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PrettyFaceKate

PrettyFaceKate

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PrettyFaceKate
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  • Because the pip system is terribad and it's meant to promote interaction, but not necessarily fun interaction.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/111559/space

    If you dont wanna break the pallet then turn to the side so the notification doeant appear. Same for the vaulting. That pallet breaking thing can actually lead to an interesting tech where the survivor vaults over and vaults back to force you to pick up the survivor, then they blind you. Its hard and situational to pull off but it works. Little things like that make games interesting

    The only time someone tried that on me I had no idea what that was. I faked the pallet break and then I saw them vaulting toward me and I simply grabbed them. I was so confused about what had happened until someone on youtube explained the tech.

  • I see a lot of emotional arguing from both sides. Numbers>>>>>feelings

    At all ranks, excluding DC's, kill rates don't fall below 55% with the notable exception of recently reworked Nurse. At ALL ranks. For ALL killer characters. At red ranks they're all at or above 60%.

    Those are averages. Meaning that there will be 0k, 1k, 2k, 3k and 4k games. The average is above 2k. That's a fact, not an opinion.

    There is no ground complaining about alleged selection bias, I prefer to see number of hooks, what about when my ruin goes in 15 seconds, PC vs. console, and this and that. Data over feelings. True kill rates. At ALL ranks. For ALL killer characters. Accounting for SWF as well.

    I will say something unpleasant, but reality often is just like that. If you can't keep that average kill rate at red ranks, it's not because base gen time is too short. It's because you don't belong to red ranks as a killer. That's why there are ranks in place.

    The devs want to balance the game around an average of 2k per game, for whatever reason, like it or not (personally, I don't).

    True, there are still a lot of unbalanced stuff on both sides, i.e. keys, moris etc. However, the balance the devs want is not predicated on single scenarios, but overall. And as of now, the OVERALL balance isn't unfair to killers. At ALL ranks. For ALL killer characters.

  • Deactivating when another survivor gets hooked favors campers, I don't understand why this change keeps getting suggested.

    Camp, force the unsafe unhook, slug the unhooker, slug the unhooked, hook the unhooker, hook the unhooked, there go your 60s DS.

    I'd leave DS alone.

  • You adapt and take time to learn counterplays. Smh you don't want to git gud. /s

    If you play as or against her, it's all about if she effs up or not in a chase. The whole thing about guessing is a misleading comparison. She doesn't guess, she tracks down and reacts. What the survivor guesses is irrelevant, because if the spirit plays optimally, then the survivor is guessing between situations where they get hit.

    When I play as her that aspect is rewarding, because I know that it's up to me to win or lose. When I play against her, if it's not a potato, the consolation is that I know that is not because of any errors of mine that I get hit. However, in the end, she's a single-player game disguised in a pvp environment.

  • Just give kindred to solo only and disable it from the basekit for swf.

    Swf have info AND coordination. You would be giving info to solos and only when someone is on hook. Coordination would still be down to game sense, not comms. Swf already have the better kindred (discord), they don't need to be given the visuals ad well. Solo survivor escape is abysmal right now.

    Bbq in basekit would be a good tradeoff. The problem is that Bubba is a licensed character that many beginners buy exactly for bbq, so bhvr may not want to give up those sells and they may have restrictions with their license as well. Maybe another perk might need to be chosen.

  • I think we did a pretty good job so far.

  • You already got something for the premium pass, you unlocked cosmetics.

    If you wanted to be given something for the bugs, then you should've used your money otherwise, i.e. not on bhvr.

    If quality goes down and cash still comes in, quality has no reason to go up.

  • Farm my teammate with BT right in front of the killer, because BT has no counterplay and it's used to bully the killer by farming other survivors to death, yours and theirs.

  • You hook them where you have to. However, if they get unhooked and you see them running into the basement walls like a broken bot, then maybe leave them be out of courtesy. It's not like they are doing gens or anything productive.

  • They should just make it 4 sacrifices (no moris) and make DC's count. The requirement for survivors is just too easy compared to killers', especially for those in red ranks.

  • ITT I 've learned:

    1) Farming with BT is used to bully the killer (not to eff over other survivors. Bullied they say. I kid you not).

    2) Farming with BT is to waste killer's time and punish them (not to give free hits on the unhooker, remove an entire hook stage on the unhooked and giving one easy and possibly two downs, while neither survivor is repairing gens).

    3) Bad players using BT to farm = We must not look at situations where BT could be used as anti-camping as intended. Because.

    4) An unhook with BT right in front of the killer has no counterplays whatsoever (hook trades are disgusting apparently. You were on the hook and you're the one who must get your arse back on there).

    5) BT in general has no counterplays whatsoever (because if you get unhooked you have to go down and immediately, no 15-second nonsense).

    6) All those complaining are being chronically persecuted by hook farmers as soon as they turn around, when they so much would like to leave the hook, They absolutely 100% never camp.

    I'm genuinely at loss of words as of how anyone believing any of the above to be the reality in game would even be able to manage 1k on average. Actually, scratch that. I know perfectly well how they get exactly 1k.

    @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/879080#Comment_879080

    32 meters is the default tr for most killers in game, so it seems the most balanced to me

    Seems balanced to me as well. Let me crunch some numbers and look at an actual situation.

    If BT procs when a typical 115 (4.6 m/s) killer is exactly at the limit of the 32m range, it will take them about 7 secs to get back to the hook (actually 6.95). Assuming the unhooked doesn't run straight to them and that killer doesn't go all the way back to the hook, because they spot scratch marks or the survivor, let's round them down to 5 secs or about 9m from the hook. That's the point when the killer has at least a general idea of where the survivor is heading and tracks them down. There will be still 10 secs of endurance status left during which the killer has to catch up, which can easily run out if the survivor is not goofing around. 110 killers will take longer to get to the survivor, so less likely they will still be protected by BT. Faster killers will have to contend with longer time left on the clock, which means the survivor can at least run to some sort of cover or they can tank the hit, thus BT again working as intended.

    Seems fine and fair to me. People who don't camp don't get punished.

  • A voice chat would come with its own issues.

    I would prefer a quick chat based on keyboard commands, like I experienced in another (now dead) game.

    Basically, it worked like this. You could open 1 of 3 sets of pre-made chat messages by pressing z,x, or c.

    Then, from each menu you could choose a message by pressing a number 0-9.

    When selected, your in-game character voiced the pre-made message and it could be heard by teammmates. It could be anything from "I'm doing objective X", "need help", "enemy spotted", etc.

    It wasn't difficult to adapt and I was able to use it while doing anything else in-game.

    How could this be implemented in DbD? Proximity or map-wide? Survivor-only or killer detectable? Opinions may vary. However, lore-wise we already have auras which are definitely otherwordly and not realistic. So, a map-wide survivor-only quick chat could be justified as a telepathic bond... wait for it... because Entity. I know, very original.

  • @Desolate_Sands said:

    https://us.v-cdn.net/6030815/uploads/719/S7ULYE360TVF.png

    https://us.v-cdn.net/6030815/uploads/698/ORRH4NBXDNNG.png

    https://us.v-cdn.net/6030815/uploads/360/P3791XIB2WKN.png

    4k's with hardcore camping 100% works, even at rank 1. Even against SWF. This is just a tiny sample of 3 games, I do this literally all the time.

    Note how the emblem system doesn't even care much that I camped.

    Based af. Respect.

    @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/892932#Comment_892932

    It never plays out that way. Ruin will probably still be up. I run pop goes and usually hit a nearby gen with it. The survivors are not coordinated in the saves. All 3 can be going for it at once or none.

    By the time they even realize someone is getting camped it's usually be too late and they hit half. From there it's borderline GG since I can focus that survivor down straight through BT and DS, if they even get off in the first place.

    Trading 3 gens for a dead survivor is not even that bad for a killer. Emblem-wise probably but kill-wise no. From there you should always have 1 in a chase and 1 on the hook, leaving one person to both save people and attempt the gens; which deadlocks the survivors until eventually they start dying off.

    And then even if THAT all fails, you could camp another for a 2k at the endgame.

    Agree. 1 dead with 2 gens to go is a very decent situation, as long as you can get another down fast. Any more unrepaired gens and it is gg.

  • They will never be AS strong, it doesn't mean that they can't be a little better and less frustrating to play. Same goes for the weaker killers.

    Adding Kindred to the base-kit is a really good idea and an easy addition. Is it gonna solve all problems? No! There are many balance issues in DbD. But it ain't going to hurt either, you can bet on that.

    Chats should be left to people who know each others. F13 had issues because of that.

  • I mean, depipping as a killer comes with its pros, if you know what I mean.

  • Fun is subjective.

  • I'm trying to get the unhook 1 survivor during egc challenge and I either end up being the gen jockey, or I get found and nobody does anything. Yesterday, I ran an Oni for more than 2 mins and a whopping total 1 gen was completed by the other 3 survivors in that time frame (no Ruin either).

    If you can give me the steam handles of these genrushers you run into in your games, I would appreciate it, no sarcasm.

  • Don't worry, they just fixed the "bug" were you can see ranks in lobbies, so you won't know the rank of the randos. /s

    Tbf, they should make it so that 4 and 3-person SWF are matched according to the highest rank, while 2/2 and 2/1/1 should work with the previous averange-rank principle. Knowing BHWR, if they did it, this would cause an issue with the matchmaking that makes 3 killers spawn into the match.

  • @TheCrookedMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/888935#Comment_888935

    Making things consistent is the exact opposite of breaking, that's basic video game design knowledge. Undetectable killers are supposed to be Undetectable for a reason, and Kindred should not and will not change that.

    Too simplistic. Consistency isn't a freebee, it comes at a price and it's subjective to a certain extent. If a game mechanic leads to poor results in certain areas and one insists to apply it "consistently" across the board, then they're just expanding those poor results. Exceptions aren't evil when they're supported by good reasons. Undetectable is just a made-up mechanic like everything else. If when applied it leads it causes problems when it meets other game mechanics, then good design actually dictates those interactions are looked at and tweaked.

  • @JawsIsTheNextKiller said:

    The main thing that broke was Legion mains' hearts.

    😪

    They're Legion, yet so alone.

  • Hope haddonfield and Hawkings. The top floor is utter poop.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/887666#Comment_887666

    I'm confused about how, with how it was placed, how clear it was, and how easily it fit in the spot, that this was a bug.

    Like... someone had to create the code to place a players rank above their character and have it so it was positioned and sized correctly to not cover any of the other information.

    Of course, it wasn't a bug. It was either a feature they inadvertently activated and went live, or something they did on purpose and now they want to backtrack. Either way, the bug thing is just a convenient excuse. Bugs aren't so neat and polished; pay visit to a basement hook for proof.

  • Yes, in 2022. /s

    They haven't been able to implement a sandbox mode since 2016, imagine AI mode. They'll just say that the tutorials are all that's needed. And that they think they did a pretty good job so far.

  • There are challenges that require hooking in the basement. And depending on hook spawns and downed survivor location, the basement might be the forced option or simply the smart strategy even absent bugs.

    There's little way to prove that someone knows about the bug and there's no way to reasonably punish someone for using a game feature (infinite mending Legions may disagree, but you know, the Devs have a blast with anything Legion-related).

    This one is on BHVR. Introducing such a colossal bug right after they had a PTB just reeks of grotesque.

  • The locker tactic should definitely be fixed.

    The issue I see with your proposal is that if the killer hits the unhooker as soon as the activation condition is triggered (let's say when the rescue animation ends), then DS would immediately be deactiveted.

    I think DS is in a fine place where it is right now, barring the locker cheese. I agree that the gate situation is annoying, but if the gates are opened, then I know I effed up a long time before.

    Maybe a possible adjustment is that DS activates only after a survivor hits second stage. That way, DS would become more of an anti tunnel for survivors who are on death hook and the killer isn't slowed down as much early game. Although, I don't think that would be a popular change.

    Food for thoughts. Regardless, my main gripe is with the locker tactic, I don't have serious complaints otherwise.

  • The penalties are not live. And there are some nasty bugs right now, so I expect people to DC anyway.

  • This one never happened to me, but once I was killer and I spawned as survivor and there were 5 of us.

  • You get no argument from me. Can't punish people for leaving the game if there's a gamebreaking bug.

  • Them Oni players don't wanna git gud smh.

  • This game was developed as p2p and was never coded to be on dedicated server. That's a change that they just rushed to go live without proper testing. I have a feeling the 'dedicated severs' were implemented simply as a relay to the killer, forcing a p2p architecture to fit. The killer effectively is still the host in that case and if they have bad ping then latency hits are more likely.

  • I played Wraith yesterday after the update. I didn't notice anything. The post uncloack speed boost was definitely there. If I got time, I'll test it again later.

  • There are two fundamental mistakes that you've made.

    The first one was when you decided that spending money on a broken game was a good idea.

    The second was when you didn't recognize mistake #1 and failed to ask for an immediate refund.

    Other than that, welcome to DbD. We've all been there, done that. If you decide to stick around, then remember: masochism is not an escape.

  • BHVR's plan for Legion's rework.

    WEAPON: RAINMAN'S TOOLBOX

    A metal box containing unlimited charges. The name Dustin H. is engraved on the side.

    POWER: FERAL NERDY

    The Legion has a Nerdy power gauge that builds up over time. The power, Feral Nerdy, can be activated by tapping the Power button.

    When activating Feral Nerdy, The Legion enters the spectrum. While the power is active:

    • The Legion sprints faster than base movement speed and automatically heads to the nearest generator and begins repairing.
    • The Legion will vault Pallets that are in their way and instantly reset them up.
    • Leaving the generator immediately completes the repair action and refills the power gauge.
    • Survivors are granted the Undetectable status effect. Scratch Marks, Blood Pools and Auras are hidden from The Legion's view for the remainder of the trial.


  • @scumrrado said:

    Disconnecting does need to be punished, but I hope the devs recognize that disconnects are happening for a reason.

    For Survivors, it's unsportsmanlike actions from Killers that causes disconnects. Survivor queues aren't short, so it feels disrespectful of the Killer to camp, tunnel, mori, etc. I don't care if you're dominating us, but I want it to be because you're skilled.

    For Killers, SWF and RNG (especially for totems) need to be looked at. Playing against SWF has to be the #1 reason why I don't play Killer nearly as often as Survivor, with #2 being that it's lonely 😢

    If the devs start banning people without addressing the underlying issues, people will move onto other games. Bans and people leaving will only worsen queue times, and there's only so long people who don't disconnect will accept such issues before they leave too.

    I agree with what you say. I'll just nitpick about your choice of the word unsportsmanlike, but I understand what you meant.

    The problem is that is a casual game, despite a vocal minority taking it very seriously. You can't force casuals who play for enjoyment by punishing them for not playing when they're not enjoying what the game gives them. There're no rewards in this game beside the fun one gets from it.

    Yes, DC time-outs are common in many games, and in many games they're just worked around, just like they'll be in dbd with hook suicides and corner afk'ing. Yes, ragequitters are a problem. However, sometimes I ask myself why this person ragequit. Are they all childish, orsome of them are legitimately fed-up because the game gives them very little in return? Hey, my Ruin got cleansed in the first 15 secs. Hey, this guy with 20 hours gets matched with this killer with 1000. Hey, these SWF are trolling me with head-on whenever I'm about to down someone. Hey, I get downed by iri head while all the way around the corner before this hatchet was even thrown.

    You said it well. People will just move on to other games. If they're banned from playing when they leave a match they don't enjoy because of broken game mechanics, then they have no reason to stay. Then don't complain about queue times.

  • She's still herself. Collision and vault are non-issues above rank 15. I can confirm post-phase feels awkward, but not broken. The add-ons received most changes, but I haven't tested them enough.

  • @OmegaXII said:

    At least legion has something that does better than all other killers: Letting survivors survive

    Reworked Nurse would like to have a word.

  • @DarthRane said:

    https://forum.deadbydaylight.com/en/discussion/comment/888741#Comment_888741

    Lol spoken like a true non killer, I got 7 hooks that's

    Almost every person hooked twice. Now I could have guaranteed some kills by tunneling but I try to make the game fun. But why should I make the game fun of the game is designed to screw killers I'm the first place. THIS is why killers tunnel lmao but y'all want to complain when we do it.

    Just as oblivious as the devs. That's why they got completely bullied when they tried to play killer against their player base back before the flashlight and pallet nerf. But they love their survivors so much that even some public humiliation wasn't enough to make them see how unbalanced their game is.

    The killer is supposed to be the power role, but he's not. Plain and simple.

    Oh also no one is talking about but right now

    I play both, so I'm a true non killer like I'm a true non survivor. Still the one who thinks they're a 'true' killer but who couldn't kill a fish in a barrell is you.

    You said you had 7 hooks, but you also said you did 3 hooks endgame.

    So, if you had 7 hooks in total, you had a whopping 4 hooks before endgame. In that case, the point would still stand. You didn't lose because of BT, you lost because you sucked throughout the match.

    If you had 7 hooks before endgame, then someone would have been dead with 3 additional hooks and 10 total. In that case, you would have sucked at math and as a liar.

    Truth stings, but it'll set you free.

    More game practice, less forum whining.

    @DarthRane said:

    https://forum.deadbydaylight.com/en/discussion/comment/888605#Comment_888605

    It's just very weird to me that a game that is asymetrical the power role does NOT feel like it's the ONE against the four lol.

    Survivors are not afraid of killers at all. One mess up from a survivor ITS ALL GOOD You get 4 more chances (extra hit, Ds, bt, dead hard, adrenaline,)

    One mess up from killer and you got an extra 1-3 minute chase depending on how good the survivor is. That's basically 3 Gens done in one chase with a team that's playing smart.

    I know what people say pressure the gens, yeah can't pressure gens on the huge maps, and unless your playing a stealth killer you're not sneaking up on anyone. You also sacrifice anywork that you made on the previous survivor

    Free tip: your problem is in that '1-3 min chase'. You're either bad at finishing chases or at leaving bad chases. Whiny bad player. Case in point.

  • @Coriander said:

    Then you're saying it should show everyone, right? It's an anti-camping perk. Why would it not show the most notorious campers? The entire purpose is to show the other players whether or not it is safe to come for a rescue, and if someone else is already on the way.

    I heard about some changes, but in my game Kindred functions as it always has, so I assume it's coming out with the next update. Maybe when they fix the basement bug.

    BHVR got too obsessive-compulsive with making everything consistent across the board and they can't see when they break something in the process to appease that fetish for 'consistency'. The most important aspect of Kindred got sacrificed to make Undetectable consistent across Powers and Perks. I'll still run Bond over Kindred.

  • I'll give credit to OP for at least not going with the default line of being a Legion main who consistently 4K's at red ranks with 4 gens to go. And that's the only thing I'll give'em credit for.

    @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/888441#Comment_888441

    Legion is not about lethality, he is about pressure and information, and he is good in these things.

    4 second stun? It feels very bad and I wrote that devs should increase reduction on add-ons to old numbers (0.35/0.5/0.75 seconds were, now 0.2/0.4/0.6 reduction is awful.)

    That Legion were not about lethality was pretty clear by now. BHVR wanted to make sure they went all the way with that. Now Legion can have all the pressure and information in the world while being as not lethal as possible.

  • After introducing DC penalties, BHVR can't have survivors dodge lobbies and risk queue times going up even more.

    However, the utter ridiculousness of them calling it a "bug" and thinking anybody would buy that was quite amusing.

  • You didn't lose because of BT. You lost the match because you got to endgame with too many people still alive and well. If you didn't manage to thin the herd or make everybody dead on next hook, then you should expect to lose most of the time when endgame time comes.

  • Sounds like the usual PTB routine.

  • BHVR is going to officially change name to BACKTRACK

  • Tbh, I think a rework is better, maybe keeping the concept of jittering around like a maniac in feral frenzy. But deep wound has to go. BHVR clearly has no clue how to balance it with borrowed time. Just scratch that and give them a new power.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/886520#Comment_886520

    Anything that grants Undetectable is immune:

    Cloaked Wraith

    EW1 Myers

    Crouched Pig

    Ghostface in Night Shroud

    Any perk that grants Undetectable

    Kindred used to trump any of the killer's stealth ability.

    "Nostalgia is a #########." Sujan, The Lost Tapes

    They should have put that in the description.

  • @poli said:

    cool its time for a nerf

    BHVR: that's exactly what we were thinking!

  • Reduce the bleed-out timer to two minutes to match the sacrifice sequence. If the killer enjoys fewer BPs, then so be it, and the survivors can move on to another game. Simple, no-headache solution

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