PureHostility
PureHostility
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A quick google search would give you a result.
But if you insist, it is an IT term when diagnosing an issue someone/customer may have.
PEBCAK is an acronym for Problem Exists Between Chair And Keyboard, which means the USER is the source of the problem.
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@salade8767 said:
https://forum.deadbydaylight.com/en/discussion/comment/2039054#Comment_2039054
Blight right now is not A tier because of the FOV anyway in my opinion.
Twins is far from being an A tier killer if she was you would see her more often in the red rank. Shes close the be a D tier killer i think if not worse
I saw a 2nd Twins yesterday since the release, she is so rare to play against I was quite confused when I heard her TR and couldn't match it to any killer at first.
Well, it wasn't a good match for her, she tried to play fair and didn't overly slug every one that much not camped anyone to death with her bb... I mean Viktor.
She is so flawed when not playing scummy it is sad.
Don't really know how Trickster will fit in, he doesn't seem to have that scummy feeling besides being Legion 1.0 Lite, with a bit more counterplay due to passive laceration degradation...
I assume he will be as rare as hag or pig, once release "hype" ends.
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Spirit - unfun and unbalanced pos, full of "mind games" + meta
Oni - meta crap, not interested.
Freddy - He was my favorite slasher in movies, now dbd ruined his portray by either being useless crap (release) or bloated low skill ceiling killer (current), I don't want to touch it + meta crap.
Nurse - I played her for at least 600 hours, enough is enough. No more. Too many bugs makes her experience just sad and bordering as masochism
Twins - never played as one, bought her with iris on her release, one day I will complete adepts on her and never touch her again until a rework. She is just so unhealthy. Even though I'm a proud owner of a slug ranch, she is beyond my taste, she is like comparing hand made tasty and salty slugs to industrialized factory pumping low quality slugs without any taste and low amount of salt. She is of course the industrial slug machine, no fun allowed for either side.
I play all other killers.
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You've got two potential answers:
1) SWF
2) PEBCAK
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@teamashen said:
Played 5 games as killer. First two were very sweaty red rank swfs, followed by 3 yellow and brown rank teams that didn't finish a single gen.
After that, we played 8 Survivor matches with wild swings. Our first game was against a 12 and never had anything come close to that since. We would lose a game to a rank 1 and then a fresh rank 20, and then back to a red rank, and back to a yellow rank. There seemed to be no middle ground and swung wildly between these two numbers. Our players were two rank 4s and a rank 8 and the MMR seemed to want to throw a rank 16 in that last slot nearly every time, which is just frustrating to no end when you're used to a certain style of gameplay that isn't crouched in a corner doing nothing or hiding in a basement locker till hatch spawns.
The MMR seems all over the place and never really settled onto a group that worked at all. Hopefully enough data is given tonight that we can get something that actually works because right now, this is NOT working and I'd rather have the original broken system.
You are basing your experience as if old ranks matter.
The job for MMR is to pair you up with and against players of similar skill level. The MMR rating is hidden from us.
Just because someone is r1 doesn't mean they are godlike, nor if someone is r18, doesn't mean they are utter crap that can't even move forward. They may be new but play really good from the start or be a smurf.
You should have described your experience in terms of how well teammates and opponents played instead of throwing "rainbow ranks" as an excuse, since people been saying since late 2016 /early 2017 they mean nothing but a play time.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2032302#Comment_2032302
Unless there's no hook downstairs / basement.
If you don't notice you have to drop and break a wall and you might risk an escape.
Not to mention, sometimes you just can't be bother to walk around.
They've helped me a little more than troubled me at least.
There is almost always a hook in front and one in the back with both doors being always open. There is more than enough time to haul someone's arse from upstairs to one of these hooks.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2032265#Comment_2032265
I got sent to Badham yesterday as Billy.
The house of pain had the window open above the stairs with the door leading to the outside blocked.
I wanted to DC the moment I saw the window that leads to the garage open and the door that leads in the back of the garage closed. I've had to break 2 walls to fully deny the house of pain....
This is very rare to see but holy ######### ... Why do these things exist??
The house on Basham that has breakable walls is the 2 store high one without the basement.
The walls on both of its sides are the ones that benefit survivors more if they are broken.
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Depends on the state of the game (gens done).
But usually they will be slugged a lot if recently hooked and will take priority in case of being chased. On top of that, no mercy if unhooked in my face, as I usually go for the unhooked instead.
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Depends.
If you are a potato that gets 360'ed twice by an afk survivor or you are a decent player.
If the first, Doctor and Legion.
If not, Wraith maxes out deviousness quite quickly, Huntress too. They usually are my safe bet for farming bps while being quite fun to play.
Nurse gets quite a hefty amount of hunting due to constant chase interruptions-reengagements.
Basically anyone but Trapper, Pig, Plague.
Slugging is also a good idea to farm a bit more bps in case of brutality and hunting, depending on your killer of choice.
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Been suggested in 2016.
That suggestion is as bad as it was back then.
As an avid fan of whispers, No! That would make it broken in cases you wouldn't want to be in the game in the first place.
It is a great early and late game detection perk with some uses mid game. It also has no counters from survivors to begin with. It is perfectly fine the way it is.
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It is free points, 1 gen almost maxes out your objective category.
It helps A LOT if for some reason 3 of you sit on the same gen.
The Meghead that follows you like a sore arsehole won't be that much of pain in terms of overall time wasted.
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@Seraphor said:
A 5s stun is definitely too much.
I'd go for a reverse Borrowed Time though, give the person who is unhooking you 5 seconds of Endurance.
No, frak off with that borrowed time 1.0 lite.
We had it and it was stupidly overpowered.
Don't unhook in front of the camping Killer if you are not willing to trade a hook if he doesn't go for the unhooked guy with BT.
OP's suggestion is also extremely flawed without any thought put into how that would work in a bigger picture.
It would be once again abused by survivors for free escapes, as was the anti camping system that stopped hook progress, it was abused by survivors, even if a killer wasn't camping in the first place.
Should there be a way to punish killers who camp hooks?
Maybe, but do it with a gen progression buff that isn't directly connected to the proximity of the hooked guy, as it is prone to abuse/exploiting by survivors.
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Sure, as long as we can select to not play with or against SWF.
This way I can be a solo survivor with 3 other solo survivors and verse only solo survivors as a killer.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2024672#Comment_2024672
Don't most killers predict spinechill now and just moonwalk or look to the side?
Only if they see you run off without any warning as they approach. (No TR or other sound cues). Otherwise they just approach as always, some do it even if Spine chill is suspected or they don't care.
No, SC is actively being countered as often as you may think, at least at red ranks.
Also, a simple blink from SC when versing a stealth killer may be enough to warrant more attention and be wary. Countering it is more of a hussle than it is worth it.
Edit:
Whispers is kind of a counter to heavily immersed spine chill players. Even if they leg it silently, they are now probably in a much worse spot than before.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2024607#Comment_2024607
Honestly itd have its advantages over spinechill if it lit up and revealed the killers aura when they see yours. As theres many aura reading perks and addons. So like if your facing a michael and OoO is always lit up its probably scratched mirror. It lighting up everytime you throw up with plague? Black incense. in some ways it could beat out spinechill or just be a amazing perk to side with it as if it lit up whenever your auras revealed that gives you so much more info, spinechill warns you if the killers coming which killers can just counter by looking up,down, or moonwalking. New object warns you what the killer has and they can't do anything about it. Another thing say the killer hooks someone and it lights up for 4 seconds bbq known instantly. Go near a totem and see it lights up? Get that undying out of here. (Even though undying already tells you now i think?) Wouldn't have to see the killer to get immense value from it. Current object lights up whenever you look in the killers direction so if they go the same route with new object (it lights up no matter if the killers aura is revealed) then that makes it amazingly powerful.
I just said to use spine chill if you prefer just to counter stealth killers (undetectable) who are using auras.
Either way, new OoO is a much better pekr (health wise) and will surely see much, much more use in solo queues.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2024485#Comment_2024485
Wonder if itll still light up. Current object when ya look at undetectable it lights up you just don't see the aura. Thatll make it interesting vs nurses calling since a lot of ghostfaces and sometimes michaels smack you then come back with nurses.
Might as well just use spine chill for that.
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Actually, if you are healthy and force killer to m1 you at the pallet and stun them at the same time, you will gain so much distance you will be on the other side of the map before they regain control from the stun lock.
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As a day 1 player, I really don't mind it, on the contrary, I quite like it.
It adds additional mechanics to the game to counter or combat certain killers or tactics.
Survivor trying to burn you off the cloak can either be a bad thing or something that will easily grant you a hit on them, depends on how you play around it.
You should always pay attention to what items survivors have, if it is a flashy, you approach them differently, even baiting them to try and burn you for the free hit.
Burning any Wraith who are decent at this game is quite challenging and will mostly only work on those who are unaware of you being there.
Thus, I think it should stay
Adds depth to a quite simple killer.
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@JP4Bama said:
Haven't played DBD since my rant post and here I am days later very 1st match killer fire camp's and even made a person quit early. I sure wish there was something that could be done about killers fire camping it ruins the experience for people to have fun.
There is, it is called "Do gens and gtfo".
Camping killers is sadly the low ranks (noob zone) issue, it barely happens at higher ranks.
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Duhhh, It's a Mad Max thing.
It is obvious.
Magnus Opus, the ultimate car.
The character clearly looks like a Chumbucket when he was a bit younger, hence longer hair.
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Uh... Ehm...
It says it will be released on 23rd of February.
Today is 23rd of February.
Following that logic, it is clear to assume it comes out in 3 days on Friday, which will be 26th of February.
But I wasn't really good at math nor any decent in comprehend reading.
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@Dipper said:
https://forum.deadbydaylight.com/en/discussion/229364/the-demogorgon
Ever considered that he has connection errors? It rarely happens to me, but sometimes when I play killer, I suddenly get kicked out of the round with the message "An internet connection is required... bla bla bla", even tho I have 100K/s
100 kiloBits? (12 kilobytes)
100 kilobytes?
Nonetheless, both of them so 2000, the first stepping stone just after 56k modems...
Never tell anyone you run on such a slow speed.
On top of that, I hope you don't use wireless for any sort of gaming, that is another sin.
/s
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/229330/how-did-old-bnp-work
It wasn't quite instant. You would get a series of skill checks until you missed them of the gen was complete. I don't remember exactly how long they took to complete but it was ridiculously fast.
As for why they thought it was a good idea. I have no idea. My best guess is they wanted ultra rare addons to be really powerful. Which is fair enough. They just don't think through how powerful they would be.
No, it was instant.
People literally just grabbed 4 of BNPs ran up to 4 different gens instantly repaired whole gens.
Its been like thag for around a year since release.
Skill check version came up later and it wasn't as powerful either, but still strong af.
Current BNP is laughable, but it should be like that from the start.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1956832#Comment_1956832
Well that's how I got it. Maybe it's bugged it wouldn't be the first bugged challenge. That's how I got it. No other way.
"Hide in a locker within 5 seconds of being in a chase with a Killer." word for word. I did the challenge how I interpreted it and I got the challenge.
Honesty, the more I read it now it can be interpreted both ways.
Also, AFAIK chase drops when you enter a locker.
So just standing in front of the locker, or running around a jungle gym then jumping into a locker would suffice.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1956778#Comment_1956778
It's after the chase. I got it by jumping in the locker after the chase ended.
Could you please quote the description of said challenge then?
The answer is right there.
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Well, tried few matches yesterday.
Besides horrible desync issues, out of 7 total games, 4 were against a spirit, 3 of them hardcore tunneling or slugging ones , dunno about 4th as I suicided as soon as I saw it is another one spirit. At best 1 gen was done before all were dead (teammates were rushing hooks too, so...) . But they were the definition of "No Fun Allowed".
1 average forever Freddy, nothing special, 2 escaped 2 died.
1 nurse who burnt The Game offering hitting from 10 meters away. She was chill though.
1 clown speed/teleporting/wall hacking (obvious fat sonic) hacking on shelter woods. I just alt+f4ed. That was like 4th cheater so far I have seen in almost 3k hours, so no biggie.
Well, Yea, I lost my will to play this game yesterday quite quickly.
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@Dito175 said:
After escaping a chase you have to enter a locker, do you have to stay a certain amount of time inside of the locker? I played 3 matches i didn't get it.
You misread it.
It is not when ESCAPING a chase but when chase BEGINS.
It couldn't be easier.
Just sit in front of the locker and bait the killer to chase you, as soon as the music initiates, you have 5 seconds to hop into the locker...
That's it.
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Be glad current desync issue exist.
If everything would be like before that awful update, you would be stunned if you spotted a survivor jumping out of the locker and actually running away for a half a second. If you approached that locker in that time, you would be stunned.
Because... Head On generates magnetic aura on the locker for longer than the jumping out animation actually plays.
Thankfully, huge desync is there, so we can hit survivors, while on their screens they are 10 meters away already.
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The game is alive a because there is no worth while competition, that's why it hasn't died yet.
The sole reason.
That's why so many people have the love&hate relationship with it.
They love the concept and overall core game loop but hates the direction it takes, how long changes are implemented and general devs egocentric / ignorant standpoint on anything regarding blatant game issues.
Best example was last PTB, which should be renamed to Public Teaser Build instead, as from the looks of it, our feedback is ignored unless it affects the general game's image market wise (I.e.steam review bombing).
I bet devs are awesome people, but they have weird way of interacting with community... Very weird actually.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1951930#Comment_1951930
Let me explain again the issue happen right next to the exit gate, right next to the escape line (or whatever it called). If this would happen 30 meters away from the exit gate sure not issue, STBL would have been okay, but in this scenario non of those solution could help. Actually as. I think over we have this issue when you down someone next to window or locker, you have to waste a lot of type to find the position where you can pick up the down survivor.
I know what you meant from the first post.
As I said, they cooped and helped each others to escape, by locking you into m1 cool down, as I said. If they are a bit further from the exit line, you can mitigate it with STBFL or other low cd attacks, so they cannot force you into long cd and crawl away.
In your case consider this a body block for other survivor, because it is just that.
Works just fine. They outplayed you in that case, no shame in admitting it. It is a tactic often used in that situations and you will see it VERY OFTEN when facing SWF.
Nonetheless, as I said, it works like that for years even though it wasn't intended by devs (90% of what happens currently in dbd wasn't intended 4 years ago...).
You just learnt something new and can somewhat anticipate such moves.
If they are so close to the exit trigger zone, consider it a loss if they do it.
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Only one action can be in progress on a single entity(object) in that moment besides coop actions for survivors.
Example:
Generator cannot be kicked if someone is repairing it.
And/Or
Generator cannot be repaired while it is being kicked.
You must interrupt the other side from doing their action.
That healing thing is fine. It allows survivors to cooperate in order to overcome a problem. It relies on long cd of killer's m1.
Use STBFL to mitigate that issue in the future.
Huntress hatchet has faster cd than base m1.
Etc.
It is one of few things that require some game knowledge (skill) in thwat overly casual game.
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Depends where you are having dbd installed (HDD or SSD), if same disk shares different stuff running at the same time (OS + games/other software is a really stupid idea).
Also, the way patching works may require more time than it may seem so. Patch may be 2 MB in size but it requires to access some huge files and apply minor changes inside of them.
Depending on how they deal with it, it may either extract whole file into RAM or w/e, overwrite it and pack it back. Dunno, seen many different ways patching were done. Dbd sadly indeed takes ages to finish compared to other games, but it may just be the way files are structured.
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Iri shards are only good to unlock non licensed killers and survivors and maybe get some skin that can be bought with them.
Otherwise, they are useless.
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It is like that because you are revealed when near a dull totem because of undying.
And because whenever a hex totem does something to you the handholding information gets displayed on your hud. It is to make sure complete newbies know what's up, limiting the need for the game knowledge to have any impact.
It was the same with old lullaby, ruin, etc.
It works as intended, even though it is cheap and overdone.
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People complain mostly about LAYOUT of the UI, because it is terrible for anything but mobile. Person who designed it probably never did any kind of research how such stuff should function to be ergonomic for the user.
Thus, we have horrible mess of the UI with crucial information being FAR AWAY from the eye focus and useless stuff that barely needs to be checked are where they currently are.
Also not to mention worthless information being displayed on the screen (killer's hook progression... Why? It serves completely no purpose).
Currently, UI needs to be shifted around, so important Info is close to the eye focus zone and displayed information should be read with just a glimpse of the eye.
It is basic stuff.
Changing this should take a single person just few hours. It is literally just a few changes in the code in regards to the coordinates of widgets and their location on the screen.
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Honestly?
Why not, sure, introduce it.
But I would also like to see an option to disable/ban being matched against or with SWF.
As a purely solo players, I don't want to play against SWF as a killer nor I want teammates who are in SWF when I am a solo survivor.
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Aren't you happy for getting the whooping 250k BPs that you normally get in 5 games as a killer with BBQ?
You should be grateful!.
/s
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I was thinking about it.
How about on prestige 0 and 1, your blood web works the same as currently.
Prestige 2, all perks start at tier 2 and you only need to get them twice.
Prestige 3 spawns all perks at tier 3.
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Yes, I think actually killer should see you when he looks at you even if you don't look at him.
Why shouldn't he? Obsession perks need to have downsides.
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OP you sound like one of the most stereotypical survivor main that ever existed.
Your egotistical point of view heavily blinds your perception of the game.
As a fellow player who has been here since release, playing both sides equally (solo surv or killer; preferring survivor now due to being easier/more relaxing), I can easily tell you that Franklin's isn't a problem and never really was.
At best it allows killers to cope with survivor's bullcrapping (in 90% done by SWF teams). Can be used with certain killers for a better downing potential (Hag and Trapper) or just to complete some challenges if needed.
Otherwise it is a waste. Mostly used when keys are in play, as other items aren't as powerful as they once were.
If you want a key in game for whatever stupid reason (you toxic courtesan), just bring plunderes instinct and appraisal. Congratulations, you will loot pink maps and pink/purple keys EVERY game... .
So there goes your silly argument about these items being "rare" or "hard to come by".
I would recommend playing both sides so you actually start understanding the game's balance and state and will save you from sounding like a completely biased newbie.
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If you don't care to play either.. Well
Clown has better perks. (bamboozle and pop)
Slinger not so much (retribution may have some uses, rest suck balls).
If you have all perks, next killer comes out in around 2 months, so it is up to you.
Else, flip a coin.
Personally I fond slinger to be more fun to play as out of those two. (not to play against tough)
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@indieeden7 said:
More body types would be amazing, I'm also not a fan of the fact that all male survivors are all of average build or above, I'd love to see some skinny guys.
Pretty sure Jake is a step from being anorexic.
I would prefer obese/fat male.
Jeff is far from being the "fat" type.
I want a walking stereotype of an American McDonald's subscriber.
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Uh, a heal effect triggering during a deep wound status is a "win scenario" for the killer in the bigger picture.
Deep Wound is nothing else but a time waster to force survivors through a few seconds of mending.
I would feel robbed if it triggered on my deep wound, thus I don't find it positive.
I couldn't care less if I had deep wound timer or just be injured while killer chases me. There is 0 threat from mending to begin with.
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You should probably just add "What else besides spirit (...)." to the OP.
I don't know ANYONE who has any fun against spirit thwt is not paid actor or plays against an afk/bot killer.
Other than that, the generic iri head huntress, basic female dog builds on Freddy or me being the only solo survivor in a game with some 3 man swf...
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/1866418#Comment_1866418
"Back in the day"? And when was this, exactly?
I.E. Nurse release, her initial power aside, normal, killers for some reason received double/triple lunge range on all m1 attacks. Guess how long queues were back then?
So do with existence of Machine Gun builds (STBFL+Unrelenting), same thing, ages to find a game as a killer.
Basically once one side has some broken stuff that makes playing them trivial, general evening population flocks to that side clogging clues.
For most of recent time it was survivor side.
It was always considered stressless and hands off experience in dbd besides few times when stuff became broken for killers. (didn't last long, almost always hotfixed within a week...)
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Oh, hi.
I see you just reposted a suggestion from 2016.
Glad you enjoyed it.
Devs did too, by saying "We will look into it." back then.
Have a nice day.
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Considering queue times for 4 man SWF are atrocious at evening times, especially weekends. I find it somewhat entertaining getting into a lobby with already readied up survivors with questionable items equipped (key+map).
I will gladly wait the 60 seconds and burn a specific offering that sadly crashes my game to the desktop just after lobby starts and before the game begins loading.
Other than that.
It is the fault of SWF taking up the queue time for solo survivors. When you think about it, SWF is like a tumor causing wide array of issues.
#totallynotbiased
On the side note. It almost always been that way.
At night one side had instant queues while the other one was disgustingly long. At morning/day time things switched around.
Usually the side with most power/broken stuff was the overrun one at the night time of your local zone. (yes, even killers had long queue times at evening hours back in the day)
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@LowSpecGamersMatter said:
Back then there was a chance to bug out DS if you time the swing correctly, resulting into a succesfull skillcheck still not activating + (with camera shaking) distracting the survivor.
I still do it nowadays, but for another reason: Trying to say "ey listen, I know you have DS, Im not dumb. I just dont care."
Exactly.
Nowadays it is just "I know you run a small pp perk, lets get over with it."
The change to ds and survivor's camera was done years ago, most of current dbd population doesn't even know how it looked back then or how m1 worked on it.
Just treat is an acknowledgement from the killer about your obvious DS bait.
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If they have any kind of headphones, you lose.
Basic Courtesan build for spirit involves Stridor, which counters the only perk that makes her somewhat bearable, iron will.
Spirit is fundamentaly broken and unbalanced mess of a killer, pray she is a bad and deaf player.
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Be glad you weren't here at the release in 2016...
Whenever Claudette was hooked, your headphones would pierce a massive hole into your brain.
Killer players literally started smacking Claudettes as soon as they hooked them, to override their hook scream with a normal hit groan.
It was so damn loud, nothing currently in the game comes close to that.
(also frak the 2016 chainsaw volume, my ears bleed from that to this day).