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Predated
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/2393482#Comment_2393482
- Not my problem, take it up with BHVR.
- Yes its horrible. And ?
- No the killer never left the hook because he counted on super altruistic teammates to come and save you, resulting in a 2-4k instead of a 1k. If we dial down to the root cause of you being on hook, just don't get caught and downed. Punish the killer long enough that your entire team gets 2-3 gens done.
- Most killers do not face camp. Because they give up gen pressure and a good team of survivors will realize the situation and punish the killer for it. You're also again ignoring the other situation which is giving bad players BP that don't earn it.
- You realize good killers don't actually face camp right? You talking about the 0.001% of players who are useless and grief their team versus the 5% that get facecamped? Lol, bring some stats/evidence to those claims. There are PLENTY more useless teammates even at red/purple ranks than there are face campers. But again, you ignore the downside to your solution because it doesn't matter to you. Cry me a river.
- They also lose quite quickly if against a solid team of survivors because only bad ones will be super altruistic and snowball their team into defeat rather than adapting and punishing the killer. Again, bad players =/ deserving the BP.
- You say you have stats (0.23%, most being green ranks) but I can make up numbers too and pass them off as statements of facts pal.
- You still have not proposed any solution to bad players being rewarded, and the simple answer why is because you don't care if they get rewarded as long as you get yours.
- Your solution is flawed, you seem to only care about whats happening in your games against YOU, when you're not looking at the whole picture objectively. Your only solution benefits you/the guy being facecamped. There is no drawbacks according to you.
Nah homie, if you aren't going to punish bad players for weak ass decisions, you're only going to incentivize them to keep playing like that because they know they'll make the 20-30k BP per match. They can do whatever they want.
- doesnt matter, it debunks your claim.
- it's horrible, more horrible than my suggestion, thus, debunks your claim that my suggestion is worse.
- The game is designed for survivors to be downed and caught. You literally cannot expect survivors to be 0 hooked. So the fact is that you are keeping a killer away from other teammates. That should be rewarded.
- 40% of rank 1 killers I encounter do camp, even if it means giving up gen pressure. And no, I am not ignoring bad players being given more BP, because guess what? Bad players like that tend to survive longer because they are never near important objectives, and thus gain more BP than anyone being camped.
- Good killers do facecamp though. They dont facecamp when they know survivors arent good enough to consistently run gens. But if you're facing an optimal team, the best strategy is to camp, because you're very unlikely going to get more than 1 kill against an optimal team, unless you have a very strong killer like Nurse or Blight. As for evidence for my claim? What is the last time you truly had a useless teammate that earned less than 10k BP even though while never being afk the entire match? Because more than often, you're calling a teammate useless because they didnt do what you expected them to do. Which doesnt make them useless, just selfish. And guess what? Selfish survivors already earn an average of 17k BP anyway. The system I suggested would give them on average 20k BP. 3k BP more than they already do. Totally useless survivors that sit in a bush doing nothing? They cant really earn BP if they dont do anything. Besides, I never said my system was perfect, just that it was BETTER. I would be the first one to agree that it might need a better system. But when you are on the hook, in chase, on a gen, opening a chest, cleansing a totem, unhooking a teammate, healing(yes, even self-caring) or in any other way actively progressing the game, you should gain from the survivor pool. The reason why I didnt really define my system this way, is because Nurse, Wraith, Huntress, Trickster and Spirit are not always in chase even if they are chasing a survivor. And while looking for totems, you're not useless as a teammate either. So overall seen, it would be a better bonus to ignore individual activities. As truly useless survivors dont really exist anyway. Best case scenario, you can simply create a pool for survivors that can be unlocked by doing certain actions. Like, unlocking 25%(since 32k would be the total objective points, and 8k is the normal max, 25% of the max total would be 8k) of the total gathered objective points by finishing 1 generator, unlocking 25% of the total altruistic points by finishing a heal/unhooking a teammate safely, unlocking 25% of the total chase and survival points by being hooked once. It's not that hard to improve the system I suggested to only reward people who actively do things, it's impossible to improve the current system.
- It's not really bad survivors that are super altruistic. Heck, the only truly good survivor teams will be altruistic. Remaining injured all game has some benefits, but only when it comes to speeding up generator speed. Which, doesnt award you in any other catagory anyway.
- Except that I have *KEPT TRACK*. Never said the number was objective. Just that over the course of my games, I have kept track to get some statistics over a significant amount of time(I play about 60 hours per month, mainly during the weekend, the average game lasts 9 minutes, so that's about 400 games every single month, meaning about 1280 survivors faced every single month as I play killer about 80% of the time, an additional 240 survivors when I played survivor, over the past 3 months, that's over 4500 survivors, and only 0.23% of those were playing like truly useless people. Hiding in bushes all game, crouching most of the game. As for campers, well, I've faced 80 killers, I got to be first on hook about 40% of the time(I tend to run around a lot, so I get found first quite often), out of those 32 killers, 6 were facecamping and tunneling. Out of the remaining 48, there were another 5 killers (face)camping and tunneling the first person they hooked, for a total of 11. Leaving an actual statistic of 14% killers that were red rank, while camping and tunneling. Yet, I do not really count these heavily, which is why I stated 5% instead, because I have only faced 80 killers during the tracked period, which is a very small sample size and far from being an accurate representation, so I used it based on how often I remember being camped instead, which, honestly, isnt that much. I've actually been considering to create a new file where I keep track, since I didnt keep track of the anniversary event where I played survivor a lot more with friends(its a bit tough to track both sides when all my teammates are static). So yeah, that 0,23% useless survivor statistic is quite accurate. The 0.001% was a bit hyperbolic
- again, doesnt really matter, since the current system punishes usefull player a lot more often than useless players are being rewarded. Having a system that slightly rewards bad players more than they currently do, compared to significantly rewarding good players more, is by default a better system than the current system at play.
- No, I am looking at the picture objectively. You seem to be the one to keep looking at it subjectively. I notice that a player is getting punished for something they have no control over. The killer punishes himself. He has total control in the decision to camp or not. He is getting rewarded for a risky play or getting punished for a mistake. The player on the hook, however, is getting punished for the decision the killer makes. THAT is the objective view. There are drawbacks put on the survivor for no reason. I am not saying there are no drawbacks for the killer. But that is the killer's decision to make. As a survivor, you do not have a choice in any matter while on the hook, and you're actively getting punished while being on the hook.
"Nah homie, if you aren't going to punish bad players for weak ass decisions, you're only going to incentivize them to keep playing like that because they know they'll make the 20-30k BP per match. They can do whatever they want."
Also wrong, as if everyone plays like that, no one will earn BP at all.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2393492#Comment_2393492
"Going through a window or over a pallet to increase distance can be the difference between a 20 second chase and a 100 second chase. So yeah, good strategy."
Very much... no. If you ask killers that play ranged killers the question: What are easiest shots to hit? Their likely reply is survivors animation lock themselves. The second answer being survivors that run in perfect straight line. Why? Its because vaulting windows and dropping pallets is literally standing-still for survivor. Its really easy for ranged killer to capitalize on this stuff.
I am not saying that you should never vault windows or drop pallets but a lot of weight of these killers revolves juking their ranged attack and holding W, putting objectives between you in the killer(otherwise you'll have to be making reads every 5 seconds).
Just to illustrate how strong holding W is vs these slow killers and how much they rely on their ranged ability. Have you ever played Midwitch elementary school where your ahead of the huntress player 25 meters on other side of hallway and she choose to follow you? It will take her like 6 loops or something for her to catch up to you because of how slow she is and that apply to all of those slow killers that ability reliant. Its also no surprise that hardest shots for these ranged killers are... long distance shots.
"He's no longer mainly spam. He has access to spam when he needs it"
Yeah what kind of broken logic is this? Killers already have time trouble issues vs very optimized generators and last thing they need is "restraints" and build in slowdown to their own gameplay. Its funny because this comment is very reminiscent to how survivors always say to killers "Your making too many mistakes, your chases are too long, bad gen pressure etc.". Well having limited amount of knives certainly anyone's gen pressure.
"Newsflash: Killer basekits are balanced around addons, addons arent balanced around the basekit."
Add-on are.... suppose to add the killer strength, the killer should function and be somewhat effective in their base-kit. Blight doesn't need add-ons to properly use his blight rush, Blight rush is good without add-on and add-on add to his strength. Your previous comment is like saying blight should have 25 second cooldown his rush and I go in say "Blight is different killer now, he is no longer based on spamming charge, he has his charge/speed when he needs it', "Just run add-on that reduces cooldown to back to 10 seconds. I think you should see the point for why previous argument and needing add-on to mitigate drawbacks is stupid. It destroys point of having add-ons in the first place.
"Distressing is quite good":
Distressing is never a good perk. It just gives survivor more time to shift+W in most situations. Monitor is superior choice to combine with infectious however Trickster TR has been nerfed to be a lullaby so he does not get benefits from having lower TR, Only higher TR for Infectious which given his lower m/s is fine without extension.
"Only if you're bad and dedicate to a chase when you know someone is going for a pick-up. Trickster is better at punishing a pick up than Huntress is."
Do not agree, I think both of them have merits to slugging and can be good at it, Huntress being a little bit better at it in my opinion. This isn't about being bad, Its about stating that killers success revolves around survivor mistakes excluding some exceptional killers(Nurse)
Yeah, the easiest shots to hit are animation locks, but that doesnt mean that you still shouldnt vault it. You can easily sacrifice 1 healthstate to massively increase a chase. I could go for 1 more loop and take a hit and then be unable to vault without another hit, or be unable to reach the next loop without risking a hit. Going for a vault could guarantee the killer a hit quicker, but it could increase the time before a hook quite significantly.
And you cant really nerf holding W without nerfing killers. Nerfing W just to compensate for ranged killers would also mean increasing generator speeds to compensate for killers like Nurses and Blights that run Tinkerer, Ruin, Undying and Pop.
"Killers already have time trouble issues vs very optimized generators and last thing they need is "restraints" and build in slowdown to their own gameplay."
Oh, you mean like how in 70% of the games you play, you're facing survivors that dont get close to very optimized generators due to a lack of communications? Killers are balanced towards public lobbies. You rarely face optimal survivors, you're far more likely to face survivors that cannot be optimal due to a lack of communications. Once the average killrate reaches 55%, that's when you can start complaining about optimal survivors ruining games. Yeah, sweaty players suck, but they suck on both sides. Time issues arent really a problem untill you encounter a team that has very good synergy or good communications. Most of the time? Players you will face are not optimal.
"Add-on are.... suppose to add the killer strength, the killer should function and be somewhat effective in their base-kit."
Wrong. The devs have stated, over, and over, and over, and over, and over again, that addons are meant to be used. Blight without addons isnt really good enough to win against a decent team. Blighted Rush seems to be strong, due to a lack of communication. Add communication as a survivor basekit, and Blight will start needing to rely on addons. Do you realize how many Blights rely on Alchemist Ring to perform well?
"I think you should see the point for why previous argument and needing add-on to mitigate drawbacks is stupid. It destroys point of having add-ons in the first place."
Addons are literally always a form of reducing drawbacks with that logic. You cannot bounce knives without addons, that is a drawback. You need to wait 10 seconds to have access to all your tokens without Alchemist Ring, that's a drawback.
"Distressing is never a good perk. It just gives survivor more time to shift+W in most situations. Monitor is superior choice to combine with infectious however Trickster TR has been nerfed to be a lullaby so he does not get benefits from having lower TR"
Trickster ALWAYS had a lullaby. It was ALWAYS 40 meters. It was bugged to be at 32 meters at some point, but his own TR has always been 24 meters. And yeah, Distressing on a killer like Trickster is actually quite good, as you're not always in chase when you down someone. Monitor is actually quite terrible for triggering Infectious Fright on ranged killers. Which is why killers who down at longer ranges never really use Monitor OR Infectious. Trickster, however, has access to an ability that works well with IF. THAT is why Distressing is quite good on Trickster. I wasnt talking about Nemesis, I wasnt talking about Oni, I wasnt talking about Ghostface, I was talking about Trickster, and Trickster only.
And yeah, Distressing has tons of places where it's actually great. Thinking it never is good simply shows you never thing outside of the box and just slap on whatever is the meta.
"Do not agree, I think both of them have merits to slugging and can be good at it, Huntress being a little bit better at it in my opinion."
You are literally saying Huntress, who needs 2 seconds to charge per hatchet, and then another 2 seconds of cooldown per hatchet, aka 4 seconds per damage state, is better at slugging with Infectious Fright than Trickster, who has access to an ability that gives him infinite ammo for the next 10 seconds, can get a damage state every 1.7 seconds at max throwrate, meaning he can down someone before their post-damage haste effect is gone?
Huntress might have an overall more powerful slugging power, but her slugging power rarely is capable to end the game. Where a Trickster with Infectious Fright can be capable of ending the game everytime he downs someone with Main Event ready. Trickster is a killer with a LOT of game ending potential at any point and time in the game, where Huntress is a killer that doesnt really have game ending potential untill the actual end of the game, but has a more consistent potential in keeping survivors injured and on the hook. You might not really enjoy playing killer the way Trickster needs to be played, which is fine. But calling him awful because he doesnt fit your playstyle is kinda uncalled for. Trickster is a high risk high reward kind of killer. Playing him like a normal killer will require very specific addons that reduce his weaknesses while in a chase. In which case, you will need ammo increasing addons and addons that either increase throwing rates or increase the time for laceration to decay. If you play him towards his potential to end a game then and there, other addons suddenly start making a lot more sense.
Stop caring about the amount of generators that are left and focus more on forcing survivors to get into your terror radius. That is Trickster's style. If you care about consistency, yeah, Trickster is not going to be the killer for you. If you like pulling off very satisfying and impressive plays, even if it means winning less games(still 65% killrate btw, you win far more often than you lose), Trickster is a very nice killer.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2393393#Comment_2393393
Next mid chapter will be Nemesis. They’ve already stated that their future plans are:
- release chapter
- focus on any urgent hot fixes
- monitor killer performance till following chapter.
- Make adjustments/changes to killer by that mid chapter.
To be fair, they didnt really announce the Freddy and Huntress changes while they were working on Twins and Demogorgon. Considering Myers is the last killer with outdated addon rarities, I am fairly certain his changes will come sooner rather than later.
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@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/comment/2393454#Comment_2393454
There was 100% chance it to be haunted if there is haunted + undying.
Is that perk really that confusing?
You didnt read it fully. How can Haunted Grounds trigger 3 times? It cant. Was there a time when it did? Yes. Use that information to realize I am talking about back BEFORE Undying was nerfed.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2393451#Comment_2393451
So you want to give the useless teammate on your team the points aswel?
For not doin' a single gen or unhook the Whole game and rather just sitting in a corner?
Flawed design already,
It's better than not getting any points. It's not like reaching red ranks is difficult, nor will those extra 10k bp matter.
Seriously, you really think it's better to actively punish players for playing the game properly, than it is rewarding players who just sit in a corner(who, FYI, still manage to gain 15k BP and reach red ranks?).
It really wouldnt reward useless teammates as much as you seem to imply, while it rewards useful teammates a lot more.
And if it bothers you that much, simply base the amount of BP you gain post game on the amount of emblems you've gained. You gain lightbringer emblems while distracting the killer, you could easily add in emblems for being on a gen while a teammate is healing. It's really not that hard to improve the design I offered, while it's impossible to improve the current design.
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@Loner said:
https://forum.deadbydaylight.com/en/discussion/comment/2393419#Comment_2393419
Wait it isn't cheating cause devs said it helps in performance? Never heard them say that. If they did,I stand corrected.
I think you're misinterpreting my comment. This is they key wording that I added: "purely because minor stretched res actually helps in performance"
At what setting do you decide it's cheating when even minor stretched res is an advantage? Even if the advantage is practically negligable? At what point do you decide it's a bannable offense, when there are programs increasing gamma that are far more beneficial than minor stretched res, but less beneficial than heavy stretched res?
The devs do consider stretched res to be cheating, but they cannot really set a solid standard, because if they do, everyone would just keep the settings exactly the maximum allowed stretched res.
Hence, they dont consider it cheating to be using stretched res because that would include minor stretched res that is far less beneficial than increased gamma, while also aiding performance, but they do consider it cheating when used to gain an advantage. This is why they cannot declare the use of stretched res to be cheating.
That's like declaring clicking ctrl 100 times per second to spam crouch cheating, because clicking it 10000 times per second causes you to fly. You cannot declare clicking ctrl to be cheating untill it hits a point where you start flying. Then you also have to be able to declare that they spammed it for the sake of flying, rather than just spamming crouch to taunt. So in this case, having stretched res used as an advantage would be like clicking ctrl 10000 times on purpose, at which point it's cheating. But use it slightly less or accidentally set it to too stretched, and it's not.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2410125#Comment_2410125
Are you sure? I'm pretty sure that they don't make a sound, but the red bubble does show. I could be wrong tho
The red bubble shows in certain scenario's where the scream is more of a secondary part of the effect. If the scream is the primary effect, the bubble doesnt show.
The one scenario I can think off, is missing madness 3 skillchecks. You dont scream, but you are missing a skillcheck. Missing a skillcheck will always show a bubble unless the perk is specifically designed to deny it(bite the bullet and technician). Since there are no perks that muffle the bubble on madness skillchecks, they will still show. However, if you run around "screaming", you will never show a bubble.
Another one is Freddy's traps. They send a bubble when they are triggered, but they dont make scream.
Another fun fact, if you use Technician, Nemesis' zombies actually wont actively walk towards your gen untill they are within 12 meters range, even if they have an increased detection addon(unless you're injured without iron will, ofcourse, or breathing harder if the killer runs stridor).
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@Power_Guy said:
Oh boy; no more needing to tell your SWF where a trapper/Hag trap is, or where a lit totem is; just make it glow bright white!
I get the thought behind it, but I feel like it would be busted AF when combined with SWFs. 'NoED at glowing light' or 'Trapper trap at glowing light' instead of needing to describe where it is. At least doing it with a map requires an item.
Okay, let me quickly give you a list of random totem spots and you tell me which ones you think would be much harder to find without a beacon?
"Top floor in the lodge" "Shack" "Cornfield close to the generator loop at the exitgate" "basement funhouse" "blue basket near godpallet"
Let alone that a beacon cant always be placed accurately. If you run past a totem, you could place a beacon and say "it's near the beacon" and not accurately tell its location, where without a beacon you pretty have to give more details.
Really, a beacon/ping system doesnt really make it easier for SWF while it DOES make it easier for solo survivor.
And in the worst case scenario, it does make SWF stronger, but the gap between solo and SWF is so much smaller that killers no longer need to be balanced with solo q in mind. Why do you think Trapper has such a high killrate if SWF's tend to utterly destroys him? Because solo q cant share information. Trapper can be buffed immensely if the gap between solo and swf is much smaller.
Stop trying to nerf SWF's so that weaker killers can handle them better, buff Solo survivor and then buff weaker killers accordingly. You would have a lot less people complain about Spirit if survivors could share info that they are in a chase with the killer, giving teammates the info that they need to work on gens. Sure, Spirit would still have issues, and needs changes for counterplay reasons, but she would be a LOT more managable for public games.
Stop trying to make solo q buffs seem like horrendous choices when in reality, they might buff SWF's strength with only 0.01% while buffing Solo's with 1000%. A lot of killers would become near unplayable if solo survivors have access to a beacon/ping system, the same set of killers that have issues with SWF's. Would you rather get frustrated whenever you face an SWF, or would you see your favourite killers buffed to the point that they can treat SWF's in a similar fashion as Solo Q survs currently?
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2410043#Comment_2410043
Well it should at least count as her M1 attack. That or survivors hit by ambush are mangled or broken or something.
It used to count as an M1 attack, it made instadowns like Haunted Grounds and NOED a bit too powerful on her in quite a lot of situations. Overall though, making her dash not a basic attack has made her stronger thanks to her having a reliable way of keeping STBFL stacks.
Pig has more an issue with her reverse bear traps not being based on actual chance(it's a guaranteed escape if you reach your box, the chance is only a virtual one as you do not know where your key is) people tend to compare it to current trapper, but current trapper actually is based on a percentage. The difference? It's quite common when playing against Pig that you get your mask off in the first 2 attempts, while against a trapper, when 1 survivor might get out first try, but on average, your opponents will escape on their 4th try(unless they use luck offerings, which can mean survivors have a 65% chance of escaping per attempt, drawing the average down to 1.01 attempts, but they still technically can be stuck for 6 full attempts).
So rework her reverse bear traps a tiny bit, give her an addon pass and she's fine, really. If you're a good pig, you can always get dash hits. Learn to moon-dash, learn places you can bounce off with your dash and learn places where you can use your dash to gain distance, then pig is a real monster. If you're really clever, you can actually use a dash attack to block off the survivor's path to stronger loops and force them back to area's they have little to no resources. A dash attack doesnt need to damage a survivor to have value.
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@Sonzaishinai said:
Second wind is amazing but it suffers what most survivor perk suffer from and that's being completly overshadowed by the meta perks.
Why take Second Wind and have a chance of not being able to use it cause you couldn't heal anyone when you can use DS that always activates.
Why take something that requires you to jump through a hoop when you can get it effortlessly
I've had more success with Second Wind than DS. Killers are either afraid of DS and leave you on the floor for 1 minute, or they dont tunnel at all, making DS quite useless in that sense. Second Wind, while it might not always work twice in a game, it has very good chances of working at least once in a game. Let alone that tunnelers who are afraid of DS will still leave you on the floor for 1 minute regardless if you actually carry it.
It's the same for Deliverance. It might seem much better than Slippery Meat, but in the long term? You have to go out of your way to make sure you activate Deliverance first, meaning you need to either screw over your teammate, or screw over yourself. If you're just running it, it averagely has a lower chance of actually getting use than Slippery Meat.
Second Wind and Slippery Meat are both more consistent across the board. You survive tunnelers and campers more often with those perks, than if you were to run Deliverance and DS. The biggest reasons they are not, is because most times, Slippery Meat doesnt work because you're saved before you even get all 6 tries. Most of the times Second Wind doesnt work more than once because either you're being chased because the killer doesnt camp or tunnel, OR your teammates refuse to be healed in the first place.
Essentially, it's not about how easy it is to use, it's about consistency without having to adapt your normal playstyle.
If we're talking normal games, there is a 25% chance you're not the first one being hooked, then there is a 66% chance of you not being the person who unhooks the first person on hook AND a 33% chance of you being the person who is the second one on the hook. Then if you're not the second one on the hook, that is when Deliverance chances start increasing. So if you're not the first, nor the second one on the hook AND have the ability to unhook someone safely, without forcing the perk to activate at a detrimental cost to someone on your team, AND you being hooked later in the match(so no 0 hook escapes, not being 1 hooked as the last survivor) AND not being unhooked before you can finish your animation, that is when Deliverance starts working. Which, on the long run, tends to be about 10% of your games where you unhook yourself(I didnt do the exact calculations, but if we're talking the average game, it tends to drop towards 0 quite fast). So in most scenario's, Deliverance tends to be at some detriment to someone in your team, most likely yourself. Slippery meat? 22% chance of your games that you unhook yourself without ever needing to put someone at detriment. That makes Deliverance a waste of a perk slot in 90%-ish of your games, where Slippery Meat "only" is a waste in 78% of your games. Let alone that Slippery Meat gets better exponentially. A 1% luck offering? 26% 9% luck(up the ante and everyone alive)? 57% of unhooking yourself. A 3% luck offering(aka, the best non-perk slot)? 35%.
Slippery Meat with a luck offering is the best use of your offerings that arent map or bloodpoint offerings.
As for the max amount for the entire team(4 Up The Ante's, 4 Vigo's and basekit 4%) gives you 52% chance of unhooking yourself PER ATTEMPT, aka 89% chance of unhooking yourself basekit, 99% chance of unhooking yourself with Slippery Meat.
If you're going for long term builds that you want to consistently rely on, meta perks arent really the perks to run. Meta perks are really danm strong when they need to be, but they arent always needed.
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@Orion said:
Yes, when you report for things that are actually against the rules and provide evidence when needed. Face camping isn't against the rules, so nothing will be done about that. It's the DbD equivalent of calling the cops on someone because they're not speeding.
Eh, I mean, I keep reporting it as unsportsmanlike behaviour unless it's a basement bubba. It's basically forcing a survivor to depip and earn 0 BP with nothing they can do against it. Forcing a player to depip used to be bannable when survivors did it to killers, but it's never been bannable as a killer to survivors.
So I've been annoying the devs with unsportsmanlike behaviour reports with messages that a survivor shouldnt be forced to depip with only 6k bp because of a Bubba facecamping. And I will keep spamming that untill they either give survivors a black pip and a 5k BP bonus in survival for being facecamped to death(I mean, you've been distracting the killer for 2 minutes by hanging on the hook, you've been "surviving" for 3 full hookstates instead of just suiciding on hook, that should be rewarded) or untill they make emblems and bp global for people who are being chased/on the hook.
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@Pat00tSack said:
Idk if I'm the only one with this problem, but I seem to have a disproportionately hard time going against Bubba. Most other killers is a case by case basis related to the killer's skill, but unless the Bubba is so bad they bump into walls a lot, I'm hopeless.
I don't remember if I've made a thread like this before (probably have so I guess I'm trying again) but I figured I'd ask to see if there's any top secret tricks to not go down after 5 seconds in chase. All the advice I've heard before (stay tight to corners in case he bumps into them, etc) is stuff I'm already doing but it doesn't really seem to help me much, and I don't know if it's necessarily my looping skills in general, since I don't have a problem with any other killer like this ;-;
That chainsaw is the bane of my existence
halp
I have personally been of the opinion to make speedlimiter a basekit on bubba and give people an exposed status if he downs someone. Bubba is powerful enough that the "meme" addon isnt even that meme-ish, as he can quite easily hit survivors twice in a row.
He might need a longer trajectory to compensate for it, but to me, it would make sense.
And for the people who say "but it's a chainsaw, it's supposed to instadown you", let me ask you this: would you be standing when a 150 kilogram weightlifter slices you with a sharp machete? No, that's "supposed" to instadown you too. Would you be standing if an axe is thrown at your head by a strong axe thrower? No, that's "supposed" to instadown you too. I dont see an issue with Bubba dealing only 1 damage state per sweep, per survivor if he gets a longer time he's boosted and exposes people around him if he downs someone. That would essentially make him equally as powerful as he is right now, it would just make him slightly worse at facecamping a hook and downing multiple people.
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I mean, it's fully possible that you happened to be one of the few survivor players who actually benefitted from the old system. It basically just means you got so used to being given stuns in favor of you that you think it's unfair.
But I can assure you 100%, its a million % more fair right now. Just drop pallets slightly earlier than you're used to and you're fine.
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I mean, I think I figured out how the filter works, as a lot of words arent filtered unless they are used in a certain context. Which basically means the AI that is filtering words isnt properly developed yet, and needs a lot more examples as it starts taking more and more words that are in the right context and just filters them.
I've seen "was" be filtered in one sentence, and 2 sentences later it was not filtered.
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@GeneralV said:
I have already stopped, and the one thing that takes most of the blame is The Realm Beyond.
Why tho? Maps are much more balanced than they were before. Escape rates on all sides have been pushed towards a 2k.
There is only 1 thing to blame for technical issues, and that is the core of the game being as old and rickity as it is right now. Any small change made to pig should not affect wraith at all, they should be totally seperate entities to the game, yet the odd way the base game was made, things like this still happen consistently.
The Realm Beyond is one of the best things that has happened in DBD in a long time. "oh, but no new maps for 1 entire year". So? There are already a bazillion maps, it was better for the devs to address existing maps to balance them out, than it was to keep creating new maps with old maps being hated. "bUt I dOnT lIkE bReAkAbLe WaLlS, jUsT oPeN tHeM oR kEeP tHeM cLoSeD". Except, that pretty much all breakable walls actually made loops that were too much survivor sided far more killer sided, and it's up to the killer to make that mistake to open it up. And for loops that were a bit strong to killers(especially killers with access to instadowns).
You have to keep in mind that maps need to be balanced towards all killers in the roster, not just the killers you like to play. Which is why I am personally requesting the devs to add in a map seed based on killer, as that wouldnt make killers like Huntress near unplayable on maps like Lery's, while also making killers like Doctor not nigh undefeatable on Dead Dawg Saloon. Add in less windows when Huntress plays on Lery's and add more pallets when Doctor is on Dead Dawg and the game in general improves quite a lot.
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@Phasmamain said:
Since we are all having this discussion now and the community seems very divided on it I figured I’d give my thoughts on it
First thing I’d like to mention is yes I would like to see springtrap in dbd. I think he fits the games theme and I think fnaf is a popular enough horror franchise to be in DBD. What I wouldn’t like however is for there to be a whole chapter based around it. This is for 2 reasons firstly I don’t want another terrible indoor map and secondly there aren’t any good survivor candidates from the franchise.
Second thing I want to talk about is how springtrap “wouldn’t fit in dbd”. I just don’t see how this is true. Springtrap as a character definitely fits DBD’s darker tone and his appearance isn’t really childish (especially if you see some of fnaf 3’s hidden screens). Even if he was we have killers like clown or trickster who dress up in somewhat childish or colourful outfits so does that mean clown or trickster don’t fit in dbd?
As for his power we are kinda forgetting the powers they’ve made before. Myers is kinda just a man with a knife who stalks people and same with Ghostface yet they made very fun powers out of those characters. Fnaf is a franchise that spams 6 main games so they definitely have a lot to work with in terms of powers and perks.
I just think a lot of people are either misinformed about Fnaf or just simply don’t want it in the game because of the community (which admittedly is pretty bad but that’s not a problem with the games or characters themselves)
I dont really see the issue with indoor maps, certain killers are terrible on indoor maps, but other killers are great on it. Then compare them to open map, and killers that thrive on indoor maps suddenly become quite terrible and killers that are terrible on indoor maps suddenly become quite good. Indoor maps arent the problem as chases on both sides are pretty similar anyway. It's the lack of patrolability that makes indoor maps a bit hard. My point is, people hate on indoor maps because popular players who tend to play killers who thrive on open maps call indoor maps terrible. RPD is as problematic for killers as Shelter Woods is for survivors.
And yeah, I agree, you can make any power sound lame, that doesnt mean they are actually bad powers. Trickster had a bit of an issue where he couldnt really use Main Event well, and 8 knives basekit was slightly too much for a chase to end. I actually think 7 blade trickster basekit with a main event buff would have been perfect. I think 6 blade trickster is a bit too oppressive considering he can bypass things like BT and DS as a basekit(sure, DS is a 5 second stun, but he actually can down you again from a distance before you can reach a loop. Even Bubba needs to catch up with DS). Essentially, none of the killers bypass both DS and BT, they have to wait out or eat at least one of them. Having a killer that can bypass both is a bit problematic. PH used to be able to bypass both by camping the cages, and they nerfed that because it was too powerful. I think Trickster might even be re-adjusted within 3 months where he would be more like Plague, giving survivors a 3 second invulnerability to be hit by projectiles after a damage state is dealt. People constantly downplay abilities they dont like because it's either a skill they dont like to develop themselves(sure, go ahead, there is 24 killers, you dont NEED to play all of them, nor are you expected to play them well), or because it requires a strategy they dont think is good, because such strategies arent good on killers they already play.
So yeah, some killer mains will always be hating, because they dont want to learn any killer that requires them to think outside of the box. They just want killers that are powerful in 1v1 AND in 1v4 and then claim all survivors who cant keep up are bad, even though the only way for survivors to keep up with killers like that is near perfect communications(and guess which players also tend to complain that 3rd party comms is cheating? Cant have it both).
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@Power_Guy said:
...Because the Killer is a human being who has a right to pick and choose his tactics and target?
Why have someone playing Killer, if the game says 'No, you already hit them; hit someone else'?
And if Survivors had anti-camp, slug, and tunneling tactics as basekit, then it would be nearly impossible for Killers to get a single kill; imagine the massive bodyblocking if everyone always had BT on top of a 4 perk meta of second-chance perks.
Then how about this exchange: survivors get basekit anti-camp, tunnel and slugging mechanics(dont have to be amazing, just a basekit ds that remains active when slugged within 20 seconds after an unhook, but disappears when picked up by a teammate, as example)
And in return, killers get a basekit 5% regression for kicking gens, a 20 second generator block from the start of the match allowing the killer to move to the generators on the opposite side of the match, and a slightly faster base regression(instead of 1 charge every 3.something seconds, 1 charge every 3.something-0.5 seconds).
It would address the 2 largest issues on both sides.
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Thing is, at this point, either map design is a problem because there arent many counters to spirit on any maps(unless you're comp) OR spirit is a problem.
Now, lets take the current map design philosophy and make all maps balanced against a Spirit, where even a lack of communication with your teammates allows you to get 2-3 gens done consistently before someone is dead on hook(even with a spirit tunneling). How many other killers would be absolutely destroyed because the maps are more balanced towards a Spirit?
That makes Spirit the problem, because the other solution ######### over everyone else.
Ofcourse, there is a middle ground, one that I hope reaches the game relatively soon: killer seeds. Just create a base map that's fairly empty, then fill in tiles based on the killer seed. You wouldnt need 20 pallets in a map against a Trapper, but you would need 20 pallets against a Spirit.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1103685#Comment_1103685
I can think of 2 scenarios:
1) The person who came up with this challenge is not in touch with the game & the playerbase.
2) The person is well aware and knowingly decides to go through with this challenge anyway.
Is there a scenario 3?
scenario 3: getting rid of as many keys as possible before the announcement of it's rework, so people wont be spamming keys every single game 5 days before the rework hits the live servers
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2392446#Comment_2392446
That's not playing the game. Yes, you still play as killer. You can force them out, walk around breaking pallets, breakable walls, etc. You can still do stuff.
For no reason, at that point it wont add any BP.
So no, not playing the game.
And yes, by your logic, being facecamped is still playing the game. You cant leave your keyboard as you'd die on the hook. So you're still playing. You can leave your keyboard as the killer at that point, and nothing would change.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2392332#Comment_2392332
when has animation locking yourself.... i.e standing still ever been a good strategy for facing ranged killers.
Is it good pyramid? no, Deathslinger? nope, huntress? no..so why in the world would this be a good idea vs trickster. survivor get away with a lot of bad plays and this is one of them.
What do you mean he is different killer? he just has old base-kit melodious murder add-on for free in exchange.... for virtually almost every other aspect of his kit being worse. What exactly are you doing with his knives, throwing 1 knife and pausing? he is still spam based, your even suggesting to run add-ons that increase his ammo capacity which showcases a problem in his base-kit. As for suggesting of running arguably one of the worst killer perks in distressing, I think I will pass. if all survivor are skilled at the chase and understand how to play around his power, slugging with him shouldn't really be effective with infectious fright.
oh well, lost cause. hopefully BVHR one day is not so scared to release good killers with solid base-kit with add-ons that only add to killer experience.
"when has animation locking yourself.... i.e standing still ever been a good strategy for facing ranged killers."
Going through a window or over a pallet to increase distance can be the difference between a 20 second chase and a 100 second chase. So yeah, good strategy.
"What do you mean he is different killer?"
He's no longer mainly spam. He has access to spam when he needs it, but you're highly underestimating him if you're using him to consistently spam. That's like playing T1 Myers and committing to chases. They have the same basekit, but they play differently.
"your even suggesting to run add-ons that increase his ammo capacity which showcases a problem in his base-kit"
Newsflash: Killer basekits are balanced around addons, addons arent balanced around the basekit.
"as for suggesting of running arguably one of the worst killer perks in distressing"
Distressing is quite good in combination with infectious, especially with ranged killers if you decide to run Infectious. Trickster already has a very soft TR, players dont realize they are inside the TR. Since Trickster's Main Event works best with as many known survivor locations that are close, IF makes sense, since you can down people outside of chase with Trickster, Distressing compliments the perk.
"if all survivor are skilled at the chase and understand how to play around his power, slugging with him shouldn't really be effective with infectious fright."
Only if you're bad and dedicate to a chase when you know someone is going for a pick-up. Trickster is better at punishing a pick up than Huntress is.
"hopefully BVHR one day is not so scared to release good killers with solid base-kit with add-ons that only add to killer experience."
Again, they wont, because they design basekits around addons. Addons are part of the game. There is a reason why addonless killers have been a thing of the past or the extremely skilled.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/2392438#Comment_2392438
Being a powerhouse and carrying a useless survivor isn't what I want to do though. This isn't a 3v1, this is a 4v1 game. I aint bout rewarding people who do jack s*** all game but hide, or just farm hook saves for easy point while doing nothing else.
Yea but a blendette should depip as well as gain very little BP. I'm sorry but you seem to be entitled to the idea that facecamping should give you 20-25K BP minimum when...you sat on a hook? Why exactly do you think you deserve 20-25k for that? Why are you focusing on that and ignoring the other factor which is rewarding bad players with extra BP they shouldn't get?
I mean seriously, your whole point around sitting on a hook and being facecamped rewarding you BP is an excuse to ignore the other downside to your proposed solution. You will of course want your solution passed because it benefits you while you downplay/ignore the negatives to it. Its not 0.001% lol, there's plenty of players that pull that ######### at purple/red ranks.
Lets easily debunk your entire argument:
- you need an average of 15 million BP right now to get all the perks, meaning you could need a specific perk for a build that you cannot unlock untill one of the last ones.
- the average BP gain for survivors is terrible
- even though I sat on the hook the entire game, I was the reason the killer never left the hook. I should be rewarded for that, rather than being punished for it.
- Being facecamped already sucks, no reason to throw more dirt in their face by giving them no BP. I was important enough for the killer to dedicate 2 whole minutes in my face, that means I earned that BP.
- Oh boo hoo, those 0.001% of players who sandbag compared to the 5% of players getting facecamped. Better not compensate 5% of the playerbase because who knows what the 0.001% of the playerbase might do with that bp :O
- killers who play like this, gain more bp than the person getting facecamped.
Face it, the BP gain is already pretty meaningless, that selfcaring claudette wont know what to do with her BP anyway.
And no, I've actually kept track of people playing like that. Including green and purple ranks, it's 0.23%. Most of them being green rank console players.
Dont punish a big part of the community for the actions of a tiny percentage. Or do you want Pig's reverse beartraps to no longer trigger if you're close to a box? That would prevent a tiny percentage of pig players to prevent playing amanda's letter and last will while bodyblocking 1 box, by punishing the larger portion of pig players.
It's simply not good game design. Besides, you can easily reduce the BP based on teamplay. It's much better to start out with a general survivor pool and then adjust accordingly, than punish players who have looped a killer for 5 generators and are facecamped on hook with only 8k bp.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/2392314#Comment_2392314
It was only 3 because Undying still had to be up back then for it to switch.
So because haunted grounds already took up 2 totems and Undying took up 1 for a total of 3 there would only be two other dull totems that haunted grounds could jump to.
It was definitely fun especially if you got all 3 activations
I mean, I had one game where we had 2 haunted ground triggers already, meaning Undying was obviously not cleansed.
I was on the hook, just got in second stage. My friend had BT, he could have easily unhooked me, tank a hit and then rush to the exit.
But in comes Adam, who notices a burning totem in the corner of his eyes, and decides to cleanse it, knowing fully well that it had a 2/3rd chance of being Haunted.
Guess who died on his first hook that round?
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2392368#Comment_2392368
Some survivors (myself included) will hang around to do totems, loot chests, get WGLF stacks, heal for extra points, etc. I really don't care if killers don't like it. I try and get as much points as I possibly can.
Then why are you replying to a thread, that is about survivors sticking around in the exit gate doing absolutely nothing?
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2391654#Comment_2391654
Never gunna happen.
It's a 4v1 for a Reason, You get points for being a actual teammate. and not a claudette hiding in a corner 24 / 7
So, being in chase for 5 gens and escaping with 4 people is only worth 13k bp? When your teammates who do not get chased at all get more?
Being hooked and facecamped so you only get 8k BP at most, even though you distracted the killer the entire game, while your teammates get 20k bp?
Getting solo bloodpoints is not getting points for being a teammate. Getting solo bloodpoints simply means you manipulated the game in your favor.
You're getting emblem points for gens while in chase, so why not gain BP too? You're getting emblem points for teammates being unhooked, why not BP too?
You need a mix of shared BP pool and a solo BP pool. 2k in each catagory you can fill alone. The only way to max out is if everyone throws in 2k Bp. Meaning it's in your best interest to keep teammates alive, but also in your best interest to rush gens if your teammate is getting rushed out. That gives you the biggest chance of getting the most possible BP, while the average BP for survivors gets bumped up from 22k to 30k.
So yeah, shared survivor BP pool. Improves the game, improves the grind and improves solo survivor all at once.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2391654#Comment_2391654
I think it is more likely that you will abandon the game before they finally change it. So you can just use the cakes now while you still play DBD.
I've abandoned the game before, no doubt I would return if I were to leave.
Besides, it's a bit of a promise to myself, while also being a motivation in the long run. If I ever become known enough in the DBD community, there would be additional motivation for the devs to change the way survivor BP works.
Not sure if either ever would come true before I die, but, it's worth having imo. I already have plenty BP, I dont rely on any specific perk, item or addon in the game. Heck, I've even started prestiging characters. Started in Januari(already had Meg and Cheryl p3), already finished 7 characters. Getting about 1 character p3 every month. With this rythm, I will finish killers within 2 years from now and if I want survivors too, it would take another 2,5 years.
And that is assuming BP gainage would remain the same on both sides and the bloodcap stays the same.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/2393261#Comment_2393261
It only helps on autohaven walls tho from what I've seen,the rock part is defo true can't say anything bout it. That's why I said it helps on open loops,I meant filler pallets. My mistake.
Well, thing is, he is fully in his right to be mad. Just as you can be fully be in your right to be mad at killers that massively increase their gamma settings to spot a blendette urban evading near a bush across the map.
It's not considered cheating by the devs, purely because minor stretched res actually helps in performance, but it is taking a very thin line between exploiting a setting to your own advantage and needing to use a setting for better performance.
Similar things could be said for certain colorblind settings if you're not actually colorblind. As some settings make blood slightly easier to see.
I am quite certain that at a certain threshold the devs do take action. Not sure what the threshold is, and I dont think they will ever state it out loud as it gives players a "safe" res to abuse in their favor.
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I mean, they come with chapters or mid chapters.
I'm expecting Myers to come next mid-chapter, and I hope some of my feedback has made it in.
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@Gnarly said:
My OP was closed because I wasn't apparently wanting a discussion...
So here is a repost, WANTING A DISCUSSION.
I believe the new faces ruin some of the cosemtics. The cosmetics weren't changed, but the faces were and some of the cosemtics don't fit the new faces. I would appreciate a cosemtic exchange or just auric cells as a option for a limited. However it doesn't end the world if I don't get one at all.
What do you think of the faces? Do you like new David? Do you like new Feng? Any cosmetics ruined for you?
Christ, this is like the "new animations screwed over old animations" debate all over again.
- No, a cosmetic isnt neccesarily ruined, more than likely, you're used to the old faces.
- in the cases that a cosmetic IS ruined, it's just a matter of time for them to address it.
- Your purchased goods are non-refundable. So they wouldnt give you auric cells or a cosmetic exchange just because you dont like a cosmetic right now. Why would they? You had reasons to purchase a cosmetic, your cosmetic is getting adjusted for free after you purchased it. You do not have to pay to get your cosmetics reworked if needed.
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@JawsIsTheNextKiller said:
For those asking - This is the cosmetic that cost many of us 1080 ACs. The one on the left is free, the one on the right was the premium "exclusive":
@KayTwoAyy said:
It is extremely disappointing to see premium cosmetics (Auric Cells Only) offered for free in the Rift.
As a paying customer, I feel betrayed and undervalued.
The premium sticker tag tells me that only real-world money can buy this item, and no amount of time invested in the game will help me unlock my purchase. It is a signifier that this item is one-of-a-kind (even if it exists in a virtual mass market), and therefore holds intrinsic value as a product which I can possess.
I do not support this kind of dubious practice. I will not be paying for future content.
---
To those who may be drinking the Kool-Aid, cosmetic retexturing/recoloring is a very simple task. Depending on the complexity of the model, a single artist could create 3 to 10 different texture variants of a single model in one day.
Cosmetics with color & texture variants have grown in popularity as in-game purchases because they are incredibly low-cost to make while creating wider appeal for a cosmetic line.
---
Most companies recognize that when customers purchase a cosmetic at a premium they are paying for the exclusivity of an item. Part of a product's value is derived from the amount of versions available.
The more options available, the lower the value of the product.
This is a concept I'm sure many of you are familiar with, as taglines like "One-of-a-Kind" or "Only X number of copies have been made" are popular selling points for lucrative items.
BHVR has said "to hell with exclusivity" and undermined the value of all their products with the decision to include premium products for free.
Oh boohoo. BHVR wants to give their playerbase access to popular skins by reskinning it.
As both of you guys said, reskinning isnt really a hard task. The original model was already available.
Not including the fact that many, MANY exclusive skins that were previously available only to people who went to pax, which is a very exclusive part of the audience, leaving codes for those skins on ebay for 1000$.
BHVR has, time and time again, stated that they do not want exclusivity. Money is still a border for exclusivity, hence why they give popular skins a reskin and make it available to those who play the game extensively.
If you're that horny for exclusivity that you want to exclude anyone with not enough money, go buy Apple products.
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@luka2211 said:
So I recently played against a streamer who accused me of using stretched. He was not wrong. He kept saying that I was decent but that i'd go down quicker without it. The whole chase was around maze tiles with walls on MACMILLAN where I can't see over like autohaven for example.
He still kept saying that it helped but it literally doesn't do anything for you when you aren't on any open tiles(it does help but not on wall tiles is what I'm trying to say). Besides I only run 1440x1080. The streamer in question literally blocked me on steam from who knows ago cause I used stretched even though I only started using it recently and never remember playing against him. Other than that he said the red stain is bigger which is true,BUT EVERYTHING IS MORE STRETCHED. Walls are bigger,trees are bigger,killer himself is bigger,survivor is bigger,everything grows in correlation with the res.
It does nothing for the stain cause it makes everything bigger. Only thing it does is help you see over certain tiles better. Just wanted to clear out the stain thing and anything else if someone thought of it wrongly. Also I kinda wanted to vent,cause a person thought I was good only cause of my display resolution.
Not how the stretched res works in DBD. Stretched res changes where your camera is. Meaning you DO see over things you normally cant. The effect might be relatively minimal, but it can make the difference between knowing you can fake out a pallet once more or have to dedicate.
1440*1080 is a big enough difference where you can look over the rock loops on McMillan where normal survivors cant.
"That you can magically see over any wall in the game. Some don't even know it only gives vertical fov,they think you can see around walls more." Extra vertical FOV literally means you can see over certain walls you're not supposed to look over. It's why they started increasing the height of walls in jungle gyms on reworked maps.
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@DwarvenTavern said:
No, it isn't a complaint about keys
Or survivors
Or swfs
Or the lag
Or the Dead Hard
Or the Spirit
Or THE ANYTHING YOU COULD THINK OF
The real complaint is more of a personal preference.
I absolutely do not know who to main as a killer.
I've bounced around killers for a good while, lemme give an example.
In mid 2018 I joined when Pig was the talk of the town, the newest killer, my friend whom been trying to get me into dbd was originally a Pig main, but when I joined he stopped playing until recently, so I decided to follow his footsteps and play Pig. I was a Pig player for a good while and I enjoyed it.
Then I decided to a mall with a friend of mine and we were picking up horror movies that are on discount, I see the 40th anniversary of the Texas Chainsaw Massacre, I've watched it and became hooked for a good while.
For most of my play time until late 2020 I've been a Leatherface main for a long time. But I stopped recently and I am just at a loss of who to play as.
I'm a console player so I've been having bad lag spikes here and there so I picked up Ghost Face and fell in love with the play style, but a friend of mine was saying he might main him and I decided to pick someone else.
Two of my favorite horror movie icons aren't in dbd and that makes me sad, because if one of them were I would be playing them forever and not even make this post.
I even made the dreaded mistake of thinking about a being a temporary clown main..... help me.
What are your killer suggestions? I would love to hear what you say. I'm just looking for a killer to stick with as temporary main until HOPEFULLY CANDYMAN comes out. (BHVR TAKE THE HINT)
I'm both kidding and not kidding.
But, I won't hold stick to these killers because reasons.
-Pig
-Trapper
-Pyramid Head
-Ghost Face (even though that hurts to say)
-Deathslinger (my friends think I'm insane with this killer, I think I'm fine. But, they enjoy watching me play. As to why he's on this list is because another friend of mine wants to main him after watching me)
Please... I can't keep bouncing around, it's driving me insane
Otzdarva has made a good quiz for something that fits your own playstyle:
Answer a few questions and get an ordered list of killers most suitable for your play style.Be truthful with the questions, and it will list killers from top to bottom which will fit your desires most. For me it's Hag, but I've avoided Hag so far because her hook defense is quite insane(especially on maps where the basement spawns in the center), so I've been going with Doc, Myers and Ghostface(who are my 3rd, 5th and 2nd most recommended killers)
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2392275#Comment_2392275
It's kinda different, tho. You can't do anything at all when you're getting face camped (you literally can't play the game). You can just push them out of the game as killer. You can still play. Crouching and flashlights really shouldn't bother anyone. It's silly
No, you're no longer playing a game at that point. You cannot progress anything, you cannot patrol anything, everyone is literally waiting at the line for you to come close just so they can run out before you can hit them.
It's literally the same as being facecamped. There are no objectives you can do as a killer. Sure, you can walk around, but I can open up minecraft if I want to walk around. Heck, I could speedrun the entirety of Portal before the survivors finally leave.
Besides, I am going to use the exact same logic now:
You can still try to unhook yourself when you're being facecamped, you can still press spacebar when you're being facecamped. You can just suicide on hook 5head. That still counts as playing the game.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/2391668#Comment_2391668
That doesn't seem right. If you do no work for your team, your BP should reflect that. Doing gens and progressing the game is definitely a team effort but you can choose to get out with your team or by yourself. So because you get tunneled and camped out, you want the 25k minimum, while a Claudette or Urban Evasion Nea get rewarded for ...what exactly? I'm fine with how it is, it can be improved but making it so ANYONE gets a good amount of BP, no matter how little they do for the team, isn't the right way to go about it IMO.
Again, if you are capable of gaining 25k with your teammate not doing #########, you're an absolute powerhouse of a survivor team that can face a killer in a 3v1.
And making it a pool doesnt mean you dont get solo points. If a blendette survives it to the end without doing anything, she would lose a pip.
It's not that big of an issue. And yeah, a survivor pool is literally the ONLY WAY to give someone who is being facecamped enough bloodpoints to be worth it.
I mean, seriously, you're literally complaining that rewarding survivors who are being facecamped and tunneled with extra bp is bad, because of that 0.001% amount of immersive blendettes.
#########, that's like complaining about the current event, because it will give those players 2x more BP.
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2391635#Comment_2391635
I'm gonna disagree there... survivors often get greedy and wait to drop the pallet at the last moment. That's where the punishment comes in.
Now, they're being rewarded for it.
How is that a fair punishment if they succesfully dropped a pallet? That was always the risk/reward.
If you were to succesfully get a risky stun out, you shouldnt recieve that hit. Just as risky it was for a killer to greed for a pallet hit.
Except the killer doesnt get rewarded for a hit that was too late anymore.
Your logic here is entirely flawed.
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@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2391665#Comment_2391665
It's not fair for the killer either to hit a survivor legitimately (from their screen), hear the screaming, get stunned and then see them magically run away. It just looks extremely janky.
The natural consequences of these changes is that you'll see even more Nurse, Spirit, Deathslinger etc., all the killers who don't care about pallets much.
Ah, so you'd say it's fair for the survivors who fully dropped a pallet, were 100% safe on their screen yet still get injured from it?
No, this is literally the most fair solution there is. The legitimate hits you see on your screen might have been fully illegal on the screen of the survivor.
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@Thrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2391654#Comment_2391654
I don't play jane really at all but I had a cake. I invested some BP and was running blast mine. I brought the sole cake and managed to apply the BM and got grabbed because I was greedy about using it. Rank 20 doc with bought cosmetics, same ones I use, never took a step back after hooking me. Unhooker who didn't touch a gen got me off of there late second stage and was downed and quit before being hooked. 4500 with a cake and bloodhunt and 4 gens to go when i said screw it and stood still. He knew how to play and chose to be fun sucking on purpose. down 1 on last hook being tunneled by doc and 4 to go didn't feel worth the effort.
Nearly every time I bring a cake I get those kind of killers.
If they stay close enough to hook for the models to actually be able to do so why can't we fight back?
1 meter range 45 degrees from center either direction. Let us kick them in the face and unhook.
Yeah, now imagine the same situation, BUT:
- you gain 1k points for every generator finished
- you gain 500 bp for every heal
- you gain 300 bp for every chase
- you gain 3k bp in survival for being sacrificed first.
I really think facecamping and tunneling stops being an issue, if survivors who are being facecamped or tunneled are rewarded for the actions their teammates do. It would make those 5k bp moments on end screen much rarer unless people suicided on hook.
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The only reasons you have as a survivor to stick around:
Actually giving a killer 2 hits if you're healthy.
Giving ranged killers some time to practice their shots before you leave(if they noticably had issues in their aiming capabilities for example).
Vibing with the killer if the killer wants to vibe.
Any other reason and:
- you're wasting the killers time
- you're wasting your own time
- you're making survivor queue longer
Dont stick around to be a toxic #########, you're doing more harm than good.
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@Bumbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2391730#Comment_2391730
Yeah, and the closest server to me is half of the world away. There is no way for me to get a good connection, it is either bad or alright-ish. Do you think this is a fair reason for BHVR to treat me as a second class player? As if my money are worse than european or american.
Which means you'd be living in South Africa, but you're assuming the list of servers deployed initially. BHVR has been opening more servers around the globe to get more spread. Especially since crossplay allowed people with different platforms to connect to Sony, Microsoft and Nintendo servers.
And yeah, if there arent enough people there to cover the costs of maintaining those servers. That money would be worse than an area where there is a high density population.
Besides, there are multiple reasons for a bad connection other than distance:
- Local cables to the nearest mast are awful quality. This can be the biggest influencer to your connection. Having bad cabling can turn a 70ms connection into a 340ms connection.
- Providors being skimpy, not much of a common practice, but if there is effectively a monopoly, providors could artificially make your connection worse so you'd buy their higher package.
- Your nearest mast having interference, often leading to freeze frames.
So yeah, if you're living in South Africa, your nearest server would be Sao Paolo. But with that distance, you should still have around 90ms.
And this is talking about servers they deployed in 2019, between then and now, they have expanded(i've seen a few messages about certain regions gaining one, they just never really created a list I can easily find and i'm too lazy to do that work for them).
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2391726#Comment_2391726
sure, if the survivors are like hugging each other. that is like saying leatherface can down entire team in one chainsaw. The survivor have to be severely outposition to let this occur and make some pretty poor gameplay decisions.
I cannot say I really agree with this statement as a huntress has fairly short cooldown between m2->1 and it is almost an instant down. Moral of story is that many killers thrive on survivor being out of position and this has almost nothing to do with killer gameplay and everything to do survivor.
In accordance to @gatsby post, Trickster is still very much spam based more align with plague rather the more precise Deathslinger/Huntress. He will never be a very precise killer and he was never really designed to be precise. He is simply worse at his spam than he was previously. It seems more like he get punished regardless if the player is playing him well or not. If your playing him badly, he's legit possible to 5 gen chase with laceration mechanics and constant reloading(Solo-queue survivor experience). If your playing him well, you'll get 1 down per locker reload and lose to gen speed/poor map pressure vs strong survivor team(This is my experience from playing him).
I mean, I really disagree, having to hit 6 knives only with being able to hit 4 knives during a vault(5 if you're at full speed) is quite nutty. Sure, you'd still have to hit 2 more knives than a huntress hatchet, but you can also deal the injuring knive at the start of the vault, meaning you only need 3 more for a down. That's when you start spamming knives.
And no, Trickster isnt a spam based killer anymore. Too few knives. If he was spam based, his spread would widen the faster he goes, which isnt the case.
And yeah, if you play any killer badly, you can be looped for 5 gens unless you brute force m1 mode. He has a higher skill floor than huntress, but he also has a wider skill ceiling, where he shares skills with deathslinger and huntress.
People need to realize Trickster is now a different type of killer. If you still assume he's played like his old version, you're going to have a bad time as you're missing 3 knives per inventory. Slap on Death Throes and Bloody Boa with Infectious Fright and Distressing, then you'll see why he has been changed from the PTB.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2392295#Comment_2392295
Before Undying nerf it was worse. The killer could get 3 activations in a match.
IMO, check for other hexes like Ruin by touching gens and cleanse the Hex when the killer is chasing an injured target. An exception might be Spirits, they tend to run Haunted a lot.
wasnt it 4 activations in a match?
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You found Haunted Grounds, then Undying respawned the totem on itself, and then you triggered Haunted Grounds again.
Undying isnt just a totem that is the first one to be cleansed, you still trigger all the effects that come with cleansing the hex totem.
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@Voodoo_Thirsty said:
Let's see...
- Granny (Sylvia Ganush) from "Drag me to hell".
- Invisible Man from "Hollow Man".
- Frankenstein's Monster from "Frankenstein".
- The Collector from "The Collector".
I can go on forever TBH.
The best part about Frankenstein's Monster, is that he's not a licensed killer. In fact, I would love DBD to take a really creative way with Frankenstein's Monster. Unless you really want the flat head bolted neck version that's owned by Universal Studios, I rather see the original depicted.
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@IronKnight55 said:
People getting this upset over crouching and flashlights... 🤦♂️
To be fair, that's like saying "people getting this upset over the killer standing still" after they have been facecamped 3 games in a row.
It happening isnt the issue, it's the amount of time of it happening that is. If you're in the exitgate and everyone is safe, just leave or take hits, dont wait at the end for the killer to get you out unless someone isnt safe yet. Its just sportsmanship.
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@Bumbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2391650#Comment_2391650
Why do these people have better connection?
Living closer to certain servers, some living further away but having a faster connection through other means. You are not being connected to the same server everytime you play. You're being connected to the closest server available for all players.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2391624#Comment_2391624
Most of the games that I've played as survivor vs Trickster have not been close games. they've been typical 3 man escapes /4 man escapes and some of tricksters have been.... red rank. personally I feel like you can 1vs1 trickster fairly easily. Most of them seem to run out of blades mid-chase giving you big distance in chases. its fairly easy to heal with laceration meter in combination of tall loops and Los breaks.
I am not sure what your trying to say in regard huntress vs trickster comparison however trickster does on average need more time to deal health state of damage and therefore will have his blades held up longer where as huntress just needs razor thin windows of opportunity to throw and land full health state of damage with very fair ease of use. strong huntress players are pretty challenging to go against.... trickster... not so much.
Before his buff, yeah, he needed much more time than huntress. After his buff? He can literally down 2 people before Huntress can down 1.
People spamming too much with his blades are people who dont understand his power. You can throw knives where other killers have to mindgame. You can deal damage states where no other killer could. People not using Trickster's power to their advantage and calling him too weak, is like people playing Nurse who dont blink untill they see a survivor and then complain Nurse is too slow.
Trickster isnt the strongest killer, but he is more than viable enough to carry his own ass.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2391645#Comment_2391645
Then i would have been stunned before hitting them since i have the lower ping.
Not how it works. The pallet stun arrived to the server before your hit did. You dont know when they dropped the pallet, you see the pallet drop after the survivor already started dropping it.
Lets take this example: I cant find the time it takes for a pallet to drop down, so I will assume it takes a quarter of a second to fully drop.
The survivor droppped a pallet at 12:58:50:9942 with a ping of 65. That means the server recieves the pallet drop at 12:58:51:0007 and the pallet drop being a stun at 12:58:51:1257
Now, you are the killer with a ping of 20 and hit a survivor at 12:58:51:1238. That means the server will recieve your hit at 12:58:51:1258
So the server recieved the stun 1 ms before your hit. Meaning the server will simply say "the killer got stunned, he could not land a hit".
From YOUR perspective, you dont see the pallet dropping untill 12:58:51:0027 and it's not at 50% untill 12:58:51:1277. So from your perspective, it should have been a hit that's getting denied. But from the SURVIVOR'S perspective, they dont see your hit untill 12:58:51:1323, even though their pallet is well beyond the 50%.
This is assuming the server can process instantly, which it cant, so there might be an additional 50 ms delay between things due to processing time.
The ping difference only really starts mattering when you perform actions at the exact same time, but neither of you will see each other act at the exact same time.
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@FogofWar23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2391654#Comment_2391654
You mean Like that Claudette that did nothing should get 25 k ok ..
Sure, that could happen, but that survivor who wasnt able to do anything at all because they were camped and tunneled on hook would also get 25k.
Survivors are a team effort, it makes sense that points and emblems are based around that team effort. If Claudette survives long enough to get 25k by doing absolutely nothing, that means you didnt need her anyway.
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@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2390610#Comment_2390610
Have you actually seen the clip dude, the hit connected very early during the pallet drop animation...
That is just his own perspective though. From the survivor perspective, that pallet was already down 50% or more.
Now, what seems more fair?
- For a survivor who already dropped the pallet 50% down to be hit because the killer perspective didnt line up? This used to be the case 100% before the patch, sometimes the pallet was dropped 100%, only for the killer to hit me and be stunned 3 seconds after the pallet was dropped
- Prioritize the action that reaches the server first? Aka, if the pallet being dropped reaches the server before the hit, the hit gets rolled back.
Obviously option 2 is the fairer one. Option 2 only "robs" the killer sometimes, while other times it can "rob" the survivor, where option 1 always "robbed" the survivor.
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@CornHub said:
Too many people were being selfish last week & I was barely seeing any cakes being used near the end of the event, but this time around there's even more of a reason to use cakes since the profit will be even greater. Please, think of the community & cough up the confectioneries.
I mean, I hoarded cakes during the entire event while using cakes too. And no, I will not use my cakes. In fact, I have 100+ cakes left from last year that I refuse to use untill survivor BP is better. Once survivors can get 20k BP even if they are being camped on the hook(this can be doable by simply making all survivor catagories a global pool), then I will gladly use up 99% of the cakes I own on survivors. I dont really see the reason in using a cake if I end up getting 6k BP(30k with the cake multiplier) because I was tunneled/camped out. While if I play killer, I can get 200k+ BP in just the average match.
On killers, I have used one every single match.