PrettyFaceKate
PrettyFaceKate
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- PrettyFaceKate
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There's some good discussion going on. I'll just add that it's a perk that I tested extensively, and it's barely noticeable and a waste in soloq, because it requires a lot of coordination (not just gamesense) to work. But even in a full party, it has to be run by the whole team to do its job. The hook instance condition is crippling and, when going against a deadlock+nwo, you need the full 1m30s extension to have an effect, or a 2k is very achievable just via facecamping.
For how much they gutted the perk from ptb to live, instead of going for more gradual nerfs, I'm actually surprised they didn't even add the condition that it deactivated when gates are powered.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308075#Comment_3308075
I'm aware, which is why I said CAN. You should never let a teammate go to 2nd hook anyways, it's better to trade when Reassurance ends.
In the context of hard camping, trading is contingent on the killer allowing it in a 1-man rescue. Otherwise, 2 survivors are required for the save. In which case, the gen downtime might not be worth it at all, as it's often seen with coordinated teams even in comp.
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@sulaiman said:
I got some hard rubberbanding last night, but it was only once and the killers name was implying he was using lagswitching as a tech. Thought that was what he was doing, so i reported him. Coincidence?
DbD, the game where it's impossible to tell apart bugs, cheats and features.
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@xfireturtlex said:
I think people are missing a huge drawback to the MMR system that's mainly a survivor issue. If survivors have higher MMR, they're more likely to get better teammates. Matches get a little easier to handle. But to get higher MMR, you gotta escape at all costs...even if that means screwin over your teammates. You can do 3 gens, run the killer for the other 2, heal teammates, take hits for em....practically carry a team, but if you get hooked at the end and gates are open your team's probably just gonna roll out. Nobody wants to drop in MMR. A couple bad matches are insignificant, but line up a string of loses and the potato factor starts to increase. Then you lose more. Now you're stuck in MMR hell where you can't get that Dwight to stop pickin his nose long enough to hit a damn skillcheck. The games start to suck hardcore cuz you're still in a spot to get competent killers. Why would I go through all that when I could just say screw everybody else, Ima leave as soon as those gates got juice? That cycle is why most people hate solo q right now.
This is a fair point that I believe has been made obsolete ever since they buried the soft cap into the ground and made backfills basically everything goes. You can have streaks escaping through the gates with teammates who know what they're doing, then even with insta queues the game suddendly keeps puttin you into lobbies with thre bots crouching in the corner of the map.
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@Belzher said:
Wait, are DCs without a timer now? Why?
Because EU servers, especially UK, have been utter doodoo for a week and BHVR is closed for holiday break.
As for depips, I'll state what I've always stated. If grades are meant to be a mere reflection of time recently played, then safety pips should be the minimum guaranteed, with depips left as an additional punishment for people who DC (to disable when timeouts are disabled as well).
There's no reason to have depips when so much of it is dependent on what your opponent does to give you a chance at a pip.
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The question could be interpreted as either what iri add on gives the greater absolute power spike minus where you start from, or alternatively when you consider the end sum with the basekit power. In practice, it might be hard to tell apart.
I'd say previous answers are on the money. Blight's both iris, MDR, then Uroboros Vial. Pinky Finger and Black Incense are both lowkey busted as well.
Infinite T3, Iri Tape, Iri Head, Mint Rag, Torn Bookmark and Engineer's Fang are all underappreciated, imho.
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Both variations are currently the two most killer sided maps in the game, especially with available slowdown.
3 genning is built into the layouts and spawns, the central area gives control of the halves and survivors don't have an alternative route to get across, many hooks can be camped incredibly effectively and access can often bodyblocked from one side, forcing rescuers to get long detours, most pallets have been severely nerfed and once the few good ones are gone, there are almost no vaulfs and the option is to hold W.
If the killer plays remotely ruthlessly, survivors just get 3 genned and then they die. The end.
The map was trash from a playability standpoint in the original release and they still are after the changes, for opposite reasons. The rework was a failure, as was the original iteration, as far as I'm concerned.
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Realistically, and considering how DbD players can find a way to subvert everything, with that suggestions, slugs for the 4k would still happen. The killer would try to locate both survivors and slug repeateadly until they either get the final mori, or one eventually bleeds out. So, if everything, those situations would get dragged out even more.
Imho, the better solution, when it's down to two survivors, would be to give the option to the slugged one to bleed out at double rate. But I'm sure someone would find out a way to subvert that as well.
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(Disclaimer: not naming and shaming. What he's doing is allowed and I don't have any feelings about the individual.)
I think I know who the streamer is. He popped in my suggestions. I checked just to see if it was a clickbait and turned out it wasn't, then I left.
I was also quite astonished at the viewership, but as another poster said, that is representative of the culture of DbD.
Props to OP for the data collection. The results of the trials don't surprise me. A more competent player might get even better than that just via build optimization and more mechanical proficiency in the first chase. Also, Bubba is not even mandatory for this, as similar outcomes can be accomplished with a variety of killers.
Gen times, mechanics that rewards camping (grabs and unhook interruptions), passive slowdown etc., all make this a very viable tactic.
The content creator might be trolling, or be doing this on purpose to expose game issues. Regardless, this might be a blessing in disguise. The more this gets traction and gains popularity, the less the devs can pretend it isn't a problem and remain inactive.
If you balance the game to give more time to go for hooks, you concurrently buff camptunneling as well. Minmax players will simply stick to the latter. If you do want players to actually go for hooks, then you must make the alternative penalizing, or it won't work. Deathgarden taught us that lesson.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305564#Comment_3305564
They also said sometime around the ruin rework that they wanted gen perks to not synergise in order to create less 4 regression builds
And here comes Eruption, call of brine, overcharge and nowhere to hide builds
True that.
Multiple slowdowns stack so well because they changed how they interact with gens already regressing or blocked by the entity. They made it so that those gens can be damaged further, when that wasn't the case previously. Or that multiple effects can be applied with the same action (aka kicking meta)
It doesn't take Sherlock Holmes to understand that's what made synergies possible. They literally created the very issue they were stating they didn't want to have.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303634#Comment_3303634
Say what you will about the Devs but I honestly believe they are more than aware of the issue and most likely working to address it. They huge hurdle I can see stopping them from implementing anything substantial is that they really would need to rework the core mechanics of the game. I’ve just never seen any good suggestions that wouldn’t hinder killers in a significant way.
There's no need to overhaul anything particular core to make it fair (keyword fair, not either-sided) in at least 90% of situations, imho.
The fact that camptunneling works so well is because the good ol' parroted sayin' "just do gens and escape 4head" doesn't apply anymore with current repair times and slowdowns. And even a coordinated team has to commit 2 people to a save (possibly even ending in a 1-for-1) due to the most stupid mechanich that is unhook grabs/interruptions.
Simply remove unhook grabs/interruptions and add 5/10 sec per hook stage. It's not even an unheard-of exception, given that jumping into the hatch was also purposefully changed to be ungrabbable/uninterruptable (minus a possible oversight with Wesker). The rescuer becomes locked in an instantaneously queued animation, but they still take damage. The killer can get their 1-for-1 but they can no longer force a single rescuer in a stupid chicken game, or force an additional survivor off gens by simply Sstanding at the hook. That is for camping.
Then make the unhook endurance work as MoM's (aka doesn't put you in deep wound. Oh, look, another exception that's already intended). Savvy tunnelers will smack the rescued as soon as the save is complete, also because mobility and ranged killers can follow up very quickly with a second attack. But the change will make it so they now will have to contend with OtR, DH and whatnot, instead of being able to circumvent them.
There will still be fringe scenarios like Bubba. But if they haven't been able to fix his facecamping after all these years and a rework, there's not much faith to have in general.
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303665#Comment_3303665
Mostly because anyone who dares to make any suggestion will get yelled at.
EDIT: on a more serious note, there is a problem where the community doesn't want to address this either. Anti-camp solutions often get a mix of 'just rush gens', 'it's a valid tactic' and the asinine 'the devs tried one thing, once, six years ago, so it's pointless to try and come up with something'. Anti-tunnel solutions will have killers swearing on their grandmother's grave that they have never gotten a single kill without tunnelling.
The campers and killers are absolutely sabotaging the search for a solution.
As always, DbD's community is its own worst enemy. I believe the devs have to carry part of the blame on the specific topic of this thread, simply because they tried something six years ago, didn't work and just didn't revisit the issue despite many suggestions throughout the years. And they seem very wary of not upsetting a very vocal minority.
Even when fixing camping issues through perks, which is a terrible band-aid, but still better than nothing, they just backtracked without even giving it a chance. And I'm talking about how they butchered Reassurance to make it work on hook instance basis, where a simpler, straightforward and more gradual nerf would have been per hook stage. Or, they could have increased the range in compensation. Instead, they opted for the sledgehammer.
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@chrisafl said:
Well, I have a video recorded and would be happy to share it but I guess the forums don't allow mp4s. Hopefully the info above is enough info, otherwise please reach out to me with an email or dropbox link or something and I will be happy to share it directly.
you can upload to youtube or streamable and update the OP with the video link. It's allowed.
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You could facecamp someone to death in 3 min, with no possibility to advance survivors' objective. Rubberband balancing is never a good idea in pvp games, as it makes players' actions feel inconsequential.
This is an issue that should be solved at matchmaking level, or by balancing other aspects.
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You'd have to bring up the power level of SoloQ, as you observed.
But there's a cognitive dissonance in the community. Take a simple example. Even something as benign as a totem counter in the HUD, which wouldn't affect at all 4-man seal teams, was fiercely opposed by this community while in the same sentence they were asking for killer buffs and then soloQ buff to bring solo to the same level. Even more illogical, considering that if we want to say totems are objectives, than we should treat them as such.
But the disconnect with the living game starts with the dev team itself, not just the community. Staying on the same example, the almoghty head of the balance team thought band-aiding with perks (aka adding the totem counter to Small Game) was the great soloQ buff all soloQ were asking four. And he even flaunted about that in a loading screen anniversary quote.
Given these premises, don't expect a consistent direction in the balancing of the game. And the responsibility belongs as much to the community as it does to the devs.
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IF Neon_Nea = Click*n^2
THEN Kobe
ELSE 2nd_Stage
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1634893#Comment_1634893
They've yet to change my mind. After all, not even a Nurse can do anything against truly good survivors.
Nah, I'm not talking about pros. I'm talking about simply competent, not elite survivors. I've played as him constantly at rank 1. So much that I've to take a break.
He's a super fun killer. However, survivors are starting to adapt. His power is not really effective on most loops as it's very easy to path safely. He's got a bunch of maps that are terrible because he can't bounce freely, or he simply can't see. His pov is atrocious in grass and corn. Medium height loops, even unsafe one, are ludicrous because survivors can see you but you can't see them. Coupled with bugged sounds, his tracking is hit or miss. If survivors are sentient, he's very easily turned into the equivalent of a double windstorm Wraith, i.e. he can be all over the map as much as he wanta, but he's just a double hit m1 killer.
@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1634893#Comment_1634893
I only got 4K's on Rank 8
:D
No offense, but your average purple rank survivors can be 4k'd even with the bottom of the barrell killers, barring some stupid map rng like Ormond.
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DCs are just common right now.
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Corrupt + pop is fair, in the sense that it's fairly small pp but no content creator called it that so it's all good. I run it on most on my m1 killers without a care in the world because this is dead by daylight, not measuring pps by daylight.
On strong killers it's overkill against the overwhelming majority of survivor teams, so it's something that one would run only if they're in the mood of not trying.
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You should probably post this in the bug report section and include steps to reproduce.
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The problemi with the add-on is that it is indeed overtuned, but it also is the only thing which makes Blight viable against any survivors who don't simply run in a straight line.
I wouldn't care if they even deleted the add-on if they at least raised his camera to a normal height. Otherwise, C21 is the only reason you can see anything on a lot of maps.
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@Zeus said:
https://forum.deadbydaylight.com/discussion/comment/1625184#Comment_1625184
Apparently they are near invisible in graphically updated maps. This was the case even during PTB so I'm surprised how it made it to live.
I am not surprised that a known bug made it to live.
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Well, I'd say it simply works well in general. I'd say Undying/Ruin is quickly becoming meta and Tinkerer/Surveillance/BBQ simply synergize naturally with that combo and with a lot of killers' abilities.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1623577#Comment_1623577
May i point you towards the tournament results where the killers sole objective was to stop gens. now tell me how it went?
Being rushed is up to the survivors not you.
I don't know what tournament you're referring to.4
In BOTB the objective were hooks and kills. Those awarded points.
Stopping gens denied points. I don't see how that suddenly became the 'sole' objective.
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Very rarely. Only if see the other survivor or if I play around DS.
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Steve. It's not even a contest.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1623165#Comment_1623165
Tunnelling happens DESPITE DS, not BECAUSE of DS.
Almost any match without an obsession is an instant tunnel-fest, showing that the rationale that it's DS fault is simply counterfactual.
I never said DS is what caused tunneling, I simply explained why I think it exacerbates the problem and then asked what people thought. You're free to disagree, but at least reply to what I actually said. I even put in this edit precisely because I knew someone would show up and comment something like what you said, but apparently it wasn't enough:
EDIT: And no, I'm not saying that "tunneling" would go away if DS were removed. I'm saying what I actually wrote, don't try to extrapolate or assume anything else.
I replied exactly to what you asked. The killer tunnels despite, not because of, DS. If a killer tunnels just to get rid of DS for endgame, they're:
a) making a bad cost-opportunity decision except under some special circumstances.
b) anticipating that they're going to tunnel that person out anyway.
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Tunnelling happens DESPITE DS, not BECAUSE of DS.
Even those instances where survivors play in-your-face to challenge to eat the DS, the killer tunnels because of the taunting, not because of DS itself.
Almost any match without an obsession is an instant tunnel-fest, showing that the rationale that it's DS fault is simply counterfactual.
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I was very impressed with him. He also plays an insanely good survivor. Real MVP of the tournament. He gave Ayrun headache worth for at least 3 more tournaments.
The only thing he messed up a bit was going for too many prediction shots with PH and that chase on Zonghow after they reset that match for the camaraderie bug. I guess fatigue and frustration kinda took its toll a little bit, which is more than understandable.
TricksterShadow is the other one who really left an impression as killer, but his survivor team was too boosted to make it far through the tournament. I can't imagine going from a team with the likes of Ussylis to one that gets destroyed by a Plague..
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Afaik they've removed the slowdown between throws, not the cooldown between throws aka throws in succession or throw into m1.
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It's a good perk, not a must. It works well early game and on snowballs because that's when survivors are most likely to stack on gens.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1619163#Comment_1619163
The devs don't balance around the top end. They balance around the low end, because in their eyes, they see DbD as 'casual.' Which may hold water, IF you weren't pitting two sides against each other.
They used to see it as casual and said that it shouldn't be viewed as competitive.
However, they changed stance not long ago and said it's competitive. Which I find preposterous.
@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1619537#Comment_1619537
Even with the all seeing and windstorm add-ons, tournament survivors should never lose against a wraith.
The Yui in that team made my brain hurt. She basically gave two free downs after the restart.
First she has shack pallet and somehow she drifted away gifting a free bodyblock.
Then she camps the back window upstairs. She's on the safest spot on the maps where she can see the killer coming from a mile on one side and where the window protects her on the other. Then as Otz starts uncloaking she insta vaults in the blind into a Wraith who has DIRECTIONAL bell sound.
Some of these teams were very good, but some others would be smashed even in pubs.
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@ClickyClicky said:
Over 1k hours per survivor.....lol I’d kill for that.
For me the survivors start at 2,600 hours minimum and go to over 6,000 hours. Guessing the EU servers have a small playerbase on PC?
I think they do know about the balance thats why killers over the past year have generally been stronger than previous years.
PC EU is a stupidly tough server in the red ranks at peak hours. I'd say it's much more manageable since crossplay, though.
But before? At rank 1, even in the mornings, I'd face squads of solo survivors who'd deserve to play in Hexy's tournament 10 times more than some of those teams who clearly don't belong there.
I don't want to start a sterile pp measuring contest. I just say that the huge disparity in the average level of players' pools is patently evident when I watch streamers who consistently get braindead survivors who I stopped getting matched against since I climbed past green ranks. Those streamers include some of the bigger ones who wisely play at ungodly hours and for good reason.
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Everyone wants that sweet Hexy money. Gotta hone in that campo and tunnel skillz for the next tournament.
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Yes. Some killers are bugged currently. There's no heartbeat, only proximity music.
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I think it's a tie between Ormond and Haddonfield.
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@Endstille said:
Haven't seen a single good blight so far. To me his weakness is that when you see him coming and he uses his ability you run at him since he can not hit, get behind him and once you are there he is not able to turn enough.
The only 'good' ones I saw are the ones using compound 21 and after playing as him I understand. When I took it off I was completely doodoo.
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Short quick phases.
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That doesn't qualify as 'small' at all.
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Welcome back and thanks a lot for these summaries!
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I can confirm. I played only one survivor game but it was a Doc and he had no heartbeat whatsoever throughout the match, only his unique music. No TR perks and only static blast add-ons.
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He's not the only killer with a spammable cancel (see Deathslinger for example) and BHVR seems fine with that kind of stuff.
I really think they won't touch his m2, but they'll do something to his cages.
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I want to petition for leaving him as he is and not giving him an idle animation.
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@Zeus said:
The PTB they released wasn't really close to the launch patch. They did a lot of changes and they did not update PTB to test them out. Which is why there's so many bugs. They need to update PTB continuously. What's the point of not letting consoles have access to PTB when it is not getting updated continuously.
They confirmed that the PTB was a version that was officially already obsolete at release. Hilarious.
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@elasticheart said:
https://forum.deadbydaylight.com/en/discussion/comment/1609349#Comment_1609349
The thing we're saying is, this achievement is so inconsistent when it comes to credit towards the progress bar.
So I just healed a survivor while 3 were injured including myself and it DID count. So I guess it works now?
EDIT: I have managed to get all ten heals but now it won't unlock? LOL
https://us.v-cdn.net/6030815/uploads/W9WRGPA96L5Y/steam-jjnobxifc7.png
I think it's just bugged and it registers randomly. About half an hour ago, I was in the exact same situation you described, 3 injured including myself. I healed one person for a full health state and it didn't count. I was recording, so I went back to check if we were still injured from beginning to finish and if the person I healed didn't have any progress. Everything checked out. They couldn't have even 0.01 charge of progress because they mended in front of me and they didn't have self-care nor a med-kit. The other person was injured throughout the heal.
It's bugged, which is not unusual for new achievements.
Regarding the completion bug in your screenshot, I had that as well for the chapter before this one. I can't remember what achievement that was exactly, but it unlocked once I got another proc to progress.
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@Hatty said:
So, I spoke today with what it seems a blight main, that did 60 degree turns, because I was actually impressed, and apparently you can use your own body along with your camera to get what they seem as "impossible hits".
For some reason they make turning way better, and let's you get an incredible high turning speed. I have no idea of the specifics, but I guess it's something like moonwalk/360
It's gonna be nerfed soon probably, just like what happened with Oni. It's also incredible the ammount of blights that exploit the mechanics of this game, like bumping into corners/slides to have a higher speed, and I even saw someone abusing the hill collisions to gain 2 stuns mid-air and it was absolutely horrible.
They shouldn't of have increased the speed on the base kit, since as of right now, the "meta" addons is less stun time, and higher speed.
Maybe they're stacking mouse and keyboard turning?
I haven't played as Blight yet, but that's how you could do 180s with Oni originally.
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@HittingOnHook said:
https://forum.deadbydaylight.com/en/discussion/comment/1608730#Comment_1608730
in any other serious game an emergency patch would have fixed it in HOURS, but DBD devs always take MONTHS despite they are dozens
sorry to hear that
I sadly have to agree. But let's be honest, they're busy pushing out the next set of cosmetics, they've got little time to deal with gamebreaking issues.
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On win7 you can get 0 frames, because DbD won't even work.
Console >>>>>>>PC
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At least you can boot the game. If you have win7 like me you can't even do that and the workaround doesn't work for anyone.
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@Heartbound said:
Dead by Daylight has 3 stages.
Stage One: You're new and you just want to try your best. See the sights. Getting better as you go along.
Stage Two: You HAVE to be rank 1. You know ALL the maps. You HAVE to run the meta. You're going to dominate in whatever role you're playing and if they use NOED or Decisive or ANYTHING YOU DON'T LIKE THEY'RE TRASH.
Stage Three: Hey I got 20k bloodpoints that match. Wonder if this perk combo will amuse me for a few hours?
Stage 4: you can't play the game anymore because you're on Win7. At least Civ 5 still works fine.