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Pulsar

Pulsar

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Pulsar
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  • Yeahhh, I use the Xbox One X and the FPS is still pretty low, makes it hard to hit Survivors at times.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1129489#Comment_1129489

    What exactly keeps the survivor from, you know, either picking the key back up or just memorizing its location?

    Keys are hard to see, plus, you can always just chill around the key, eventually, it will break.

  • No, new Doc is not OP.

    The only reason he would be OP is if he were at low ranks, specifically sub Rank 10.

  • @24Life said:

    So I asked a question a while ago about why Iron will was not working in the dying state and the responses I received were, "it never did", "must be a bug", blah blah blah.

    Every time I play killer and someone has Iron will on they make 0 sounds while in the dying state.

    Every time I play survivor and use iron will I can hear my character making noises while in the dying state.

    Devs? What is the issue and why is this not perk not consistent?

    It is likely related to the sound issues plaguing the game at the moment. All we can do is wait for a fix.

  • @LordEmrich said:

    https://forum.deadbydaylight.com/en/discussion/comment/1129498#Comment_1129498

    Oh yea it's overwhelming. I have Train Simulator on Xbox and slowly but surely it's getting there.

    I could not even imagine spending that much! Like, you can't even sell it!

  • @LordEmrich said:

    You wanna see expensive? Go on Steam and look at all the DLC for Train Simulator.

    Oh, oh no. My brother tried to talk us into buying that when he was little.

    $5000 worth of trains.

  • Alternatively, run Franklin's and profit.

  • @Impermanent said:

    Why does priority for hatch go to killer even if a survivor is standing on the hatch? There are times that I get to the hatch just before the killer but as soon as he gets there he is able to close the hatch and I can’t escape. Why can’t whoever is on the hatch have control of the hatch. Endgame is already completely killer biased. Why can’t survivors have hatch control if we get there first?

    It is 50/50 in the Endgame, you get to hatch first or you die. If he is there at the same time, you lost.

  • Camping and tunneling is fine. Sometimes not the smartest strategy, but a strat nonetheless.

  • Neither of these are holding the game hostage

  • @Ksoni said:

    Nothing? Survivors are injured. They need to mend witch wastes them 12 seconds and then they need to heal. If they decide not to then:

    -They are easier to track

    -They are down in one hit in any point of the game

    I mean, what more do you expect if someone stays injured? To have slower gen repair speed? How does billy benefit if the people stay injured? Maybe you shloud make a thrad about him then.

    I play Legion at Rank 1. I 4K'd 25 games in a row with him. I do not think he is a good Killer, here is why.

    Firstly, if the Survivors do not heal, you have no power. Legion's power is supposed to be mild slowdown, however, if the Survivors decide to push gens, Legion is in a bad spot.

    Secondly, as you pointed out, if they do not heal, they are one hit. However, Legion isn't stealthy. He has a 32m TR. That gives injured Survivors plenty of time to run to a loop, which he has no way of cutting short.

    Thirdly, he has no map pressure. I have not met a single person who uses Feral Frenzy to traverse the map. Why? Because FF removes scratchmarks, blood, gives you a 4 second stun and darkens your screen. To top this off, it isn't even that fast.

    Finally, his chase potential is limited. If you are using FF to injure people, it works very well. It is possible to outplay the Legion, but he does have the advantage. If you stay injured and simply loop him though, he is a pure M1 Killer. He has no stealth or chase ability to cut loops short.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128960#Comment_1128960

    All the things I listed are pretty MAJOR changes to the game. Things are very different now than they were before. That was my point. Nothing that changed was minor. You especially can't argue the Ruin change was minor. That's a big massive change to the game right there.

    "My post is pointing out there hasn't been any significant enough changes to better balance the game for killers specifically."

    Oh yes there totally have. Pallet vacuum for one. Increased speed on hook/kicking pallets or gens. Buffs to killer perks to make them more meta (eg. Pop). Killer is way easier now than it ever has been. The only major nerf to killers has been the Ruin change, but overall they have been buffed quite a lot. DS change did not at all make it stronger. DS was obscene before. You literally couldn't even pick up the obsession unless a hook was 5 feet away. And you could be hit by DS at any time by any other survivor without any tell that they have it, so long as they wiggle enough. You can easily play around the current DS. Just don't tunnel a survivor off the hook, or slug them.

    Or, if you are Spirit/Nurse, just eat the DS and catch them in 10 seconds. I literally just had a game the other day where a David, fresh off his hook, decides to jump into a rear locker in the basement. I had slugged his rescuer, and I was going to slug him but since he did that I just ate the DS, and then caught him in a single phase. He was dead at that point. It's really REALLY not that hard to play around given the circumstances (because yes, there are times it may SEEM overpowered if the gates are open and the guy was just on the hook, but that is a very specific circumstance and at this point you lost the game anyway, so it really is moot).

    I can't take anyone seriously that argues new DS is better than old DS. It's not. You can play around it. You can't really play around old DS. You could juggle survivors, that was literally it and that was an AWFUL option to counter it.

    I think the point he was making is that despite various buffs and nerfs, the game is essentially in the same place. I know that sounds ridiculous, especially considering instant heals, DS and vacuum changes but here me out.

    Back then, looping was stupid strong. Dead Hard, DS, Adrenaline and BT were all meta. Plus, Killers had to vault slower and true infinite's existed. Today we do not have that, which is 100% better for the health of the game. Today, loops are generally shorter and they do not have as many pallets.

    However, gens go by much faster. So, the Killer has about the same amount of time to work with. I think that is what they were saying, is that while certain aspects have changed, the core time limit has not.

    Personally, I would like to re-do the de-pip squad in today's climate. I do think parts are still relevant, but other parts are super outdated.

  • I am sorry that you feel that way. I understand this game can be frustrating but you have to do what is best for you.

    I hope you will return one day and have fun again.

  • Now now, that is a great idea, but I don't think you are taking it far enough.

    Let's put all the Red Rank PC players against the IOS players, tis an even better idea :D

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128196#Comment_1128196

    no you care for other players not feeling bad about using scummy tactics, and you dont want them to feel bad because if they do not you got peers, people like yourself, so then you dont have to feel bad (even though you know perfectly well what you are doing is anti social/self centered/sad)

    And I dont look at who makes the posts.

    I'm just gonna play how I want...

    You are attempting to argue with someone who is saying that people should be able to play how they want (so long as they are not breaking any rules). That doesn't make any sense.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128421#Comment_1128421

    Thanks. Sounds hard to do. How would they determine similar skills in this kind of game?

    Frankly, I have no idea.

  • @survivormain1105 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127648#Comment_1127648

    I dont mmr will fix it but just hid it now. Since you won't see the rankings anymore

    I am cautiously optimistic. I believe they can pull it off.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127648#Comment_1127648

    But wouldn't MMR match people closer to their devotion level as opposed to their current rank?

    No, if it works, it takes a predetermined checklist and it tries to put you with people that you play similar to; instead of putting people at the same rank together, it will try to put people of similar skill together.

  • The short answer?

    It isn't fair. Hopefully, MMR will fix this

  • @TheLegion93 said:

    I can confirm this isnt lag or lag switch.. i just had a match where a killer did exactly this. I went up the tractor n climbed over the metal rail to that little slope bit and the killer literally walked on air round the tractor on top of the hay bales n downed me. He waited for me to go there n just walked over air and onto the hay bales.. pretty sure its a glitch. Never seen anyone do that before. Ive not been able to do that as a killer

    First off, don't necro.

    Secondly, no it isn't. It is an intended feature, it is known as the "Harvester tech."

    Also, I miss @Ember_Hunter :(

  • @Key said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125620#Comment_1125620

    Well maybe I'm running the wrong perks or wrong survivor because I really hate playing against him. With other killers I'm great

    Personally, I like Spine Chill. Super useful versus every Killer. It removes most of his mindgame potential.

  • @bigballs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126911#Comment_1126911

    I is suspecting english isn't your first language. There's situations where you don't want to move and this was one of them

    To get a single crow, you have to sit perfectly still for an entire minute. I suspect that you are a lower ranked player and that this is your first encounter.

    To avoid this, move. Alternatively, spam one of your two emotes.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126494#Comment_1126494

    No he did not:

    "[I] wrote down the perks of 100 red rank survivors I got matched with."

    Also, 2 DSes per game makes perfect sense.

    46% of Survivors running DS in 100 games means that there should be roughly two per game.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1124505#Comment_1124505

    Oh My God

    I hope this is a joke.

    I hope that @Peanits knows how math works...

    80% Killers in red ranks used Ruin.

    So Ruin was being used in 80% of all red rank matches.

    ~46% Surviviors in red ranks use DS

    So DS is being used in around 46%... OH WAIT, THERE ARE 4 SURVIVIORS IN EACH GAME

    So whats the probabiloty that DS will appear in a red rank game?

    (1-(0.54)^4)×100%=

    (1-0.8503056)×100%=

    0.91496944×100%=

    91.496944%

    If you dont believe my math skills then here is a calculator:

    https://us.v-cdn.net/6030815/uploads/899/OXUCND1UYID5.png

    PROBABLILITY OF DECISIVE STRIKE APPEARING IN A RED RANK GAME IS ~91.5%

    This sounds like more than 80% lmao, even if its statistics and not reality...

    Devs, I hope you were not talking seriously...

    I think the OP already took this into account.

    It has a 46% chance of being used by at least one Survivor.

  • @Key said:

    I disagree. Killers are op. Especially GhostFace. He is super fast and hard to go against as a survivor. One of the only ways to beat him is to have a super coordinated team.

    GhostFace is 115%, the same as Trapper. I have zero trouble looping a GhostFace and I'm kinda bad at Survivor. He has no way to cut loops short.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118999#Comment_1118999

    That would be pretty boring and removes all synergy with additional hatchet add-ons.

    I believe @Heartbound is on to something here:

    https://forum.deadbydaylight.com/en/discussion/comment/1119000#Comment_1119000

    We could also make Iridescent Hatchets act like a One In The Chamber add-on. I believe we had this discussion before, but in case you forgot — a hatchet hit on a survivor prevents you from losing a hatchet. You start with 5 hatchets like normal, but each locker search gives you one hatchet at a time. 😁

    But, my idea rewards good hatchets. It isn't insanely punishing, but it does prevent people from cheesing instant downs. I really do not care for DeathSlinger's UR add-ons.

  • @Jacksansyboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123621#Comment_1123621

    It's literally the smallest map, so if it's fairly large, then all of the other maps really do suck

    No, it isn't the smallest map. It is exact same size as Yamoaka Estate, which people have complained about being large.

    Coal Tower is way smaller.

  • So, you had a bad game. We all do, you just have to move on and get over it. I wish I could give more helpful advice, but that's all you can do

  • @Jacksansyboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1122352#Comment_1122352

    So all maps? Sanctum of wrath is actually really good for killer because of how small it is. Sure people can hide, but you just have to learn the tell tale signs of a crouching survivor

    It's fairly large. Sanctum is way too dark and has too many super safe loops and too many super unsafe loops.

  • @just_a_noob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123342#Comment_1123342

    i agree that they should spawn with some obstacles in the way or something but at the moment they are always ridiculously close to each other. this is something i think they need to look at.

    They definitely do not always spawn close.

  • @just_a_noob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123217#Comment_1123217

    those 3 maps are about the only maps where the exit gates spawn far enough apart that it gives survivors a chance to escape through them (if you're the only one left) and you don't get those maps very often.

    Its an easy escape, it shouldn't be like that.

    Gates should spawn with some obstacles in the way, but not very far apart. It gives low mobility Killers a chance, while preventing high mobility Killers from abusing it.

  • @Quake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123328#Comment_1123328

    Bad luck like this happens once,twice.I'm talking this happens every other game lol.

    You must just be unlucky. It seems to be working fine for me.

  • @Quake said:

    So i've lost count on the times i've used plunderer's and i get a brown toolbox from a chest.The tooltip says at t3 "grants a considerably better chance at finding an item of higher rarity"

    I get it,this means that it is not guaranteed just a higher chance.Now,how many times have u used a map offering,which grants a tremendously higher chance(still not guaranteed)and the trial took place in another map while u were the only one with a map offering?I suppose none.

    Working as intended?

    I have literally pulled Red and Purple Keys out of every chest in a game.

    Plunderer's in working fine. You just had bad luck lol

  • @Unicorn said:

    Hate to add to the 10,000 topics about Ruin, but this one is a little different. I'm not complaining; yayyy 💜

    But my question is, in the current state that Ruin is in should it even be a hex perk anymore?

    No, it should not be.

    My idea was to keep the current effect as a Hex, so it still regresses gens at 200% speed. However, when the Hex is broken, the effect lingers. Now, gens do not have to be kicked and regress on their own at normal speed. It adds an extra bonus to running Ruin so if your totem is destroyed, you aren't screwed. It isn't much better, but its something.

    Also, Ruin is now decent on high-mobility Killers, the exact people who DIDN'T need it before.

    in Ruin Comment by Pulsar
  • @ZtarShot said:

    I would like to say this is a generalization, or as I usually say it, stereotype, of what I have seen on the forums. If you aren't like how I described your clique, keep in mind that this is what I have seen and doesn't necessarily apply to you directly.

    Onto to the actual post.

    Survivor mains on these forums act more annoyed than anything else (Myself included.) They seem to lash out Everytime something they find fair, usually on the survivor side gets called for a Nerf. They do seem more relaxed than the killers though. Mostly caring about the fun of themselves, but usually including something unfun for either their fellow survivors or killers. Usually rely on "crutch" perks more often than killer (I do understand that.) Survivors can and will support killer ideas when they think it is good for the game's health, and often (at first) calmingly talk about something that contradicts their beliefs.

    Killers are sadistic. They don't care how much fun the person or people they play against have. They really are more objective-driven than survivors. Once attached to something, they heavily rely on whatever thing it was. They don't like that certain thing to be changed though. They are more likely to call for needs and state controversial topics, maybe in a thread that has absolutely nothing to do with it. Have a wobbly relationship with the developers at BHVR. But far into the online persona they have set for themselves they care about each other and are open to constructive criticism on new ideas.

    Hybrids are odd. Having a personality that neither here nor there. Most are chill. Many talk constructively, but are more open to argue than anyone else as I believe they are the most educated people in the forums. They are extremely rare too, so listen when you find one.

    Developers, Community Managers, and Moderators. This'll mostly talk about their actions outside of the forums rather than what they say in it. This small group of people believe that what they think is right is right, without giving the opportunity for the community to say much or anything at all. If course they care about us, but they see us as customers, just the group of people that decide to play their game. But maybe it would be great to see a PTB about something a player came up with rather than themselves.

    That is all. Remember to boop every Pig's snoot you see

    I would say most of this is kind of accurate. I am a hybrid myself, but I doubt anyone would put me into it based off of your definition, but thats fine lol

    I do think you have the Devs wrong though, they do listen and they do change stuff. It may not be as fast as we want it, but they do listen and they have our (and their game's) best interest at heart.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119169#Comment_1119169

    This can not happen at all, unless you are afk. Even with Brand new parts on all 4 players, you still should there in time to stop the gens they are working on. If you have a problem finding survivors in the beginning, use whispers until you are experienced enough to know where they spawn and then usually go first.

    Topic: Killer is definitely more stressful, but thats it. There is no need to discuss balance, killers are more then fine.

    Actually yes, it can. A lot of people run Prove Thyself and it is absolutely a possibility that two gens will pop before your first chase ends.

  • I dislike Gideon Meat Plant as both Survivor and Killer.

    As Killer specifically, I hate every corn map, Haddonfield, Crotus Prenn, Blood Lodge, Yamoaka Estate, Sanctum of Wrath, Ironworks of Misery, Red Forest maps, Lery's, Ormond and The Game.

    As Survivor, I hate Haddonfield, Lery's, The Game and the Pale Rose.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/133107/how-to-easily-make-vigil-good

    Great idea, this is basically perfect in my opinion, but we have to change a few things for balance and lore logic.

    Also, since I have OCD, I must put your perk in correct format or this will keep bothering me! 😓

    Vigil: Your Version

    You look over your friends even in dire situations.

    Timed status effects expire 100% faster than normal.

    Permanent status effects will be removed after 100/80/60 seconds.

    Vigil: My Version

    Your faith in dire situations allow you to resist darkness.

    Any timed status effect applied to you will be shorten by 10 seconds. If the status effect duration is less than the amount of time it will be shorten, it will instead be shorten by 30%/40%/50%.

    While healthy, permanent status effects will be removed automatically in 60 seconds.

    Does not affect the cursed status effect and its associated status effects.

    My version makes Vigil more balanced when it's being used to reduce the effects of killer add-ons and perks. However, since the perk now affects the perk owner, I felt like it would be fair to make it stronger. 😁

    I would like to see this buff, but I'm just not sure if it will be enough.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121133#Comment_1121133

    And? Aren't killers always complaining about how the devs only balance around "low ranked survivors", why don't more players get on Otz level?

    That's like saying to a hockey player, why don't you just play like Wayne Gretzky. Good idea, bad execution. Otz is way above average.

  • @ScottJund said:

    Man I really hate when people post things like this. Like don't get me wrong, there are numerous problems with the game, but you've linked a video of Otz playing one of the worst killers in the game with addons that make him even worse, intentionally with the worst perks in the game, and he still 4ks.

    These examples are always so terrible. He used literally the weakest ######### you can possibly use and still killed everyone. ######### else do you want?

    I think the point is that had it not been Otz, who is generally considered one of the better players, any other player would have lost.

    Obviously, that doesn't mean Leatherface is OP or that Killers are OP, it just means that Otz is a good player and managed to end up with a 4K. Honestly, not sure why it was posted.

  • @DYNAMICskills7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119868#Comment_1119868

    It’s true there’s some number glitches with dps, but it’s usually pointed out and adjusted.

    What stats ecactly do you refer to? I just remember a mention of usage % from a recent stream. Like lithe being most used lol. But wouldn’t doubt it at lower ranks and killer win rate.

    Killer pick rate, kill rate and the Devs said Self-Care is the most picked Survivor perk.

  • @leyzyman said:

    So, as I havent gotten to so it myself, but seen quite a bit of gameplay, I am ok with breaking down walls at some loops. Obviously it shouldn't be at every loop possible, but getting a few loops to be less powerful is a good idea.

    However, I am gonna be firm on this: shack should not have a breakable wall.

    I didn't mind the idea of loops from the recent times. Most loops are ok, but somewhat unsafe. This means that there are less places you cannot mindgame. Shack was the only guaranteed safe loop on a majority of maps. This doesn't mean that there aren't other safe loops, just one that was sure to spawn.

    Now, there are gonna be 0 safe guaranteed loops for survivors.

    Granted, I know that survivors have plenty of other things (tons of 2nd chance perks and ect.), but I feel there should be some loops that are decently safe.

    Me and a friend explored the new map. There are 0 safe loops on the map.

    Now, I guess this would only be a. Issue if gen speeds + map designs weren't a big issue atm.

    For the current game, breakable walls are fine.

    If maps and gen speeds are addressed, then I could see lessening the amount, but for now I think making almost every loop unsafe is a decent idea. There will still be more than enough pallets and second-chance perks to keep people alive.

  • @DYNAMICskills7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119771#Comment_1119771

    I wish it was that simple for me to rely on someone else’s opinion. But I have found most people are just as flawed as any ordinary human. I have only ever listened to datto that analyses destiny using numbers to validate his opinion and tydetime using optimal thought out scenarios like myself, which is like numbers that can’t lie.

    idk who scottjund is. But otz was introduced to me by a friend and told me he said Freddy was best killer, better than nurse. Of course my friend was a idiot who misheard, but he got me to analyse one of his videos named Freddy vs optimal swf ooo or something and I broke down the whole thing with timestamps and shared it to otz discord too. I Essentially proved the video was clickbait and there was dozens of examples to his opinions being wrong and why the survivors were failures. He’s not even active on his discord and it’s pretty dead tbh and he never responded rip. Took me a few hours to write everything down.

    Numbers can mislead.

    Do you consider the recent stats accurate?

  • @DYNAMICskills7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119714#Comment_1119714

    It’s always been unfair for years. I have tested it a bit on ptb and it doesn’t tell me yet it’s broken. I know it’s an opinion, but a lot of people complaining haven’t even played ptb and just follow others opinions instead. or some can have misjudgements, especially from negativity everywhere purswading you.

    i think it really needs to hit live version for more wider players and I can hardly play killer on ptb with wait times. Most of my assessment is based off of how old sabo played and analysing gameplay and creating scenarios in my mind that will be the worst and best. Something I don’t see anyone talk about but myself and tydetime has a similar thinking strategy to analyse killer potential. I should also note my unpaid personal job is to test and analyse games like these to break them. Where a scenario can be created easily. People follow a optimal code like ai

    I don't really like Tyde, he doesn't seem involved anymore. I would value Otz or ScottJund's opinion more.

    If it hits Live in its current version, games are going to be incredibly toxic. Denying the Killer a hook is like adding two gens to the Survivors objective.

  • Yes, you can. If you have semi-competent teammates, he won't catch you in time to stop gens from popping.

  • @DYNAMICskills7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119506#Comment_1119506

    Rather not have you purswade the devs to revert the sabo changes to something worse (as in more unfair towards killers) and not accessible to solo queue. Start talking about a slight sabo nerf after it hits live version for a bit.

    I would rather persuade them into seeing that this change is completely unfair for one side.

    I would rather Sabo be changed into something healthier.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119470#Comment_1119470

    Because that survivor should also die for it. It's like trading for a hook save. They go down, the survivor potentially struggles free and then it's their turn to go on a hook or get slugged for 30 seconds to wait for the hook to respawn. People are overreacting so much to this sabo change it's unreal. The one change that encourages survivors to not hammer gens and be altruistic and everyone's up in arms about it.

    But they won't. The stun from wiggling out will prevent the Killer from punishing the, shall we say, Saboteur.

    Basically, 2.5 second Sabo is completely broken. It needs to be changed before it goes Live, just like DeathSlinger needs to be changed.

  • I'd rather not have them back. My games are way better without insane latency, even with yellow ping,

  • Because this game is my favorite.

    Good luck with your new game

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