherwise the overheat mechanic is fine as it is.

    Please devs. Fix Billy. I'm in a discord with other Billy mains and like 80% of them quit playing him just because of this update. #BRINGBACKBILLY #JUSTICEFORBILLY

    I miss Billy :'(

    I see more people play nurse or hag then billy.

    Seems like nobody wants to play him anymore :/

  • Of course you get downed if you're in a deadzone.

    Use that speed from your exhaustion perks to get to a loop.

    If you're running in a straight line then it's obvious that he will get you easily.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667625#Comment_1667625

    Wouldn't that make basement trapping overpowered. In most cases dead harding through the trap is nessacary to be fair

    https://forum.deadbydaylight.com/en/discussion/comment/1667503#Comment_1667503

    This argument that it counters most killers i feel, is not convinced enough. This is another a perk that can be used multiple times in a row. If you dead hard over one trap, you can't dead hard over the next one. If you dead hard demo shread you won't be able to dead hard the next. A lot killers can easily recover from missed special attacks. Also this idea that you can undo all the hard work that the killer did to get a down is a bit flawed to me. If a person has For The People and use it on a survivor the killer just down, they technically undid the hardworking the killer did to down the survivor. BY PRESSING A BUTTON NO LESS. Isn't that also unfair? And if it is why don't we persecute For The People like we do Dead Hard? Why don't we go around calling For The People unfair?

    Because you waste a huge amount of time to get that For The People opportunity,you need to be healthy,the killer has to be stuck in an animation AND you need windows and pallets nearby in order to not get downed within the next few seconds.

    As you would see something like For The People or flashlight saves are prwtty much high risk high reward plays that need quite a lot of effort to pull off.

    Sure,you can easily recover from most missed special attacks,but the time you lost because of that adds up and can quite possibly lose you the game.

  • I'm pretty sure that every killer we got so far was quite unique with a interesting power.

    With so many killers already in the game there's a high change that some feel a bit similiar in certain aspects.

  • @Orion said:

    I think revealing Ghostface should have some drawback to him, other than losing his stealth and stalking. I was thinking something like slowing him for one second (say, the Shape's stalking speed at EW I), or the survivor who revealed him has their stalking meter decreased/depleted, or even both.

    My reasoning here is that revealing Ghostface is nearly 100% detrimental to survivors, which shouldn't happen in a counter. Sure, he lost his stealth, but he also knows where the survivor who revealed him is and doesn't lose any momentum (literally and figuratively). IMO, there should be some active repercussions for getting revealed.

    Losing his power is already enough,because you extend the chase with him quite a bit and force him to wait for his stalk to come back and mark you,leave the chase and go for someone else or continue the chase as a simple M1 killer.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1666154#Comment_1666154

    "... How ridiculously easy it is to break his stealth"

    WAHAHAHA! Been bugged and broken as can be since his release. I don't understand why my options as a survivor are to let him stay in Night Shroud, and possibly expose me and others with no heartbeat; or simply begin to pull him out of it and reveal my location to him.

    ???

    It's frustrating for both sides.

    Can't tell you how many times i got revealed behind walls,trees etc.

  • Imagine if 4 survivors would be able to drop 12 firecrackers at once.

    That would be hilarious.

    But yeah,if they would add those and the regular firecrackers then you would pretty much never get the items,addons or offerings you want as survivor :/

    (Which is already hard enough anyways)

  • @Hoodied said:

    According to the Dead By Daylight wiki, firecrackers had add-ons in the files that never came to the final game that had rarities and everything, why were they never fully released?

    It,s not the first thing the devs wanted to implement but kinda forget about (rank & devotion rewards,leaderbord etc.).

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