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PrettyFaceKate

PrettyFaceKate

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PrettyFaceKate
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  • They exist for variety, like many other features.

  • @Auron471 said:

    XD.

    "Just stop being colorblind 4head" ~BHVR Probably

    Time to git gud at colors.

  • Same reason why people derank now, i.e. to go against weaker opponents.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495337#Comment_1495337

    At least I would like to know if it increased or decreased after the match, so I know if I was bad, or if my team was but I did good. It doesn't make any sense if it doesn't give you feedback.

    https://forum.deadbydaylight.com/en/discussion/comment/1495331#Comment_1495331

    This could be easily solved by a forum rule that it is forbidden to tell others your rating.

    A feedback system would be very interesting. They probably won't implement it because we don't know what this mmr actually uses as criteria. There could be threads all over the place whining because you 3k'd or escaped and the system told you your mmr went down. It would be the same old song as with the emblem system.

  • I think the real risk is that some players are going to try to de-mmr. They're not gonna lobby dodge, they're simply going to intentionally throw the match.

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495777#Comment_1495777

    so you're saying the devs did the math right but the price tag is awful. even with the discount? cool.

    Sounds like standard dbd stuff, i.e. bad ideas that are actually working as intended.

  • @Mringasa said:

    You can't have heels without proper jiggle physics.

    ... heels would be nice.

    There is jiggle physics. It's just about one of the things that isn't buggy. That tells you all you need to know.

  • They probably were poking fun with that remark. Although, it's technically true that you had no pressure, for the simple reason that you couldn't have any given the circumstances.

    Those kind of builds are kinda rare. There's not much you could've done there. Those are the survivor equivalent of 'kill-rush' uber sweaty killer builds. You just don't see the gen-rush loadouts often, because you need multiple people to run them, as opposed to the killer who's just one player.

    Ultimately, there's unbalanced stuff in the game. The devs are constantly assessing and tweaking. It's no use getting too upset with it. Brush it off and move on to the next match.

  • I start by playing normally and gauge what they do. Most of the time it's random players who don't know how to play the game and probably just brought an item. If it's a sweaty game instead, then they get the sweat.

  • With the upocoming mmr system, pips are about to mean nothing, if they don't already. Stop worrying about them.

  • It does absolutely nothing, not even stopping facecamping. The devs could have spared us and themselves the trouble. This overheat change was completely pointless except for enticing drama.

    You can still play m2 only. You can still camp with an insta down on demand. You have to go out of your way and play terribly to even risk overheating. Old vanilla Billy and current vanilla Billy feel exactly the same. Do yourself a favor and simply forget that you have a gauge in the bottom left-hand corner of your screen.

  • @Trash2 said:

    The overheating is to prevent face-camping and IMO to not have infinite tries with their chainsaw. I have a few times encountered a hillbilly that I could mindgame around a loop without dropping a pallet while at the same time dodging his chainsaw. It didn't matter that I could juke him for 5-6 times, he would just rev'ed his chainsaw over and over again and if I left that loop I'm guaranteed down and if I drop the pallet I am still not guaranteed to get to another one safely. it was a lose-lose for a survivor with no drawbacks for the killer.

    Aside from the facecamping, which is not my style and I've not tested, the remainder is still possible as before and as you described. If you want to play forgetting that you have an m1, you can easily do it. It's very hard to overheat. You realistically have to go out of your way.

    This mechanic is quite frankly borderline useless. They can make it too punishing or too lenient but as far as what they wanted to implement, aka power management, it failed miserably.

  • BBQ is overall better by a landslide, not even considering the bp boost, which is just a bonus.

    It doesn't have a cooldown. If survivors try to hide from it, it has a comparable stalling effect as thrilling. It gives info outside of gens and even when gens are completed. The range limitation is unsubstantial, because if survivors are on nearby gens, your awareness is enough to notice it. You don't need Thrilling for that.

    Thrilling doesn't block generators if survivors stay on it. If they're nearby, you can chase them away from a gen so you can block it. But at that point it's even debatable if it is a worthy play most of the time and if you should simply slug instead.

    Freddy is the only one who can possibly get more value from Thrilling than BBQ.

  • @anarchy753 said:

    Huntress doesn't need the red bar because there's a realistic downside to holding up a hatchet, survivors gain ground on you.

    Billy on the other hand moves at the same speed as a running survivor. There's a big difference.

    I'm not advocating adding a red bar at all, I'd just like to point out that what you're saying is incorrect. Holding hatchets is very often the right play except at short loops. The survivors do actually lose ground on you, because they have to dodge. If they don't, they get clobbered with a charged shots that flies at 40 m/s with very generous hitboxes even without considering dedicated servers. Rushing a throw is actually the way to miss most of the time, unless the survivors are basic or take bad pathing/lock themselves in animation.

    Feel free to watch videos of the best huntress players or guides. You will see they're not shy at all about holding hatchets for what seems forever.

  • You can't edit the config files anymore, except stuff like anti-alising and vsync.

    What you're describing is done through graphic card filters. It's been done in gaming since forever and it's normal use of equipment settings.

    These community never runs out of things to complain about, but here we're really pushing it.

  • Is there something that works after the last patch?

  • @Dwight_Fairfield said:

    I believe all challenges are bugged. I just completed the Hag one and her first memory did not unlock.

    In other words, business as usual.

  • A terrible change nobody has asked for.

    Killer main, but it's bad from the survivor side as well. Trap auras, totems, hooked survivors, slugs, BBQ procs. You name it. They're all tiny and merged with the surroundings.

    Ormond and the Dream World are basically aura-less.

  • It was evident since the ptb, honestly.

  • @Todgeweiht said:

    You havent even played billy, have you? unless you are using your chainsaw every 3 seconds you most probably are not going to overheat.

    This. It's basically impossible to overheat. You'd have to do it on purpose. After a while, I simply stopped looking at the gauge. They added a mechanic that is too hard to balance. It was too punishing in the ptb. Now it's essentially as non-existent.

  • Billy's chainsaw is basically impossible to overheat via normal gameplay, unless you do it intentionally. The only thing that changes is that you can't facecamp with the chainsaw revved. But here's the kicker. You can still facecamp with an instadown on demand.

    You might as well forget the overheat mechanic exists. Pointless addition. As a former add-on-less Billy main, I won't complain. Just fix the darn ghost saws and the broken hitbox. That's all I ask.

  • Yes, they were nerfed.

  • Auras were overperforming, obviously.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482017#Comment_1482017

    They also said: From a Survivor’s perspective, there is also a reasonable amount of counterplay, leading to interesting chases where the best player often comes out on top

    Which directly contradicts:leading this character to overperform compared to other Killers

    Apples and oranges. I'll refer to what Obscurity said below. I've got nothing to add to that except I suggest that if you want to criticize the changes, then you should criticize the changes themselves. Splitting hairs for the n-th thread on the semantics of a few words is an exercise in futility and it won't change a thing.

    @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482046#Comment_1482046

    Good survivors may be able to loop him somewhat or Doge his chains a fiew times depending on map place and how close he is

    Overperforming means that the killer was able to shut down a game faster and more often then other

    For exemple billy would overperform if 80 % of his game would last 5 minutes or have 4ks where other killers have 50%or less in the same category

    Those are different matters

    Beside you keep forgetting that they keep adding stuff to the game.with new maps and new PERKS which can help the killer a lot (just like corrupt helps trapper a lot) si yeah you also gotta balance around perks, maps and add ons and not just around 1 or 2 silly sentences


  • They said "for the most part". It's right there at the beginning of the part you quoted, right before you highlighted in bold.

  • I've seen this happen to a streamer recently. It appears to be a very rare bug. I'm not sure what causes it.

  • Be sure to mention holding the game hostage, because bodyblocking in itself is not bannable. Because she's doing this for an extended period before egc, then it's an offense.

  • Record the game and then use the report tool.

  • The pip system is about to be put aside and demoted to simple bragging rights for an insignificant number in the top right-hand corner of your screen.

    The win condition is really not a mystery anymore. The expected game balance is 2 kills/2 escapes. That's by definition the tie condition (aka balanced, nobody won or lost). Anything that deviates from that in the plus/minus direction is a win/loss for that side.

    Keep that in mind, so you will set your expectations realistically and you'll have a happier time.

  • It depends on the type of killer, how much of a headstart the survivor has, if they're taking correct pathing to the tile, how the tiles are connected together and the gen placements.

    It's impossible to give a definitive answer without considering all the variables. In general, you want to decide what part of the map with gens thereof you want to keep and what portions and gens to give up. Look for gens closer together and preferably in areas with fewer resources.

    Also, 1 or 2 gens will probably go early anyway if the survivors are not potatos. What matters is how many gens you can keep later on.

    If many gens are in strong areas, then you will just have to suck it up and do your best. RNG can destroy either side's chances. It's just the nature of the game.

  • It's ok as it is. It's meant to avoid purely stalling situations. Same reason why base regression is only 25% of base repair speed.

    Your objective is not to stall gens forever. Your objective is to kill survivors.

    Your pressure doesn't come from kicking gens when survivors are nearby. Your pressure comes from chasing and downing the nearby survivors.

  • @Captain_Spaulding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479933#Comment_1479933

    You're really stuck on this whole made up killer rule thing. Can you like...not be a wet blanket? Is it possible?

    Sounds more like you're a little too touchy. I replied to the thread, then I replied directly to someone who quoted me specifically. I didn't mean to hurt your feelings.

  • @KnotEnthusiast said:

    I think if you always got the perfect setup on Corrupt, where 3 gens on one side of the map are blocked, it would be a good perk. It's a small slowdown, but it also forces survivors to move towards you for easy early game pressure. The problem is that when I run it half the game it'll block 2 gens on one side and one on the other, so it's essentially worthless.

    It's one of the risks. It always blocks the 3 gens farthest away from you. So, if you happen to spawn somewhere in the middle, you easily risk a split proc.

  • It's not necessary. Shred is balanced at base.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479705#Comment_1479705

    If They struggle it makes it harder for me to take them to the hatch. Also them getting off my shoulder hurts my emblem score. I'm already giving up a decent chunk of points and a bit to my emblems to give them hatch as it is. At that point I consider it rude.

    They can find the hatch by their own, or while you chase them again, which means more bp if you haven't maxed out. The emblems mean nothing unless you're doing the archives or adept, that's the reason why we're getting mmr soon. It's not rude, they're just playing the game. If a player doesn't know this made-up rule of "don't wiggle if you want hatch" exists, then they'll just do as they think they're supposed to. Not everyone plays for hundreds of hours or gets on the forum to become aware of these awkward conventions that they don't have to wiggle because it hurts the killer's ego.

  • If I don't have to kill them all for some specific reasons, I give the hatch to players who performed exceptionally well, or who took one for the team, or who were sandbagged/griefed by their teammates.

    If they struggle or not carries absolutely no weight in my decision. The wiggle=kill is some fictitious rule of some fictitious killer rulebook made up by someone with power-tripping fantasies of domination.

  • It will vary according to playstyle. She has very good add-ons in general, even the passive phasing ones are decent.

    In general speed+duration is the strongest combo, imho. It gives map pressure, which is something she could struggle with being 110%, and they're nasty for anti-looping, provided you're good at sound tracking.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478972#Comment_1478972

    Can a mori let me kill all 4 survivors at once and be found randomly in a killer chest? And can i run a addon on a mori to prevent losing it when opening a black lock or dieing?

    A key doesn't let all 4 escape all at once unless 5 gens are repaired. Which means the killer dun goofed a long time before that. Also, the fact that you can't find moris during the trial or run add-ons to preserve them is hardly an argument to say they're weaker than keys. You get so many moris in bloodwebs that you could use an ebony/ivory every game if you wanted to. With bbq and prestige 3, you would re-fill on the next bloodweb easily. An ivory has the same effect of an ebony, because once the trial goes 3v1 early match then it's gg. The ebony is simply the overkill version.

    Keys and moris are both broken. Keys are a tad weaker. But in the end, broken is broken and arguing what's more broken is basically moot.

  • It's a pvp game. There's nothing scary about it after 10 hours of gameplay, no matter what they'll update.

  • Maybe massive lag switching. When she downed the second one, the hits were sent to the servers at the same time. Also, the third down followed super fast.

    Anyway, this is report worthy. Let bhvr handle it.

  • Oni has always looked good. I will have to test the live version of Billy to see really where he stands.

  • Some killers pip more easily than others, despite the number of kills. The emblems are also severely flawed in other aspects. In the end, you should disregard pips. The system is getting bypassed except for staying there for 'bragging rights" (devs' words) because it doesn't capture skills well (dev's words again).

    The game balance is expected to be at 2 kills/2 escapes. So, by definition that's the tie condition. Work from there. 3+ kills is a win. 0-1 a loss. You're not obliged to 3-hook everybody. You're also not obliged to 4k to win. The game is not being balanced with a 4k as the sole win condition. So, don't use it as a parameter, despite what content creators say, including fog whisperers, which I find questionable. Otherwise, you'll set your expectations overly high.

  • @ABannedCat said:

    I am sorry, but if you lose on Red Forest as survivor, your team played very bad. Those 2 maps are insanely survivor-sided, due to their sheer size.

    That's beside the point. Winning or losing are not the issues. The issue is that the killer bled them out to death and bm'd for no reason other than trying to be as annoying as possible. Once they had a 4-man slug, they could've easily hooked and even camped the kobe if they wanted to. The 4-man bleed out was totally unnecessary. If sides were switched and it was the survivors who had been toxic, this forum would already break out the pitchforks and go on a witchhunt.

    The only things that are irrelevant in the OP posts are the mentions of noed and deerstalker.

    @Blueberry said:

    If he even made it to T3 with those addons before the gens were done y'all messed up a lot, especially on a map like that.

    @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476360#Comment_1476360

    @Rivyn Just wanted to add something to your list. It takes 3 full stalked survivors for Infinite Tier 3. He couldn't be tunneling that hard to stalk 3 people fully.

    You guys seem to be talking about Tombstone+Fragrant, which is not the case here. The killer didn't have tombstone. Fragrant alone increases the required stalking, but not as much when run without tombstone. It's actually fairly easy to get it when combined with Myers memorial.

  • Jake, because he was a survivalist already before being taken.

    Nea is another who's self-reliant and resourceful.

    Laurie. She already survived the Evil Incarnate in our reality.

    Ace, because he's egoistic and he's used to live on the edge.

    Feng. She's already described as egoistic in her lore.

    Kate. Her character is allegedly based on Sally Hardesty. So, she's a final girl by definition. Also, her lore heavily implies that she harbors a great fortitude. She's the only one we know who was able to resist the Entity's attempt to take her. Which is no small feature.

    Ash. Because Ash.

    Yui, because she's a hardened competitor by nature and never gives up.

    Cheryl, because of her track record.

    Honorable mentions who'd make it if they weren't so altruistic: David, Bill, Tapp.

  • @Blueberry said:

    I still think the old freddy was way, way more interesting and unique design. He was also quite fun to play. I think that his kit could have been salvaged with some tweaks here and there to make it better and more intuitive for newer players. Old freddy was basically fun but weak.

    As opposed to the new freddy which is boring but strong. I feel like he lost all of his uniqueness and identity. He's boring to play as and boring to face. He just feels like copy/pastes of other killers.

    In my opinion.

    They tweaked his old kit sparsely, never in a systematic fashion. I think eventually they came to the conclusion that he wasn't worth the hassle anymore and that they might've as well rebuilt him from scratch.

    What I find hilarious is that, looking at current Freddy, it gives the impression they sat around a table brainstorming ideas for what to put into his kit. Then, when it was time to decide what to keep, they simply went like "too much trouble, let's just give him all of these. I have other things to do".

    Kind of a pity, because Old Freddy was definitely unique.

  • I've already made up my mind before I pick them up. If I want to hook, I hook. If I want to give hatch, I give hatch. Their struggling or not makes no difference.

    I've never understood this weird thing where people get worked up if the last survivor struggles. It always seemed like some bizarre power-trip fantasy. Not every one plays this game for hundreds of hours and is privy to the made-up rulebook that says "if you struggle, you die".

  • The exploit is a thing. In this instance though, unless the survivor with n/a perks is the one who said that line, this is probably just the glitch where they see the wrong killer power in the tally screen. We can see 3 out of 4 survivors' perks and there's not a single calm spirit or even quick & quiet, nothing that suggests they were planning to play against doc.

  • There's no need for this. The game is not on p2p anymore. If someone dodges, you don't need to queue up again.

  • @stargazer9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461150#Comment_1461150

    I don’t care what they say but for sure they will be biased towards survivors. I know it’s more fun to play with friends instead of strangers but using comms in a game like this is cheating, survivors using a third party app to gain a competitive advantage is cheating, it gives them an unfair advantage. If the devs could’ve done something about swf on comms they would’ve handled it a long time ago but it is impossible to do anything about this issue so the devs just simply ignored it and basically said we approve of this kind of cheating because again there’s nothing they can do about it. Besides, if they really believe it’s okay then the game would’ve had a voice chat system upon release or shortly after but it didn’t and still doesn’t because it’s obvious the game was initially not designed to be played that way.

    You come here complaining about breaking of the rules. The rules are explained to you. You proceed to say you don't care about what the rules actually are as they're detailed by those who make the rules.

    Good one, chief. We're done here.

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