Pulsar
Pulsar
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- Pulsar
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Comments
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I've considered doing this in the past, but I figure now that I'm playing public matches less and less, it may be time.
Do you have any way to record or stream your matches? I might be able to help teach you some things that could help you win more often.
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I'm not sure if it was hacking, but I got kicked out of a match three times today.
Not a single Xbox player, so I know it wasn't any of the people I know to avoid. Very odd, got a penalty and decided to call it quits for the day.
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@GentlemanFridge said:
Ah, you very clearly weren’t around during the time Balanced Landing did this even when on cooldown.
Infinites were an actual thing because of it.
To be perfectly fair, I'd say that the vast majority of DBD's playerbase started playing after the Balanced Landing nerf.
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I was hoping for some reasoning.
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Hopefully we can at least killswitch Doc.
I don't think you can mend in time if you are in Madness Tier III. Just had a game against this with a Doctor who messaged me and said they were only using Sloppy because they heard it was bugged
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Don't Twins still have a gamebreaking bug and have had that bug for like 6 months?
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@Warlord1981NL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330627#Comment_3330627
Neither is Eruption.
What?
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@dspaceman20 said:
That Jill really had the nerve. What did you say back?
I sent her the video I linked in the post
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@Krazzik said:
I've been pleasently surprised with the new icons. So often you'll see the one survivor being chased and all three on gens, it's awesome.
Actually get a bit anxious when the game starts as survivor because often it's like a race to not be the last one on a gen.
Like I said, they're absolutely a good change. They're just also infuriating at times
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@Tsulan said:
To be honest, that was to be expected. Lets see how long the transition from useless teammates to "oh #########, the others see i don´t do anything, i better do something" takes.
Forever.
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@Satelit said:
This is why Bond is a depressing perk.
Very true
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@Wexton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331926#Comment_3331926
OHHHHH thanks for clearing that up mate! I had no idea that was a thing lol, that explains some of the random noise notifications that I've been getting in other games.
No problem.
Gotta pass on my knowledge :)
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3254155#Comment_3254155
Okay, while I overall agree with you, you're wrong about Adam. He got two new skins (albeit recolors of each other) in the last Tome.
Pretty sure Adam's last store cosmetic was almost two years ago.
Also, Feng is getting THREE outfits this MONTH.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331845#Comment_3331845
Yeah, I forget which is which - there's one pretty decent RPD and one horrible RPD for either side.
West Wing is generally considered stronger for Survivor.
More pallets and it's bigger iirc.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331819#Comment_3331819
RPD has some bloody strong loops and pallets though. There's the one where you...how would I explain this one? You probably know it. Vault off the top, back in through the door, vault into the office, around, back up to the top and vault again.
The big design flaw seems to be the guaranteed 2 gens in the main hall which...that has to be a bug and there's often a 4gen, meaning there is zero way to not get 3genned.
Depends on the variation.
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Sorry, that was me
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Like with most things in the game, you rush gens.
It likely only works on RPD due to, well, RPD being the worst map ever made. It has no traditional tiles.
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Inconsistency in spotting is not something I've had an issue with.
Guards need direct LoS on Survivors, if not, then they need a loud noise notification.
I have had issues with the guards chases. They get stuck on stuff, take weird paths (different from the Survivors) and sometimes they just bug out and walk in a straight line.
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Dead Hard wasn't too strong, you were just too weak.
Insta-heals weren't too strong, you were just too weak.
Locker saves weren't too strong, you were just too weak.
God, the us vs them never ends does it
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@globalspices said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3245464#Comment_3245464
My theory is that they're using Starbreeze Studios codes and modifying it slowly until it 'works' but everything has gone to ######### lately.
I don't find that unlikely
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@FengShuiExe said:
Maybe I missed something, when did Eruption get so strong? I always thought it was just ok. The amount of times I caught survivors with eruption seemed small, it just felt like a guaranteed Jolt/Surge
Since 6.1.0
25 seconds of being able to do nothing is pretty strong
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@Riski said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330627#Comment_3330627
I would say it's an issue not due to efficiency but due to commitment. Being able to reliably and repeatably do gens in that little time with two people leaves little room for the killer the defend the gen or interrupt it. Unlike toolboxes, the perk has no upper limit on how much it can be used but unlike resilience or fast track, it can be used right out the gate. If it only worked early due to having capped usage or late due to needing to be earned, which could be a funny play on words given its name, I wouldn't mind it or if it was a little slower but doing a gen in that time repeatably is a bit much. Maybe it's a play-style thing and against other players it's not too bad but it's not something you can exactly adapt to in a match because you never have a solid idea on if they have it unless it's too late. Hyperfocus is inconsistent when you try to use it due to needing to get skill checks, resilience doesn't work early game and toolboxes have limited use, prove doesn't really have any of these things though. Not saying it's the end of the world biggest problem ever but suggesting it gets changed isn't unreasonable. I will say however, it's a perk that is useful for breaking 3 gens which I can appreciate being in the game.
My brother in christ it makes it 7 seconds faster. You're acting like gens take 15 seconds with Prove.
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Should it be killswitched? Yes, it's a perk that isn't functioning correctly.
Will it be? I doubt it.
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PT isn't an issue.
It saves you what, 7 seconds? It's better for you if Survivors group up on gens, even if they have the massively OP perk Prove Thyself that shaves off a completely ludicrous 7 seconds.
I really wouldn't care if it got nerfed because it doesn't do anything anyway, but I think we should be focusing on different perks that ACTUALLY cause issues.
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@Nazzzak said:
I'd rather neither get implemented tbh. Not a fan of the Mori/UB plans in the slightest.
It was meant to be a way to say that I would rather take an obviously flawed (though presumably reworked) system over being slugged like this repeatedly.
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@DBDVulture said:
-"since the rework can be considered a BUFF overall"
Most people don't like thinking that the perf got buffed. It got weaker in that it lost the "uncounterable" nature where people used DH for distance to get to pallets/vaults. This was an extremely simple way to use the perk even if you were not amazing.
The new version of the perk wastes as much time if not more with one exception : I attack you as soon as you get off the hook and now you can't dead hard.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329144#Comment_3329144
It was both. The old version was stronger in some ways because you could use it to create distance where none existed when you needed it most. There was nothing the killer could do if you just zipped forward 4 steps instantly.
What you're not taking into account is that there was literally no difference in chase times among high tier players before and after the DH change. It saved lots of time before the nerf and it saves lots of time after the nerf.
In BOTH instances the perk gives you a "third health state" because you avoid a hit you should have taken.
Since everyone knows DH is giving survivors a third health state : give DH a penalty to all healing actions to a survivor using it.
Nerf : Increase the heal time of all actions of any player using dead hard by 100%.
This will encourage you to play the game hurt. You will have two health states every chase but the first. It will delete the "third health state".
The broken aspect of DH has always been: you have to hit this player three times. Remove that as a likely scenario and the perk would see drastically less use. Some people would still use it and play it well. What you don't want to see is ~31% of the player base using it . And that's exactly what is happening right now.
Look at the perk rate use yourself : https://nightlight.gg/perks
Yeah, not using nightlight.
It's way too inaccurate.
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@Warlord1981NL said:
Hahaha, killer did a great job! Wish I made people mad enough at losing for them to post on the official forum. You already have a basekit and that is more than enough. Basekit unbreakable is a joke. It'll never happen. Even if it came with being inflicted with every single negative status effect permanently until you remove them and being forced to remove them one at a time in the most inconvenient order after getting your full health back then still no.
POV
You didn't read when I said that I did not care how or what was implemented. I just don't enjoy being held in an infinite 3-gen and then slugged for a long ass time.
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@Bwsted said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329435#Comment_3329435
You should probably ask a mod, but this might actually count as griefing because he was holding you in the match. If he bled you out, or simply hooked you after the long slug, that would be fine. But going for the forced wiggle out repeatedly is probably hostage taking because it stops the bleed timer.
He did it once, tried to do it again but I bled out before he could.
It wasn't like he did it 5 times, so I don't think it's against any rules.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329144#Comment_3329144
It was a rework. It's unrealistic to either call it a buff or a nerf. Old DH guaranteed safety with little mindgame. New DH guarantees safety, with a possible chase extension, without needing to use resources. In my opinion, new DH is much stronger, as someone who's played against it and played with it extensively.
I disagree.
New DH is counterable, it's no longer an I-win button. You need to time it correctly otherwise it does nothing. Old DH could be used without counter to save resources by simply chaining tiles AND it killed ranged Killers.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329438#Comment_3329438
pressing e when you see a hit or on obvious m2 attacks does not require skill
You still need to predict it because DBD's servers are pretty garbage.
It's pretty clear nothing I'm gonna say can convince you though.
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@FeryGEN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329144#Comment_3329144
What is the nerf? The survivor presses DH to get on the pallet, and then he can fall in it, and now the survivor presses everything in the DH pallet, but now he gets a sprint and runs away to Narnia? and the pursuit continues even longer than if he used the old DH? The new DH allows you to survive Bubba's chainsaw, zombie strikes, get a speed boost where everything used to fly through you, now you are happy to catch it because of the boost.
How do people not realize that survivors don't press DH to avoid attacks in an empty field, they press it in situations where you have to lunge
And how do people not realize that DH now has a fairly sizable skill requirement now?
Is it better for highly skilled Survivors in specific scenarios? Yes. Is it worse for the vast majority of players? Yes.
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@Mr_K said:
Killers will go for the slug win more often.
That's fine, if that's how they want to win.
At least I'm not slugged on the ground for 3 minutes and 45 seconds, then forced up so that I can help the Killer 4K.
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@Seraphor said:
I hope not, it was an awful system that rewarded slugging for the 4K, and removed any and all end-game crutch plays, which can be the most exciting part of the game. It turned the game into a whack-a-mole simulator that ended too abruptly, and ultimately removes gameplay options.
Simply wishing you had Unbreakable equipped for a certain game isn't a good enough reason to want to implement this.
I was talking about the, presumably, reworked system.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329219#Comment_3329219
Even in the case that ruin has more than One reason... And pop? This was literally One of the healthiest perks in the game (encourage the killer to leave the hook and Patrol generators) and It was nerfed to the ground... My point stand since devs have touched perks that were perfectly fine Just because they were overused (hello selfcare)
Correct.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329188#Comment_3329188
Old ruin was modified only for that reason alone... Same pop...
Pretty sure there were 4 other reasons that Ruin was nerfed.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329144#Comment_3329144
I'd argue it was more of a lateral move. It's potentially stronger in some cases and weaker in others. The main difference is it's no longer obnoxious.
I would still argue that overall, it's a nerf. Especially considering that it now takes some skill to use effectively.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329144#Comment_3329144
Playing Killer I still see Dead Hard constantly so it's pretty clear the nerf it got wasn't enough considering it's still almost universally used by most survivors.
And I still see PR a lot.
Being used a lot doesn't mean it's OP. DH isn't even close to as good as it was.
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Despite being a Killer main, I uh, chose Steve
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Yeah, saying that the DH change was actually a buff is pretty hysterical.
It was a nerf. Calling it anything else is disingenuous. Whether or not it needs further adjustment is up for debate, personally, I don't think so. That's why it's a debate though.
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Not really obscure but I do think Part 1 Dio would be my dream Killer.
Not very realistic, sure, but I'd love to have him.
He's got cool powers, he's sassy, loves to talk ######### and he's a vampire.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328672#Comment_3328672
The vast majority of players don't even HAVE overcharge. But we are talking about balance, not how common things are. If we balanced things based on how common or rare they are then would this offering be fair?
- killer Offering
- 0.1% chance to appear in bloodweb
Does the following:
- All survivors are permanently exposed
- The aura of all survivors is permanently revealed
- Unlocks the ability to mori all survivors
- The movement speed of the killer is increased by 100%
Would this offering be balanced and fair? It would only have a chance to appear in 1 out of every 1000 games you played. So because it is super rare, it would be fine right?
Okay, so we SHOULD nerf Overcharge because most people can't hit it?
I wasn't commenting on anything except you implying that Overcharge isn't good. It's good for most players and even experienced ones can get cucked by bad rng
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328450#Comment_3328450
Moving to another gen.
Doing a totem.
Helping a friend.
...
Incapacitated means you cannot do anything except for unhooking Survivors.
No totems, no healing, no doing other gens.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328426#Comment_3328426
Historically that is what has happened. Look at Thanataphobia. Look at Pop. The biggest reason killers are doing this "eruption" gen kick meta, is there really isn't any good gen defense perks anymore. Let's look at all the perks that would be classified as "gen defense"
- Call of brine
- Eruption
- Overcharge
- Corrupt Intervention
- Deadlock
- Hex: Pentimento
- Jolt
- Merciless Storm
- Gift of Pain
- Thanatophobia
- Dead man's switch
- Pain Resonance
- Grim Embrace
- Pop goes the Weasel
- Ruin
- Oppression
Now which ones are just bad?
- Overcharge (any decent player can hit the skill check)
- Hex: Pentimento (requires way to much setup, you are gonna lose 3 gens before anything happens, and boons are a hard counter to it)
- Jolt (requires a basic attack, most killers use their power for attacking in some way)
- Merciless storm (a complete joke)
- Gift of Pain (requires you to intentionally hook 4 different people, and then not actually injure them, really hard to get value)
- Thanatophobia (was completely gutted because 2 killers were good with it, and only 1 was really oppressive, probably just needs fixing on those 2 specific killers)
- Dead man's switch (only usable by a select few killers, by the time you can pressure the gen you probably lost half the duration of it already)
- Grim Embrace (by the time you 4 hook, you probably lost the game already, very little value)
- Pop goes the Weasel (completely gutted, has a timer, and only 20% of current progress making it very hard to get value out of it)
- Ruin (completely gutted, base regression is extremely slow and most people just ignore it now, not Hex worth anymore)
- Oppression (why is the cooldown on this trash perk so long? Why does it even have a cooldown at all?)
So what does that leave you with?
- Call of brine
- Eruption
- Corrupt Intervention
- Deadlock
- Pain Resonance
Corrupt is just "ok"
Pain resonance only works if you can get a quick down and start chaining downs together to slow the game down, very high risk.
Deadlock is a better version of corrupt.
Call of brine is pretty good for the information and the extra regression.
The only good perk right now is eruption because it's basically always your "goto", which pairs nicely with call of brine. This is similar to the old old ruin (with the skillchecks) where it just always worked, so that's why everyone took it, same with PGTW ,for people who preferred to kick gens instead of use a hex perk.
And if killers don't take some kind of gen defense, they basically have to tunnel and/or proxy camp to win, which is really unfun for everyone. What needs to happen is a complete overhaul of all gen defense perks to be extremely powerful, but only allow you to take 1 of them so they can't stack, and put them in a special 5th perk slot that only accepts one of these gen defense perks. Then balance the game around those gen defense perks extending generators by "x" amount of minutes on average throughout the game, just in different ways that benefit different playstyles/killers.
OR
A lot of these problems with gen defense would be fixed if they just gave us the early game warmup they promised years ago, because that is the biggest problem. As a killer, you have to slow down those first gens, or speed up that first chase so you actually have time to play the game.
This perk problem is the same as survivors, both sides have maybe a dozen perks that are any good because they keep nerfing them, and so many of them are so situational.
Vast majority of players cannot hit Overcharge skill checks consistently.
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Finally.
Eruption nerf can't come soon enough.
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Finally Eruption will be no more
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327791#Comment_3327791
Eh, I'm finding they let me play him a lot more like I wanted to. That speed boost is not nothing, and I can now poop a guard into a loop that a survivor is running towards, then buttonhook towards them once it's up.
He's not going to be S tier any time soon, but he's still a hell of a lot less clunky.
It's a 5% buff to movement speed. If you're using it to catch up, it isn't significant at all. If you're using it in a loop, it is significant but the counter-play is the same.
It isn't enough to convince me to stop doing what he's best at, unfortunately.
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The buffs did essentially nothing for him. The counter-play is the same.
Make sure you never ever ever path yourself into a corner of the map and barring that, hold W.
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It's funny that somehow console got the short end of the stick when it comes to these wiggle changes.
It's VERY difficult to deal with on console.
