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PrettyFaceKate

PrettyFaceKate

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PrettyFaceKate
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  • @megdonalds said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054022#Comment_1054022

    No, it's called trap buffer and it's a feature. It was already in the game in the early dbd days and they just reintegrated it. McLean mentioned and explained that in a dev stream many months ago. Funny how people bring the pointless spaghetti code argument about things they don't know or don't understand.

    It's called spin-doctoring spaghetti code. Shills on this forum are very good at it.

  • @ZoneDymo said:

    You can start the "dissarm trap" animation to let a teammate walk through a trapper's trap and then drop the animation making the trapper get himself caught in it

    really cant believe they actually patched it to be this way.

    What ffing sense does that make, you are DISSARMING IT, meaing its still armed, its armed until you dissarmed it, so why the F can anyone walk over it?

    Will NoeD stop working as long as im busy destroying the totem? (I know dont give them any ideas) No, its active until its destroyed so what the F is this crap with the traps.

    It's called spaghetti code.

  • @RobMeister88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053613#Comment_1053613

    That or reduce the time effect of BT to around 8 seconds, that way it's more reliable but can't be abused as it currently is.

    It doesn't require a terror radius and lasts 15 seconds for basement hooks and 8 for all other hooks. How about that?

  • How about this:

    1. You start the trial in the healthy state, but you suffer a permanent exposed status effect applied on you until you're put into the dying state. From there on out, the broken status effect is applied.
    2. Grunts of pain are reduced by 100%
    3. You receive 100% extra bp for actions in the boldness category.

    About your idea of hiding the broken status effect to the killer, I think it is very interesting. However, the devs are fixated with consistency for the sake of it, so I doubt they would bother taking that idea into consideration.

  • @Hamtroll said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053347#Comment_1053347

    You usually only get hit with BT if you are camping. If they do a stupid save in your face you can either go for the unhooker or wait the 15 seconds to cancel the obvious borrowed time.

    BT needs to exist or killers could camp the hooks with impunity. They already try it all the time at red ranks when the games go south.

    /thread

  • Welcome to solo q.

  • @NoShinyPony said:

    BBQ was introduced as an incentive for the killer to leave the hook and not camp. An incentive to prioritize hooking a new survivor over tunneling. It gives the killer bonus bp for making the game more enjoyable for survivors.

    Following the same logic, if we want to give WGLF an additional effect, it should be something that encourages survivors to play in a more enjoyable way for killers. Any ideas?

    It already does that. It encourages overly altruistic behavior instead of doing the objectives and the use of a perk slot for something that has no survival-increasing effect, all of which benefit the killer.

  • It's a game. Play to improve and go through the learning curve. Ignore what survivors will tell you.

  • @I_Face_Camp said:

    https://forum.deadbydaylight.com/en/discussion/126004/camping-waving-on-hook

    Whaatt?! I've always used waving hands to signal that nobody was coming to save me

    There's no consensus on the meaning. Apparently, early on in the game history, waving meant one was being camped. Although, it's kinda counterintuitive and a little backward, imho.

  • A couple of days ago. Someone must have been sabo'ing hooks, because the trapper dropped me and set a trap, trying to get me to step into it when he picked me up again. He blew it and I escaped.

  • It would make the grind even more ridiculous and it would reduce the number of characters played to those who have unique meta perks, which it would also be bad for the cosmetics business. That's why I don't think we'll see that.

    The grind is already bad in general and especially for killers. I'd rather see that fixed and let people play whatever characters they want.

  • I actually welcome NOED... with my Detective's Hunch.

  • It's out of character and she looks like a groupie, or worse.

    https://www.youtube.com/watch?v=17KmNrG9pE4

  • I have 30-35 ping and my connection is super stable. Code seems to be killer-sided for what concerns hits regardless of ping (getting hit after clearing a window and being rubberbanded back to make it connect, dead harded but exhausted etc.)

    I observed that both as survivor and killer, whereas I was given hits that were delayed and visibly very generous.

    Grabs are a different story and seem very inconsistent, so I don't think either side is favored, but it doesn't occur often enough to be completely sure.

    The implementation of dedicated servers was evidently subpar and probably a rushed decision. They aren't optimized at all and it looks like they simply slapped a server relay between a p2p, with the downside that now we have no idea what our real ping to the opposing side is.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1047077#Comment_1047077

    or i can M1..waste his speed boost and pick him off at a distance. Like i did. which ended the chase faster.

    No, it's the other way around. The poster you're replying to is correct. If you're in melee range, it's faster to go hatchet and then m1, or another hatchet. You came here for advice. I suggest you ask questions if you thought differently about something you're told, instead of assuming you already know.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040619#Comment_1040619

    Tru3talent also has 5K hours into the game. He should be winning the vast majority of the games.

    https://forum.deadbydaylight.com/en/discussion/comment/1043267#Comment_1043267

    Survivors did perfectly fine before the Decisive Strike rework. Why is now suddenly a nessecarity?

    That's the thing, though. All the killers with thousand hours win the majority of their games. Fungoose absolutely roflstomps and he plays everything without add-ons. All the other big streamer killer mains don't really have problems 4k'ing, except maybe Otz because he goes for a lot of experimental stuff. If we balance the games around the top players, as it was requested here around the time Ruin was nerfed (a nerf that I don't like, just for the record), then we can't really say that the game is survivor-sided, contrary to what Tru3 thinks.

  • Too much stress to play, while there are other low effort alternatives.

  • Survivors should spawn hooked too.

  • Facecampers like the one in the example don't care about ranks, pips, or bp's. They're trolls who take pleasure in ruining someone else's experience. That's their gratification. Getting genrushed is absolutely no punishment to their eyes.

    Taking away points for camping does nothing but making things easier for them by going against weaker players.

    However, I have to admit that for a company who cares so much about 'fun', it's baffling how long this stuff has been in the game.

  • Finished the killer challenges without much trouble. I had a blast (pun intended) playing new doc.

    Now doing the survivor ones, it's all spirits, docs and freddys. I saw a couple of trappers too. It's taking a while, but the queues are good.

    NOED is EVERYWHERE.

    I got facecamped (literal facecamp) by a doc off the first hook for no reason at all, unless we count looping him as a reason. Then unhooked without BT, he didn't respect the DS because it was bugged and didn't work. I died, then when the match was over, the client restarted with the patch that fixed the DS bug against doc. It was like the Entity was giving me a sign. Luckily, I have enough hours in this game to find all this stuff hilarious.

  • @ReallyBigShoe said:

    To add - easiest way to do it is to run directly into the killer and dead hard through them.

    Even better if it's a Legion.

    This. You can also bait it with a 360 into a dead hard, because generally a dh isn't expected in that situation (i.e. you would have used it earlier).

  • Yes, that's why I'll never run Deliverance ever again.

  • A quality post. I'm surprise the forum servers could handle it without imploding.

  • @Bamallamadingdong said:

    If you're running it with DS then I suppose there could be an argument for calling it toxic, but outside of that I would say no. Unbreakable is definitely one of if not the strongest survivor perks in the game but imo it isn't toxic all by itself as it is only there to counter slugging which in itself isn't a fun strat on the survivor's part.

    Scott Jund had an Oni game he posted to YouTube a couple days ago where he complained about Unbreakable because it stops survivors from being punished for their mistakes. This sort of argument has never really clicked with me, mostly because I've never been as puritan on non skill based gameplay the same way a lot of big streamers are. Sure it's cool when you outplay your opponent but I've never felt like DbD is the sort of game where perks like dead hard or DS or NOED just don't belong. This game isn't an esport, it's never going to be.

    DbD streamers are either very toxic survivor mains, or killer mains who whine at everything. I think that perfectly reflects the status of the community

  • @Shaai1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043711#Comment_1043711

    If u get downed right after unhooking, u got probably stack for protection hit...if u unhooked that survivor while in terror radius u won't get "safe unhook".

    Safe hook rescue events have nothing to do with the terror radius.

  • The fix to noed is to add a totem counter.

    You can also notify the exposed status effect when it activates, but that's kinda inconsistent in the way bhvr codes that stuff into the game, despite their purported fixation on consistency. Haunted grounds warns you before anyone's hit, for example. Devour and Noed don't until after. And that's hexes alone, let's not even go over rancor/myc/iron maiden.

  • With the right add-ons she's essentially her old self, excluding 5 blinks, of course.

    Without any, or with the wrong ones, you can literally run in a straight line and waste 30 seconds by that alone for her to catch up to you after the first hit. Then she has to hit you a second time and not miss/dead hard/locker juke. That's assuming she doesn't lose track of you in the corn, indoor, or any other number of LoS breakers.

    The biggest errors survivors make is to try to hard to break LoS circling around instead of prioriotizing making distance. It doesn't matter that she can see you, if she needs to use 2 blink cycles just to get in range.

  • Not even remotely. Very situational. Equip it and you'll see how rarely you get to actually use it. Although, when it works at the right moment, it can be clutch. However, that's the whole point of a situational perk.

  • Arguably, she already has the best set of add-ons of any killer. What you suggest would be really OP, especially for a brown add-on. If you want to make it that survivors can't ever look forward without taking a hatchet, then you need to give the add-on a downside, such as that you can't hold hatchets when fully charged.

  • Dead hard can be frustrating for new killers, but it's trivially easy to counter, especially on dedicated servers. It works well only when survivors use it to make distance, but if they're pathing isn't perfect, then the distance from DH only adds 3 seconds tops before going down regardless. That requires decent skills, so I don't have an issue with that.

  • The only thing you accomplish with this 'protest', if it'll accomplish anything at all, will be a nerf to Bubba's camp.

  • Spies from the Shadows. I put in on Nurse and I don't think I'll ever take it out.

    @Groxiverde said:

    Tenacity

    Crawling 50% faster while recovering feels sooooo good

    This is also a great one. I think it pairs with DS incredibly well. Whenever you have Tenacity, the killer assumes you have Unbreakable. So, if you're slugged, you can play strategically. You can show your Tenacity to force the pick-up to DS, or wait the opportunity to crawl away fast and get picked up, all while recovering.

  • I don't much weight in Space Coconut's word just I don't do in the devs'. He's riding that wave of being the righteous controversial guy since he was barred on the forum. He's biased and has his own agenda, though. And that shows.

    Killer perks have more synergy, that's why you see more variety. The only real universal killer perk was old Ruin, which they should've either reworked differently, or changed simultaneously with other balance improvements in maps, etc

    Survivor have only those few perks that are truly meta, which is why those are the ones that you always see in the builds. The other ones are for fun, or specific purposes. They could buff many survivor perks and the meta perks would still be the same.

  • My survivor queues are a breeze. PC, EU.

    Killer queues are fast in the late afternoon and evening.

  • They're both unbalanced unlockables. One is more unbalanced than the other, but they're both OP.

    Moris (ivory and ebony) are more effective than keys when used correctly (i.e. tunnel a survivor early). This almost always grants a 3-4k, unless the killer is a real potato.

    Keys are not on the same level of power, definitely not in solo. They're not a free party escape even in a 4-men SFW, because of the hatch spawn mechanic. They obviously allow escapes that would have been kills, but they don't hold the same potential to save 3-4 people as moris (even just ivory, which is all one needs) have the potential to give 3-4 kills.

  • @Yung_Slug said:

    Facecamping is the best 1v1 strategy, but the worst 1v4 strategy. If anything should be changed, the survivor should get emblem points for not killing themselves on hook so the team can do gens.

    Changing the emblem points is not really going to fix anything. A Bubba facecamping doesn't care they depip from a colored number that doesn't give any benefits in itself. They're facecamping because their reward is the pleasure to troll another player. And a facecamped survivor doesn't care about depipping either. They suicide because they want to move on to a match where they can actually play instead of staring at a chainsaw for 2 minutes.

  • @Peanits said:

    We mentioned this back when we updated the Nurse, but there's a good reason why we didn't go with any of those.

    1. Charge time: Increasing charge time would mess with the muscle memory that Nurse players have built up over the years. It also doesn't really change much.
    2. Increasing fatigue: This is something people have made clear that they don't like. The Legion's fatigue was increased to 4 seconds when they were updated. Even though you catch up faster than before given their increased movement speed, the feeling of being in fatigue for 4 seconds was not ideal.
    3. Reducing range: Similar to the first, it would mess with the muscle memory of the Nurse. It also wouldn't change a whole lot. Either the range is low enough that you have a hard time keeping up with the survivors, or it's not and nothing has changed. Either way, not ideal.
    4. Reduced movement speed while blinking: This would give the survivors a ton of time to react and avoid your blinks. Right now you might only have a split second to react, and increasing that window could make it almost impossible to actually get a hit.

    I promise that it wasn't something that was taken lightly, we considered a whole bunch of options before settling on this. This way you maintain control and keep the same feel for your blinks, but you can't use them back to back if you missed. If you blink and miss, it gives the survivor a chance to break the line of sight. If you blink and hit, nothing has changed. Mistakes are a little more punishing, and the reward for blinking accurately is the same.

    Healthy survivors get a speed boost when hit. Old Nurse could double blink after fatigue. Current Nurse can't even single blink immediately after fatigue is over, unless when using specific add-ons. Survivors can make extra distance when hit now and it can take two cycles to even catch up. Therefore, the reward for blinking accurately is not the same. Current Nurse gets punished when missing and when hitting. Those who play Nurse would know that, as the title of this thread implied.

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028530#Comment_1028530

    And why is that a bad thing? Nurse aside from omegablink/5-blink was fair, and took so much experience and skill. Now no add-on nurse can get looped by just holding W, so I guess pay your 9K BP tax just to play a killer that still takes the same amount of experience and skill.

    I never said or implied it was a bad thing, although if you bring that up, I do think it's a bad thing. The grind is already bad as it is, especially for players coming into the game. Killers should be viable without add-ons, just as survivors should be viable without items, just to make a loose comparisons. Add-ons should provide variety, not viability.

  • Do as I did. Learn Nurse ------> get destroyed ------> get adept in your new rank.

  • @xllxENIGMAxllx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028468#Comment_1028468

    Thanks for the reply though don't you think there were alternatives than 6s cooldown. I mean nurse was the strongest killer and she's now the worst one that simply hurt.

    Nurse is powerful even now but a lot of her add-ons need buffs such as undetectable and campbell last breath.

    The 6 second cooldown was obviously added to make the Nurse add-on reliant. Only the baddies played Omega or 5-blink. Therefore, reworking the add-ons would have not impacted the good nurses and it would have resulted in a half-nerf of sort.

  • @HellDescent said:

    1 person in a trial running detectives hunch is all you need to prevent noed. Also you can just rush through the first 2 gens, since ruin doesn't do anything in the beginning of the game to get the aura reading from detectives hunch. You'd be surprised how easy it is to get rid of the perk.

    Detective's Hunch, Inner Strength, We're Gonna Farm Forever. Cleanse totem, take a hit while a survivor is being carried to a hook, get in a locker to heal, rinse'n'repeat. 4 easy stacks and benevolent and lightbringer emblems, even if you don't touch a gen.

  • Killer would become no-brainer mode and there would be Bubba's everywhere. Imagine.

  • @Waffleyumboy said:

    Rancor is really a pointless perk to run for the endgame effect. Noed applies to all survivors.


    Nah, it's pretty good when you blink inside the exit gates to find the bright green Claudette tbagging, only to smack her down in one hit and strangle her on the spot.

  • The logic of the devs is that, because the perk was so widely used, they wanted to rework it to open up new build possibilities and to monitor more closely gen time with less interference.

    I'm not saying it's sound logic, especially the latter part, but that's the extent of argument.

    @Accullla said:

    How do you use BT and DS to bully the killer?

    Because you bully the killer out of camping and tunneling, didn't ya know? /s

    P.S. laugh in undetectable, oblivious and proxy.

  • A change was needed, just not the change we got. The elitist on this forum like to bash on the reason for the change to cater to new survivors, but it's a good reason however you wanna slice it. Noob survivors are alreay stomped in DbD. Old Ruin was such a noobstomper in and of itself that it was overkill^3 in those instances.

    In the stream the devs said they had considered having gen regression effect and slowing down repair speed on top that for the rework. They decided against using both and went for the former. They made the wrong choice. It should have been the other one.

    They should have made it that as long as the totem was active, repairs took longer and no other speed debuff/bonus applied. Very straightforward and healthy change. Instead we got this other stuff.

    Holding m1 is boring, but old ruin made you hold m1 longer regardless. Just one good skill check added 7 seconds. And let's be honest, even the best players have the odd miss with the 3 o'clocks, being interrupted, etc.

  • I support your initiaitive. Keep up the good work and many thanks to you.

  • Do you even have to complete the sabo for the challenge to count, or is it the equivalent of 10 sabo'd hooks?

    Anyway, most are playing dumb in order complete the challenges. It's always like this during events. It is what it is.

  • This situation is very rare and you can dodge it easily. Survivors dodge moris/black wards all the time.

  • They should be increased, but it can't be done mindlessly without looking at forever builds and genrush builds.

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