PatchNoir
PatchNoir
About
- Username
- PatchNoir
- Joined
- Visits
- 549
- Last Active
Comments
-
@AdamZ said:
Its an intended mechanic, bc if he woudnt be able to catch up to a survivors, it would be impossible to grab a survivor.
i wouldnt say impossible but it would be pretty hard into a point that its more of a gimmick than something usefull. Since he covers more ground than huntress i see a lot of haste perks on him turning into a grab machine, kinda like when huntress had good haste addons after landing hatchets
-
@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947302#Comment_3947302
Ok but again, my point is the door is so close that you NEED to react to the door itself and even sometimes if it's close enough it isn't enough.
By the time you hear footsteps, he's already on top of you and it's a free hit. That's the problem.
The door spawns are way too volatile. They are either perfect, way too close, or completely screwing over the springtrap by being in an entirely different room (like gideon) or on a completely different floor from the gen.
gideon doors are crazy it doesnt differentiate floors at all. On laboratory he is actually decent since the axe hits get easy
-
@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946123#Comment_3946123
Ok so funny enough I found out yesterday springtrap HAS a notification lmao. So when he delects a door and is traveling the office the touch pad of the door he will come out of starts flickering in intensity. So actually yes he has an indicator and its a long one at that, making your assumption not only wrong but also making springtrap a mid teleport at best now.
Trully a bhvr sponsored moment right there.
yep ive noticed it but still there was 2 doors on ptb him opening and closing the door, now there is only the visual indicator and the closing. The visual one is good and people are learning but with the backwalled doors he will still hit you with invisible bug.
In the end they have to fix the door spawn or correct the audio + invisible thingy, as streamers are saying "use him before the fix" he will be heavely hit after the fix going back to the B tier
-
@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946090#Comment_3946090
If it is not working as inteded, by all means fix it (the invisible HAS to go tho,thats just a bug and a problematic one at that). However I would not mind a tp that is actually useful for once, like to this date I do not understand why dbd ambush/stealth mechanics love to not just give subtle indicators but a big neon red sign that says : "you will be attacked within the next 15 seconds, act surprised" like it honestly is kind of absurd. I understand you need a counterplay, but for example demos portals can be sealed, his tp also take like 5 hours to finish, why does he need the global cue? Sadako is just an m1 killer, the least threathening thing in this game, and her tp also takes like a minute and her cooldown is horrendous, you can also disable it. Freddys tp is beyond telegraphed and you can also increase its cooldown by using the clocks, even then he actually has some chase tools so I will give him that. Xenos tp is funny, if you have a turret you will know where he is 100% of the time, and prerun when you hear the beeping get closer, absolute dogwater tp. Hell even dredge gives the biggest telltale he will ambush you with the vibrating locker handles.
Like why are tps in this game so bad, honestly prob the only tps that are scary to verse are singularity and unknown, those are quite the only ones that are actually dangerous.
as a freddy main i vote up because i agree, all tps are "slow" freddy even has a cooldown on his tp, and it feels really nice to tp as springtrap i just want his doors placement to change if his tp will be that fast, because the way it is RN its literally "exploitable" since you can avoid chasing (mechanic of the game) by getting free hits
sadako after some buffs actually can score some free hits like springtrap + if she has the haste addon, but still isnt even near what spring does basekit rn + her tvs dont stare all gens positions ike some doors are doing. RN you can score an axe hit "while invisible" and the survivor loses all the distance bonus on the reaction process so its just a matter of lunging, ill post a gif or something later if i have time
-
@squbax said:
While the invisible bug should be fixed asap. You literally described a counter in your own post to door tps. Like are we too used to tps being so useless because they give a 5 bussiness day notice like sadako,demo, freddy and xeno? Like the door still sounds and his footsteps are as silent as a carnival.
Also mind you you see the aura of the door so when you hear that if the door is not that close to a gen, which happens due to spawns being bad sometimes. You can just know where he is coming from.
Like look I will cave in with things like ghoul being obnoxious and needing to be nerfed, but this is just wanting to be not able to get surprised at all by a tp, like you have the cues, and if you have a hearing problem you can just as you say get away from doors after a hook and prerun if you see the door open.
i understand where you are coming from, but his tp has no cooldown, so basically you have free hits all around if you don't fix the animation or the spawns, kinda like old wraith when he could uncloak so fast he just strolled around hitting and leaving without a chase. RN you can spam tp in two progressed gens with bad door spawns and get free downs.
A proof that his tp is bugged is that the pink addon that blocks barricades activate way before he actually comes out of the door kinda proving the point that his tp isn't working as intended.
-
@Levitika said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944221#Comment_3944221
I understand that, but I don't think as a Killer main that in the six years I've been playing, I've only put 37 hours into my main, in contrast to 330 as my main survivor.
imagine discovering that my main is freddy and my most used perk is bbq when it isnt lol. I prefer to track my games on nightlight and bhvr should have made a collab with them tbf it would be less work and more precision. I would recommend to do the same if you want really accurate statistics because it accounts for cheaters, people going next and such…
-
@Callahan9116 said:
PPost The video, let us
@vancedburn3796 on youtube, two videos on 12/06
-
UPDATE: He cut the stream shorts before the trial so we cant have his pov on the whole game, there was a already banned cheater on his chat BUT the hooked sable had vigil wich could have cut the haunted grounds effect on laurie.
Since he deleted his live vod just before this game started we wont know what really happened, to be fair i dont think HE was cheating when accounting for the overall things. The streamer was remote playing his ps5 on pc so 0 chance anything was happening on his side.
as we all know cheaters can "control" other survivors animations and statuses, so it could have been anyone on the swf, mettle of man had no charges at the time.
-
@toukent said:
EVERY GAME IT CONSISTENTLY HAPPENS WHEN IM ON THE OTHER SIDE OF THE PALLET!!
i swwwear it never happened this much and this consistently, anyone else having this issue? I have perfect ping and good server
here too, stunned at the other side of the pallet where the survivor is standing, sometimes they also dont believe what happenned
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927210#Comment_3927210
And when killers slug you just AFK until you bleed out? This about balance...if they give survivors a go next then killers should get it too.
most people doesnt know how to play slugged. They just start recovering right away while they are literally in front of someone hooked or a 99 gen, then the killer just hovers that position and they get mad.
This and some teammates just dont know how to act either when someone is downed they see you slugged on a pallet and try to pick up or loop and drop the pallet giving the free pick up.
Good survivors know that if someone is slugged in a pallet they just need to hover close enough to reach the pallet in case of a pickup since the killer dont want to chase and give a free escape to the slug (this while 2 people are on gens)….
Basically there is a lot of skill issue on slugged gameplay that can be fixed with perks or player experience, but know the newbies dont need to learn and just go next
-
PRETTY NICE information i like that, very grateful for taking your time to teach me.
Dont mind the down votes there are trolls everywhere.
-
@LordGlint said:
I know with the new rift system, alot of ppl were concerned about how difficult it would be to complete. Just wondering how it's going for everyone. I know I still have quite abit to finish for the milestones and I've maybe gotten about half of the dailies done, but managed to hit the deep rift section today, so... I think I'll be able to hit tier 100 pretty easily before it's over.
already done it, just doing dailies and every mission as soon as it pops up, if there is no new one i just dont play the game lol
I do it playing both sides (if its easier to do x mission going killer i go killer and vice versa), i also use specific builds for each mission, if its unhooking just go full hook build
-
@Marzipan210 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938015#Comment_3938015
So you are basically saying that if the survivors get too many gens done too quick you should just accept that you are going to lose instead of trying to turn it back?
Like sorry but that isn't how it works lol. You didn't get outplayed because the gens were popping too fast. Gens just pop too fast. Faster than the majority of the killer roster can hope to secure downs.
If you don't like tunneling, then ######### tell BHVR to buff the weaker killers so that they don't have to. Then maybe you can have more basekit anti-tunnel. If you implemented more anti-tunnel now you are just going to be making it more necessary to run the stronger killers and making the weaker killers even weaker.
Like telling people to just play better when they can play super efficient(getting into a quick chase and getting a down relatively early in a match) and still be losing a gen before they can hook is just absolute nonsense. The fact is for like half the killer roster it is not possible to get downs as efficiently as survivors can get gens done efficiently - if the survivors are playing efficiently.There is some games as huntress that i missed 4 hatchets the whole trial and got 2 kills, if you see some streamers playing there are some games that they dont miss the power (depending on the k) and still have people escaping (accounting for macro gameplay like holding specific gens and such).
The thing is that since mmr exists these situations of playing perfectly and getting smashed happens mostly on high mmr with no S tier killers, while the average potatoes just go full chase mode withouth thinking about gens and draws games or wins. It depends too much on skill but tunneling and slugging is for sure a strategy to make high mmr more fair, despite ruining low mmr because bad players cant overcome it or are not that gen efficient
-
@Abbzy said:
Yes its true being sluged is much longer but its basically same thing, you cand do almost nothing as killer when gates are open and no survivor is in weak position ( hooked, downed, chased, injured far from exit), so I think giving killer abandon option is fair and is solid quality of life change, you just did what you could and dont want spend time waiting to end the game with clear end so you move on, and spend the same time finding new lobby.
Dont forget how much it happens, devs want to have a 2k balance so in every game if 2 people "escape" they will be there in the gates, slugging 4 people everygame is far less reliable than having 1 surv at the gate every game lol.
So yeah it isnt 4 minutes of pain every now and then but its 1 minute every trial lol, just boot the game and play listening to music then note in a paper how frequently it is.
After all gens are done or if egc has started they could get an m1 bot in the killer (without warning the players) and let the bot do the pushing, nobody will know no feelings hurt, i know that coding every killer in the game isnt reliable but the m1 they already have.
-
@MrRetsej said:
No mmr, as others have said, and most players actual skill is revealed when they can't rely on crutch perks like any of the exhaustion or aura-read perks.
Personally, I love Chaos Shuffle since it takes you out of your comfort zone, rewards extensive knowledge of the game's perks, and wipes away any illusion players have of their over-inflated abilities.
Tl:dr, players think they're better than they actually are and Chaos Shuffle destroys that self image.yep shuffle is amazing to play remodeled perks too since sometimes they are changed and you dont test it, besides that it lets you play perks you dont own the dlc wich is fun.
@Mick_McMick said:
A quite experienced survivor who doesn't know the name of the event?
Troll account with 8 posts, saying that being able to name things translates to game skill… Basically is the same logic as "I know all the names of chess openings, so I must be a grandmaster!"
-
dont forget the back one just behind this one, sometimes the window spawn and the around loop takes more time than the window, and if you jump they can just run to it again, its not high enough for the stagger to imped a whole loop around
The main entrance right window is nasty too + the one in the dinner area
-
@NarkoTri1er said:
what i also did is pick Oni then switch to e.g. Ghostface since he is very silent even when slicing with hig knife. Can't really spend 20mins listening to Oni's roar every 10s or so
im on ptb Rn and just using the mission tab trick to silence springtrap screams 😂
-
@adam1233467 said:
https://us.v-cdn.net/6030815/uploads/Z2FOC2SY15G5/image.png
opens the quests tab while you're looking for a lobby, and no killer sounds will bother you anymore.
GOAT THANKS
-
@IrisLP said:
I'll get straight to the point. The Go Next prevention measure isn't going to work for several reasons.
First you have to know that most of the people who do Go Next are NOT playing to generate Blood Points. In fact, they don't care about BPs; what matters for them is winning the match (many even have the mentality of simply wanting to humiliate the killer, they don't even care about help the teammates).
This leads me to the conclusion that these people will constantly use lucky offerings to be able to use Go Next. What does this mean? They'll still have opportunities to reach phase two on hook.
What will happen if they're not allowed to reach phase two and the other teammates unhook them? The same thing that's already happening when we prevent them from doing Go Next: Survivors will go AFK or sabotage their team.
In other words, they'll blow up engines, they'll throw pallets that the killer will break, they'll be running after the killer so they can hang them again. Of course, the killer isn't to blame for this happening and will take the opportunity to get rid of a survivor, but then the game will be doomed from the start; it will be unplayable.
As a soloQ player, I've had plenty of matches where one or two players just don't want to play anymore, and no amount of human power can force them to. Obviously, for killers, these are easy matches, and they'll get rid of them if they want to. But as a soloQ survivor, I have to say that when you get five matches in a row like that, it's frustrating, annoying, and it makes you quit and go play anything else.
This is something that ALREADY HAPPENS. And I don't see how the measure they want to take will make the games any different. SoloQ is already hell... and honestly, this isn't going to help improve it.
And what will happen? You won't be able to report a survivor for attempting to Go next if the survivor has a lucky offering because their play will be justified by saying they had said offering.
And if I report it, how am I going to prove that, even if they have the perk or the offering, they performed a GO Next? Will I have to record each of my matches to submit a ticket?
So far, I've reported Go Nexts from several teammates many times and have NEVER received feedback about it. I think it's going to be more complicated to report the unsportsmanlike behavior this time.
I say this because if people are carrying a Lucky Offering and the Slippery Meat perk and are reported for attempting a Go Next when they actually wanted to use their perk, what will happen? Nothing, because their attempt is justified? So... what will happen if they're carrying this but actually intended a Go Next, but it can't be taken into account because they're carrying that combination? Do you understand what I mean? In those scenarios, what will be the key to determining who deserves a penalty and who doesn't?As it is rn on the ptb they are just bodyblocking the killer until they get hooked again, or they afk and thats it lol, we say its miserable if they off themselves but keeping them alive also doesnt bring a thing to the table, they wont be playing lol, i know its controversial but if they quit normally and are replaced with bots at least the game goes on for the remaining players.
(now someone will come and say people will leave for any reason, its still less damaging than having no one there, the bot is best than nothing, if they all became bots the killer would just quit and thats it no change in mmr for only bot games)
So tl dr, let people DC to get replaced by bots, use as penalty no rank progress or rank loss + lose of item and bp, if they dc 2 games in a row a 3min suspension (that doesnt buildup) and thats it.
The way it is RN isnt working so why not accept some aspects of it
-
Just for data ill link all posts made about this problem on different websites or forum threads so the devs can have a big scope on player demand about this, wich is factually big. //dont forget that fnaf ptb is small 5gb, but there was once a time we had to reinstall 32+ gbs
@MimimiLalala said:
Is there a way to skip this entire process of having to redownload+ install everything when switching between the current DBD and the PTB?
I tried copying the entire DBD folder into another folder, then download DBD (original) again to play the real game. After being done with the real DBD i tried to swap the original DBD with my previously saved PTB folders, but that aint working.
anyone knows how to skip the download/installation maybe? Its hella annoying to have to wait 20min+ just to change gamemode.
https://www.reddit.com/r/deadbydaylight/comments/qqbl5i/if_i_download_the_ptb_on_steam_do_i_have_to/
@Xbob42 said:
I've made this thread each time a PTB has been held. Still haven't really had any sort of answer, so I guess I'll just keep asking until someone stumbles upon it.
Benefits of separate library entry (many are similar, but no less true):
- You don't need to redownload the live game to play the live game.
- You don't need to redownload the PTB if you want to try it out after playing the live game again.
- Can keep the PTB installed to be updated separately.
- Participation becomes dramatically simpler as you don't have to dig into game properties and basically disable your live game until you've had your fill.
- Less likely to experience severe drop-off of users who reinstall the live game. Currently if you opt out of the PTB, you're extremely unlikely to opt back in because it's just annoying.
- Major bandwidth savings for users, as they're not downloading the game over and over again.
- More participation means better data, longer participation means more accurate data, and removing it from the beta branch means you can have it active for longer, or for experiments. Maybe not a small one like the Bloodlust one happening now, but definitely for bigger changes.
Frankly, I find the beta branch to be fiddly, annoying and it consistently keeps me from bothering with the PTB. And when I do participate, it's only for a brief period because if I want a normal match again I have to completely redownload the main game and then I'll be damned if I'm gonna do that entire process again to play on the PTB again, which would require yet another downloading of the main game when I was done. That, or I sit with just the PTB for its duration with the weird lack of matchmaking and generally lower match quality and long queue times.
This last one is the best one in terms of explanation
-
@IrisLP said:
I'll get straight to the point. The Go Next prevention measure isn't going to work for several reasons.
First you have to know that most of the people who do Go Next are NOT playing to generate Blood Points. In fact, they don't care about BPs; what matters for them is winning the match (many even have the mentality of simply wanting to humiliate the killer, they don't even care about help the teammates).
This leads me to the conclusion that these people will constantly use lucky offerings to be able to use Go Next. What does this mean? They'll still have opportunities to reach phase two on hook.
What will happen if they're not allowed to reach phase two and the other teammates unhook them? The same thing that's already happening when we prevent them from doing Go Next: Survivors will go AFK or sabotage their team.
In other words, they'll blow up engines, they'll throw pallets that the killer will break, they'll be running after the killer so they can hang them again. Of course, the killer isn't to blame for this happening and will take the opportunity to get rid of a survivor, but then the game will be doomed from the start; it will be unplayable.
As a soloQ player, I've had plenty of matches where one or two players just don't want to play anymore, and no amount of human power can force them to. Obviously, for killers, these are easy matches, and they'll get rid of them if they want to. But as a soloQ survivor, I have to say that when you get five matches in a row like that, it's frustrating, annoying, and it makes you quit and go play anything else.
This is something that ALREADY HAPPENS. And I don't see how the measure they want to take will make the games any different. SoloQ is already hell... and honestly, this isn't going to help improve it.
And what will happen? You won't be able to report a survivor for attempting to Go next if the survivor has a lucky offering because their play will be justified by saying they had said offering.
And if I report it, how am I going to prove that, even if they have the perk or the offering, they performed a GO Next? Will I have to record each of my matches to submit a ticket?
So far, I've reported Go Nexts from several teammates many times and have NEVER received feedback about it. I think it's going to be more complicated to report the unsportsmanlike behavior this time.
I say this because if people are carrying a Lucky Offering and the Slippery Meat perk and are reported for attempting a Go Next when they actually wanted to use their perk, what will happen? Nothing, because their attempt is justified? So... what will happen if they're carrying this but actually intended a Go Next, but it can't be taken into account because they're carrying that combination? Do you understand what I mean? In those scenarios, what will be the key to determining who deserves a penalty and who doesn't?im playing the ptb, first match i got hooke FIRST and nobody tried to come for a save despite the killer not camping, tried to unhook myself and failed, then i just stopped doing the struggle skill checks and STILL NOBODY CAME
Basically got hooked and abandoned the whole trial that i could have just left before, now you just spend minutes doom scrolling on facebook because people on soloq cant rescue…
-
@Inosennatoki said:
https://us.v-cdn.net/6030815/uploads/QXKDOTHGMAPY/1000001578.jpg
Now we have Ghostface and Oni.
Who should be the next?
sadako + pig for sure
-
@PriestessPoppy said:
Yes, Dead by Daylight even has the Steamdeck verified logo on steam and once mentioned the Steamdeck in their patchnotes. Since the steamdeck runs steamOS I'd assume it is completely safe.
that was my guess, but better safe than sorry. Thought mandy or rizzo would have seen this post by now.
I will try to jump into a game as soon as im able and i will reply if i get the hammer lol
-
Basically to end discussion you guys forget that there is a radius outside the exit gate that its safe to get hit and you still get out depending on the killer and if save the best is on the trial, so there is almost no sense in making egc faster for survs inside gate since they will just hover in a safe distance inside the map.
We already have killer bots on game, so when egc starts the killer could DC without warning survs and be replaced by bots with no loss in egc quality overall and the bot will be able to finish the trial (i know some bots cant use killer power yet but they can still walk and m1), meanwhile giving survivors the option to go for egc challenges and have fun bullying the bot without knowing its one.
-
@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928687#Comment_3928687
I find trappers biggest problem is just the existence of the scout class, necessitating the need for the Shadow class. Scouts the one class that makes me wanna switch off Trapper if my mate steals Shadow
shadow and brute is pretty balanced, i guess fear is reliable because it activates a lot of the times during the trial so thats why 90% of the games people go with it.
The other one is garbage lol
-
agree with all you said bro, if you get a Oni + legion, or nurse, or wesker its kinda easy, but get a trapper + wraith and get smashed.
Trapper have the problem on disarms too, my bro is miserable on 2x8 since the disarm timer is kinda the same as in the base game + more people to see where he is putting traps and more people to rescue from the rare ones that work
-
@ChaosWam said:
I will say, in 1v4 it would be extremely strong, no question about it. Endless god pallets would kill the killer gameplay.
But in 2v8? I don't mind it. Why? Pincer attacking as killer will mostly win against it. There's always another killer that can handle it, unless you're both M1 killers that require looping.
Honestly, 2v8 kinda fixes a few grievances I've had with the 1v4 gameplay while creating unique issues that 1v4 doesn't have, but pallets don't really feel like one to me. If your killer is weaker to pallet loops, there's always your buddy who can deal with them, and there's plenty of killer combos that can cover the other's weaknesses. Except maybe Spirit/Ghostface, which I haven't faced or played as yet but I theorize can be a pallet nightmare to combo as.chasing one guy with 2 killers leaving 7 on gens? not that smart, and kinda unfun for the chased person. Im playing killer solo so i cant coordinate something with the random basically and DBD doesnt have comms (2025 btw), so guess we deal with the pallet problem or just follow eachother all game to compensate a design flaw
-
people forget that once oni TR is on you they can just jump in a locker to force a grab and deny slugs, kinda the same with instakill myers
-
@LockerLurk said:
I would like to point out to everyone a statistical curiosity about randomness and how it works.
Most people would assume that "random" means "different result every time" but that actually is not true. Truly random draws can in fact pick the same result multiple times in a row, just by pure chance, if all odds are weighted equally.
If indeed Chaos Shuffle is giving us an equal chance of getting ANY perk out of a set of four without repeats (so it's a pick where results are mutually exclusive and the order does not matter), then yes. Your odds of getting specifically a certain perk may increase as the pool of perks dwindle, and we might see repeated picks of things like No Mither or Beast of Prey. This would mean that indeed, the draw truly is random! That means there is no weight, making the draw fair.
yeah but statistically the probability of the same person getting the same perk 4 games in a row, or a perk being on everygame is too low when we have that many survivor perks to draw from + its pretty rare to get doubles for some reason, so they are filtering in a way
For the game to get true randomness we HAVE to get a basis on the real world where there is chaos, like the machine that dos 24 hours dice throws or atmospheric noise
-
Would recommend reading "why computers cant generate randomness", and try to adapt the game for something truly random like random.org that get numbers from atmospheric noise, just give perks numbers and pull the number from the generator for each perk.
The way it is right now players will notice not having dupe perks on the same trial or as people said, weave of spiders all games lol.
When we use the generate number, or the randomizer function from code they arent truly random on most languages sadly
-
Yep you can get hooked in the basement on the swamp map (boat one) and the killer stand still at the top of the stairs and never get out hook, for me most of the times i am near to an unhook the timer pauses because a teammate came nearby ( and they dont save just keep standing still lol).
I would shorten the load time in a good 25% and reduce the teammate stop radius or remove it altogether. There is no way around camping tbh but at least it would work more often…
-
yep, i want that gotta go fast dopamine
-
sadly 0 engagement on the post
-
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774217#Comment_3774217
Fr, some peeps do it for the whole 4min? oof … I only ever saw it like 5s, then a nod and then they either hook you or leave and let you slugged.
big world, thank god is not common
-
@UndeddJester said:
... Am I the only person that thinks it doesn't look at all like what it intends, and instead it just looks really dumb, to the point of being almost funny?
I genuinely barely even register the intent at all, and just watch them waste an extra 3 seconds making themselves look like a complete idiot...
I know other people have real life horror stories for themselves or the people they care about that may make this hit different... but honestly, I really have to squint and lean to the side for it to look even remotely like the intent... and it still looks like such a weak attempt to force that idea, that I just can't take it seriously…
yeah i go into that way of thinking too, a couple nods and bags hurts no one, but its pretty boring when they slug hump you all the timer, to hook last second is super cringe. Also when the entity kills you the humping gets more real
-
@steezo_de said:
I notice that I get it a lot when I play Thalita. More so than any other character.
https://us.v-cdn.net/6030815/uploads/N87PYUA4LG7S/image.png
So, the people bringing up sexual harassment as a thing, it makes sense. I always laugh at it because I usually deserve it.
AS A PLAYER! I generally "BM" a lot, but I can see how people would get offended by it once they know the meaning.
your talita is beautiful bro, thanks for everyone that answered
-
This video make a great gamemode for dbd, Grey and red color is kinda good ngl
-
same on PC (steam)
Have you guys sync cross progression before the error started? (yes)
-
@Sinndica said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727773#Comment_3727773
I'm not saying it's not going to be difficult, I'm just saying it's not unwinnable. Like true it'll probably end with a loss but hey you gotta deal with whatever cards you were dealt with. Not every killer player is gonna play all sportsmen-like or make it so everyone's gonna have fun unfortunately. But like having only 3 bad games against "The Pig", in which they so happen to be doing the same thing, hardly calls for a nerf. Plus there was no mention on the perks PatchNoir was using, what perks the 3 pigs were using, what maps these 3 pig games were on, etc. you know stuff that can heavily influence how the game is played. So hence my nonchalant response before
i usually use one exhaustion perk + 3 random ones.
Since they were different pigs i cant tell all perk by head, but usually they are using PWF and save the best (to avoid bodyblocks).
Sometimes they slap rapid brutality, Pain RES, Jolt.
Basically what Archol said is right, you need the team to RUSH GENS, and pray for hatch, while you do your best to hold the timer and not Fedex the killer to your team. It's far from a competitive strat but it works (even better at soloq, since they lack coordination, and try to help their own way) and that 1 guy will not be having a good time.
Basement shack trapper, Bubba camping create similar situation in my POV, a guarantee kill of some sorts (but you can use items and perks to get a save)
-
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726878#Comment_3726878
i think they removed the box auras to avoid the pig chasing an unhooked survivor with a head trap (like what is happening in my post).
Aura of boxes made it so I had option to try predict where is a survivor after my chase with someone else. Lack of aura created your situation. If she doesn't follow you, she won't find you without a perk for it.
When they are exploited it's strong
What you described is definetly annoying for a survivor, but it's not really strong and you have option to prevent it as survivor. If you start solving a box in front of her, she is forced to down you → stop timer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726854#Comment_3726854
I would be completely fine with that increased timer, so it is overall less likely to kill someone, but I still have my additional option to find survivor and play around it. They simply removed incorrect part of the nerf they tried.and what do you get for giving a free down? you are only getting hooked again. Wich is better for the pig since you are stalling for less time.
The problem is not dying to the trap, the problem is that you ARE FORCED TO DIE, for the head pop trying to make her lose you, or to the hook if you dont run away.
-
@VomitMommy said:
I am suprised anyone plays Pig now.
Her last change kinda killed her for me. She is just not interesting without aura for boxes. That was simply additional layer she had over other killers.
Now it's just below average chase power with random slowdown outside of my control.i think they removed the box auras to avoid the pig chasing an unhooked survivor with a head trap (like what is happening in my post).
Before you could patrol the jigsaw boxes instead of gens and bodyblock it, RN the trap is like a gimmick kill, just like sadako condemnation.
When they are exploited it's strong, when used fairly is just a subpar slow. As a killer main i feel the weakness too, but we have to agree that trap tunneling is unfair.
-
chaos shuffle makes the "skill" or experience part of DBD be a matter on a trial. We have so many powerfull perks right now that subpar gamers can play sloppy and be fine. So as funny as it is chaos is more balanced than the regular game.
But yeah, most of the times some perks when alone are BAD, example: power struggle.
Another "complain" i have is that the shuffle does not randomize, the game have so many perks but you get "weave of spiders" and "deliverance" with some consistency, meanwhile i didn't got boil over and many other perks even once
-
@JPLongstreet said:
Playing her this way is pretty much throwing the trial. It takes what, two and a half minutes now to do this? At best?
Unless the teammates are not doing anything at all they should do the gens and get out. Definitely a loss for the killer, with either one pop or one sacrifice.
she is weak, not as before but still not on blight/nurse levels.But, the pig has the potential to ruin someone's game just by tunneling.
Similar to basement bubba, most of the time you can get 3+ people out, but the 1 guy on hook is already gone.
And again, similar to the bubba case, games are lost because the team tries to help instead of rushing gens to get the 3 man out.
If this "Strat" were actually bad people would not do it
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726081#Comment_3726081
You can't remove a Reverse Bear Trap if she is crouch walking behind you like old Legion.
yeah, old legion could chase you with the mending timer going down. It's the same thing, you can't get the trap off because it takes time and she will hit and hook for free.
If you are OPTIMAL playing you can get a 3 man out if a pig does that. But i am a solo Q player, usually people are doing a field trip on the map instead of doing gens. When randoms try to help basically you are giving free hits,hooks,slugs, and the trapped guy stays with the trap 🤷♂️
-
@HexHuntressThighs said:
That’s what I was hoping for lmao! I need to get crushed by those filthy grippers😩
i see i've reached the right audience
-
a solution that can be done is that if someone is at 2 meters from your character you get an detection circle like ghostface have when he is getting detected. Its the same detection system that some games use (see photo).
Bhvr just need to hit the distance just right to not be op. Like it disabling during chases, and being red for killer movement near you, and green for survivor movement. If they want to double down on it they could make it yellow for gen sound and purple for totem lit sound.
Yeah being deaf sucks
-
@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480636#Comment_3480636
It's highly unlikely. I think the developers releases stats show that 4-man SWFs only make up 4% or less of the player base. Getting two 4-man SWfs in a row is like 0.16%.
Three 4-man SWFs in a row is 0.0064%. (If I remember my developer stats right).
Your math is right but the thing is that since we have an mmr system you will get stuck with certain level players, since most of the playerbase are casuals they are most likely to get into the range you calculated. But at high MMR what are those chances? To keep yourself to go into a lose streak you most likely will play swf and then keep in a team playing at that MMR. So "good" killer mains will get squads back to back while casuals get more Solo players until they get hit by squads and fall down or get "good" using tunneling and camping to assure kills
-
@CrusaderNella said:
I do not wish to stir trouble. I just honestly want to know, how does a person Gen Rush, or what do you consider gen rushing to be?
it depends on how much toxic and effective you want to be, but without toxic builds you can just spawn in a gen and repair. If the TR appears and you have time to finish just continue repairing and tank a hit to complete the gen (even if you get downed the killer needs to hook more times than gens need to be done). If you dont have time run before the killer is close and watch him when he leaves the gen come back to it.
If he chooses to chase you he will need to cover a FAR distance because you ran away as soon as you heard the TR, so you will just keep running to already done gens and looping there. If you see that you will get downed go into a locker or die in a edge of the map to increase the travel time the killer needs to get to a hook. Meanwhile your teammates are gen rushing.
Free win
-
@UnavailableName said:
https://us.v-cdn.net/6030815/uploads/DSGWOPTWMNCV/image.png
Now tell me how i'm supposed to do anything ? I would like an answer from the lead game designer, that he explains me how i'm supposed to have fun in those games ?
Of course it was an SWF, 4 gens done in less than 5 minutes.
Pretty much sure ppl will say skill issue :)
i am tired of seeing comments like "its impossible that you get pc swf gen rushers every match" and then i open my game to play and get squads every time. I love the rare blessings of duos and trios but they happen in one of 6 matches
-
@DaddyMyers_Mori said:
I can't tell if you think bots are too good or too bad...
Well, they are better than void space for sure.
i dont like to pick a side, they are better than most players and the help let you finish a match at least. But in the counterpart they can just extend the game artificially just to throw it later due to bad coding.
