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Runiver

Runiver

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Runiver
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  • Why would you buff that hobo survivor.
    Freddy ain't a priority as much as Trapper tho.
    Trapper is waiting for some love for several years now.

  • BBQ & Chili does not need a nerf. Especially since this last patch actually nerfed it due to the red generator auras.
    /Thread

  • I look at my results, throw a "gg wp" whatever happened in the round (except for glitch abusers), and then I leave instantly.

  • @Brady said:

    @PhantomMask20763 said:
    I'm a pig main and I normally go for someone without a trap however if the person with the trap is the only one around it if I see them on a box I'll down them and hook them itll just give me more time as for the lunge she's just shorter than the other killers making it feel like a long lunge when it's not, same thing with freddy too everyone says he has a long lunge but hes just short ya know

    Prove me wrong if I am, but I think the hit-cone for The Pig and Freddy are actually bigger. It's not the lunge itself, but the actual cone.

    What is the cone to-say? Well, because of the lovely peer-to-peer servers and hitboxes being total crap in this game, the devs implemented a cone for the killers basic attack. Meaning, if you're inside of this cone when they attack is initiated, it will count as a hit.

    Opinionated, but for some reason, The Pig and Freddy are always able to hit outside of a window MUCH FURTHER than The Nurse or Trapper. I'm always hit after a vault and downed with these characters, evidently if they were another Killer I wouldn't of because of the cone. They would've hit the wall of the window. It's frustrating and annoying, you should only be able to hit mid-vault, not after when the vault has been performed. It seems like the opportunity is only given to The Pig or Freddy unless you're just standing directly infront of the window.

    The cones are the exact same for all killers. No exception.
    The range is eventually different, due the fact it's tied to movement speed.

    You guys are just spreading myths, because your perception is wrong due to the fact you play against smaller killers.

  • "Now" ?
    It hasn't changed since release.

  • I think that's a bit extreme, tho what I asked for, for ages, is :
    Get bonus movement speed/attack recovery against fully stalked survivors in a chase, with extra bonuses if they're obsession.

  • https://deadbydaylight.gamepedia.com/Emblems

    Here's the thing that make you score toward pipping in the current system :
    Repairing gens (if you repair with someone, points are split, so beware.)
    DEstroying Hex totems.
    Escaping the killer (after long chases for more points)
    Escaping, the less you got caught/hooked, the more points you get.
    Saving people from the hook, while they don't get caught for at least 10s after the unhook.
    Healing people.
    Bodyblocking
    Flashlight/pallet rescues.
    Being in the terror radius of the killer. The close the more points you get.
    Rest do not score (unless I forgot something)

  • I don't "love" dbd.
    I play it from time to time until the toxicity and unbalanced remind me why I left out.
    And I repeat a few days later.

  • Nowhere atm, except in game reports.
    Showing names on the forums is also forbidden (for some reasons) because it's against the rules for "naming and shaming".
    Just a suggestion tho, I'm no mod.

  • @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @Runiver said:

    @mcNuggets said:

    @MojoTheFabulous said:
    People still can't accept that camping is still a thing and literally intended by the Devs? It's really not a big deal in the slightest.

    Its not intended.
    They talk it good, because they cant balance the game properly, because of the survivor tears.

    Camping is intended.
    You have to give the killer a reason to leave the hook, not expect him to go on a fool's errand and hope he doesn't come back in time. Someone getting caught is now a bait for other players, and a bait, in several scenarios, do have pretty low survival chances.

    If you have a problem with that, you have 2 solutions :
    Do not save against campers.
    Do not get caught.

    And yes, at times, you'll get caught and camped. ######### happens.

    It's not intended.
    They never intended a killer watching a player 120 seconds die.
    If so, they wouldn't do so much about it. (+40 hook time, 3 perks against it, test builds to fix camping etc.)

    It is used because killers are weaker as survivors, forcing them to watch a player die, slowly...

    It's totally boring for a killer to watch a player die 120 seconds.
    But the majority of killers does it. Including me. BECAUSE YOU CAN'T WIN OTHERWISE, when not playing one of the 2 clearly overpowered killers.

    They have to fix it and not call it "strategy".
    It is not, strategy needs to be thought of.
    This is over and over the same standing in front of a dying player or a few feet away. No real strategy involved.

    With camping I mean not patrouling the hook to catch other survivors.

    It's intended.
    The only reason they added 30s (it's not 40), is because they also added 10s to the gen, and 5s to the gates, so to balance it out so killers do not win exclusively by camping, they did increase the hook time.
    If there's 3 perks against it, it's EXACTLY to be able to deal with this kind of scenarios. It's more of a proof it's intended than the opposite.

    Standing in front of a player and waiting for him to die is exactly like repairing gen while someone is camping, it's a strategy. A basic one, but still one.
    Not to mention it's necessary for it to stay to be able to use a 3 gens strategy efficiently, allowing you to camp your target while close patrolling your gen, which is a very common STRATEGY used by several killers.

    It's cheap and not fun for anyone.
    It was never intended from the devs, that a killer MAINLY camps. It was intended the killer is around making it dangerous, but not impossible to hook save.
    They never intended a survivor dying on the first hook. They wouldnt have added 3 hook stages if it wasn't intended for the survivor to get in the game again.

    The impossible hook save is totally intended. Devs stated several times in the stream that you shouldn't save when the killer is around, and even nerfed BT so you couldn't easily counter a camper.
    Dying on the first hook can happen to anyone depending on the situations. Saying it's not intended is just pushing the excuses.

    They nerfed BT because they INSTANT SAVED each other, not because they want to encourage camping, holy moly, where do you get all the wrong informations from?

    That's just not true. It was simply too advantageous for the rescuer that could just tank hits too easily, and allowing both players to get away and leave unchecked.
    Not sure where YOU got your infos.

    What I know is : I'm talking to devs on discord on a regular basis, you might as well ask them if you want to make sure. The discord is opened to everyone.

  • @Jesya said:

    @Runiver said:
    Rank rewards have been asked for since 2016.
    The only logical reason it's not in game yet is pretty simple to me :
    Devs don't want the community to feel bad for being either a casual player, or a bad player.

    I'm a "casual player" and I'd actually like if the "better" players played with their ranks and got rewarded for their efforts.
    Not everyone needs a reward especially if you don't put that much time into the game to be good.

    Welp, you're one of the few that can accept that some players are better than you.
    Most people are like "I have no time to rank up, mostly because of my playtime, because it takes too much time"

  • @Master said:

    @Runiver said:
    Skillchecks are boring.
    No thanks.

    Smashing a button is much more exciting, yeah

    Both are boring. Skillchecks are even worse tho.

  • As far as I'm concerned, it's not bannable.
    But editing game files is always risky and might become bannable at any patch that makes them to get checked, so I wouldn't try it.

  • Keep dying and sending videos please.
    You're so terrible it's incredible.
    Thanks in advance.

  • Skillchecks are boring.
    No thanks.

  • Considering that call for "fairness", it would be also "fair" to ask for directional hooks for killers too in this case.

  • @Linkdouken said:
    Ohhhh that sounds like a great idea !
    I could definitely see that working with a bit of balancing work - probably cause more saltiness but hey, it's a game and would certainly make for some unpredictable matches. 
    What sort of appearance would this killer have?

    The lore says it's a pretty old survivor that turned crazy from the pain of the curse, as the only way to get relief from it would be to kill all survivors (or else he'd die, and then revived by the entity to start over, similarly to survivors), and the repetition (aka being revived by the entity) would have turned him crazy and turned into a killer, so not huge.
    About the general concept, it would be either an egyptian killer (with some huge scepter he would be forced to painfully carry, and drag on the ground, making some noise) with a cursed aura and glowing eyes (related to his power, that would make staring at him to give stronger hallucinations), or something looking more like a ghost/voodoo. Tho I like the egyptian concept best since it would also fit the perks.

    Here's the perks :

    1rst perk : Pesky Companion : Upon opening the first chest of the trial, the survivor gets his arm trapped in an unknown mecanism. The mecanism seems harmless, but sporadically emits some noises that can be heard by the killer (No notifications, just a 10/15/20 meters sound cue). The pesky companion can be given to someone by touching them directly. It's also given upon unhooking, if you're the rescued. - Debatable part - after wearing for an extended period of time (180s ?), becomes heavy and slows you down, making you hindered (3% slow)

    2nd perk : Get away from me! : The vault blocker now only requires 2 vaults to block the windows in a chase. Additionally, if you vault at a window while in the terror radius, other survivors cannot use the window for 6/8/10 seconds.

    3rd perk : Secret mecanism : You secretly trapped the hooks before the start of the trial. If any survivor unhooks a survivor before he spent 25/20/15s on the hook, the rescuer gets injured by the rescue. Additionally, if the killer is 45 meters away from the hook while the rescue happens, the same effect occurs at anytime. Cannot put a survivor in dying state. If a survivor is wounded upon unhooking, give him the Blindness/Hindered status for 120s (3% slow). Get 75% bonus BP in altruism if you get injured while unhooking if the killer is away.

  • Anything would work.
    I did a concept of a cursing killer, that would have an anti-coop power, basically.
    The main gimmick of the character was an ability to curse a survivor and send him into a dark world where he would not be hittable/visible, but he would have 60s to give to curse to another survivor (by touching him), and if he doesn't, he gets downed instantly and revealed.
    Added to that, the TR of the killer would give illusions to survivors, aka fake survivors, fake blocked windows and such, along with exposing the aura of the chased survivor to the cursed dude.

    That kind of stuff. I actually did the whole concept, including perks, but I gave up mostly because it's very likely not coming live. Maybe I'll post it if people are interested.

  • Clown is pretty close to Doc in term of gameplay in chases, except that instead of timing your shock directly on survivor, you gotta predict where they're gonna go and comdemn it with gas.

    Billy is just the most fun killer in the game in my opinion. I play him since day 1.

    Huntress has nice tricks.

    My advice is to do killer rotations until you find what fits you the most.

    I personally play mostly Billy, then Clown/Hag

  • Reminded me of this video : https://www.youtube.com/watch?v=o7tNYfhlbcI

    This man was like, so 2016.

  • @MaxiferPriest said:
    yea u are playing hillbilly the 2nd best killer in the game. OFC it's easier to play nurse or billy or even huntress and maybe clown. but with others like hag, wraith, Freddy... you can loop for days! even now killers are chasing me for a duration of 4 done gens before hitting me or leaving me alone! SB should not "recover" while u are running and that should be a fact. Why would you get random SB in the 10th second of the chase?

    Billy is as loopable as Wraith and Freddy.
    Hag isn't loopable, so it's a pretty bad example.
    I also play Hag at rank 1.

  • It's not. As stated in the thread tho, they will contact you so you can provide them with your steam ID to make the transfer if you win.

  • Billy, because he's the one I know best, and the most balanced killer in the game.
    LF to make fun of him since he sucks.
    Clown is also very fun to face.

  • Empathy, obviously.
    Bond can help, too.

    Ironwill is also quite a mandatory perk for stealth players.

  • @ASpazNamedSteve said:

    @Jack11803 said:

    Not_Queen and McClean are the ones keeping this community from riots to be honest

    It's true lmao. They had no idea what they were talking about today in regards to the 'Snap out of it' action :P

    It would require them to play their game for that :D

  • Doubt it. I don't think anyone can confirm tho, since devs didn't give info.

  • I think prestige 3 is enough.
    If you wanna show dedication, there's a devotion system.

  • Turtourials...
    Sorry, you just killed me right there.

    (About the suggestion, a testing ground would be highly appreciated)

  • @lasombra1979 said:
    I still find Freddy fun if you go into a match playing him knowing he is weak and you probably will not walk out with more than 2k. He is fun because of his flaws.

    Well, now that's a first.
    Masochism at its finest.

  • @Markness said:

    @Runiver said:

    @RemoveSWF said:

    @theagitatedapricot said:
    I can understand them not wanting to use that idea until a Decisive Strike nerf, tho.

    Decisive Strike is getting a buff.

    This is not true. They did some concept about it, and now they're actually working on another project (no promises, once again), that will make DS to only stun the killer, but not drop.
    Proof : https://imgur.com/a/Uhx6cVj
    As he says, it's a TEST, so it's gonna very likely be either in the PTB, or possibly opted out, like the previous TESTS for DS.

    About Boil Over :
    The wiggling effect, as killer, is actually pretty annoying. Tho, the other power could definitely use a buff of a few meters to make it actually useful.

    Does that even make a difference if they just wiggle out?

    Less stun time, more situational, not always a wiggle out, and possible teamplay with flashlights.

  • @Grey87 said:
    Damn trump...

    China Called tho, they wanted their wall back.

  • @Doomsaki said:
    Lets assume ideal play. In the video I showed though, the clown didn't have the luxury of an isolated shack. The fence jumps and 2 story brick building are also close. He also doesn't know which entrance the survivor is at and the survivor has the pallet to throw down anyways. Might be a shorter shack loop, but it'd be back to the buildings again.

    The building was clearly not enough to reach before you would with proper play as killer tho. Especially with the vacuum removal. It would have pushed the survivor in the corner of the map.
    The closest pallet was the one around the house, and was far enough to be hard to reach tbh. Especially with some clown predictions

  • @SasukeKun said:
    I find her really unbalanced.

    More and more people have been picking her up which is nice. However the way that she plays is just so frustrating, most will just tunnel you even with a helmet on, if she runs toxin then you can't sprint burst. Her lunge has the same reach of Michael's Tier 3 lunge by DEFAULT, She get's to choose when to have a terror radius which most will use to just camp. Her Ambush lunge lasts way to long for the fairness of some level's environments. It's also hard to blind her because i haven't found a proper spot other than just aiming for her head which has worked sometimes. Lastly with the vacuum getting removed from pallets her lunge makes it almost a constant thing of stunning her and also getting downed.

    She's also very weak in some aspects which forces people to play her a certain way rather than make it the intended "game", Her helmet's default timer is disgustingly long even with the add on IMO, So of course it gives you a reason to tunnel because the helmet alone just Isn't a threat for the most part i find. When she crouches it can be very hard to see on some maps.

    Overall i just think she needs tweaking and to get her out of this "one way to win" game play style she has because of the state she's in. If you try and have some fun you can easily get bullied and lose almost all the survivors.

    Let me know what you people think, I've tried to have an opinion both playing her and going against her

    Lunge range is based on movement speed.
    She has a regular movement speed, which makes her to have a regular lunge. MM EW3 had a longer lunge, whatever you might try to say.
    She's smaller, which gives the illusion that she has a longer lunge, while it's exactly the same than other killers.

    Pig is mid-tier, her ambush is hard-countered by sprint burst, and you can still use your eyes and sound anyway to spot her.

  • @Master said:

    @Runiver said:
    The reworked emblem system is actually very easy atm.
    Not sure how you can even not safety now, except if you're like that guy from the other thread that RQ'ed after running in straight line.
    It may happen if you're quickly caught first and camped, but otherwise... I don't see how it is now possible.

    The only way to depip is to be caught fast by the killer and then camped to death because your mates didnt bring BT. Either that or by DCing :p

    It's probably still a matter of time before they ask for even more tho.
    Let's just wait and see how easy it needs to get before the changes stop.

  • @Master said:

    @LatexT said:
    Before the update the first gen popped a little after I hooked the first guy, which takes from 30 seconds to 1 minute, now when I hook the first survivor almost always 2 gens pop, and almost 1 gen is completed per hook. Even using ruin won't prevent the first gen popping instantly, I tried several times.

    It has been a thing since marth did his experiment. Sure, his intentions were great, trying to show the unbalance such that devs can do something about it.

    Sadly the whole thing failed because devs are ignorant and dont give a #########, but at the same time survivors strated to realize how much power they have and how fast they can complete gens. Sad thing is that you even gain a lot of BP with this strategy, even if you dont pip every game

    It's a good thing.
    It shows the unbalance of this game even more. The more we experience 3 to 5minute rounds, the more devs MAY (lol) realise how unbalanced the game is in the current state.

  • @MaxiferPriest said:

    @Runiver said:
    How to fix sprint burst :
    Give it a condition, like other sprint perks. (Aka having to run for X amount of time for it to trigger, for example)
    Fix the fact that it turns some hits into misses even if you aim right as killer.
    Eventually consider more afterwards since it would still be a top choice and too versatile overall.

    But survivors can easily loop u for 10 mins so SB working when u run x amount of time would be even worse. it would be u finally catching up on him and he just SB's away and here u go for another 5min of loops.
    and ofc in that time they all leave too cuz gens are done in 3 - 5mins every [BAD WORD] game. But gen rushing is not a problem right devs?

    Easily loop for 10mins ? Not really.
    Since the new pallets, you can hardly loop more than once.
    https://www.youtube.com/watch?v=A2gCwMQWlvw
    https://www.youtube.com/watch?v=-o6os6APIiY&feature=youtu.be

    EDIT : I also didn't mean to remove the exhaustion.

  • Vacuum ain't coming back, sorry.
    The whole point of the nerf is NOT TO BE ABLE to drop while standing at "50%" (aka the middle) of the pallet and be teleported to the other side.
    Sorry but I'll give the common survivor answer :
    Adapt and deal with it.

  • @Doomsaki said:
    Not sure I'm convinced. As I mentioned before that play requires the survivor to go in the wrong direction.

    The survivor in the video I showed demonstrated an ability to dodge and change directions in response to bottles in midair. You can see this on the vaults near the 2 story brick building. He keeps making the right play of running to another loop.

    What wrong direction ? What other direction does the survivor can take in my video ?
    Left ? You can also smoke it, but they never go left.
    Running away from the shack in the open ? Interesting decision. A nice free hit.

  • @Doomsaki said:

    @Runiver said:
    As stated in the other thread, the clown you faced is terrible and is just trying to hit you with the bottle, which is dumb.

    From the video, I saw 3 situations where it could have been ended. 2 were missed swings and in the smaller 2-story brick building, he should have ran around that kitchen window.

    But prior to that, the survivor presented no opportunity for a kill especially with that double stair basement loop. In a rank 1 game that's basically 3 or 4 generators completed or 5 in the case of this 3.5 mistake.

    There were tons of opportunities, especially at the shack.
    He just had to smoke the window, and smoke the left part of the shack to transform it into an easy hit.
    https://www.youtube.com/watch?v=E-S4-2jPdpY
    Similarly to this (except you can also smoke left to condemn the exit)
    He just stepped in the shack and throwed the bottle directly at the survivor, which is dumb as rock.

    Not to mention this video was PTB, and no add-on, so it was a weaker version of clown that was slowed down upon throwing and with a weaker slow time, and it still worked.

  • Windows are fine.
    It's not magic. Play killer and you'll see for yourself :
    If you hit before the survivor has fully passed the vault, you hit.
    If you hit after the survivor has fully passed the vault, you hit the wall.
    Except if you hug the window for some reasons, then yeah, you'll get hit.

  • How to fix sprint burst :
    Give it a condition, like other sprint perks. (Aka having to run for X amount of time for it to trigger, for example)
    Fix the fact that it turns some hits into misses even if you aim right as killer.
    Eventually consider more afterwards since it would still be a top choice and too versatile overall.

  • As stated in the other thread, the clown you faced is terrible and is just trying to hit you with the bottle, which is dumb.
    Tell him to play Huntress, he seems to be able to aim and to be too straightforward to be a clown player.

  • They're about the same, except that now, some of them seem to appear covered by crates (even tho they're still 70% exposed, which is hilarious).
    The new update also made some totems to appear "stacked", like 2 totems being very closeby together due to the impossibility for totems to spawn in outer tiles.

  • Just make sure to try to punish cockiness.
    Survivors do a lot of mistakes when they feel confident about themselves, and it can earn you kills rather easily, aka :
    https://www.youtube.com/watch?v=B14yD9UZ20M&feature=youtu.be

  • wait, Freddy is a killer ?
    To me he's just an unpicked survivor with a hobo sweater.
    Not even worth mentioning.

  • I'll correct you :
    The clown that played against you is terrible.

    He didn't understand a simple fact : HE DOESN'T PLAY THE DAMN HUNTRESS. You're not supposed to aim for people, but to aim for where people are heading, to maximize the effect of the slowing gas by forcing people to walk through the whole cloud, and to comdemn vaults and escape ways.
    The only thing this clown did is forcing quick pallet downs, which is not sufficient to be able to kill people in Bedham considering the map is unbalanced as ######### (like a good number of maps in this game)

  • @hMM said:

    @Nick said:
    I think that its intended as a compensation for removing the pallet vacuum. But yeah, you can't drag anyone out of a pallet which is a shame

    No it's not a shame. Same as saying the removing of survivor's pallet vacuum was a shame.

    If fairness between the two side was to be a thing :
    The game wouldn't be 4v1.
    Multidirectional hooks would be for both sides.
    The hitboxes size would be the same for both sides.
    Most killers would be sorta balanced.
    Along with other things.

    As a matter of fact, you cannot compare and say "Hey, if they remove that for survivors, they have to remove this for killers" especially when the only common thing these two things do have is the name "vacuum", especially when survivors do have the upper hand on this game for ages.

  • @LatexT said:
    I've been at rank 1 many many seasons, but it was never this fast. So I don't think rank matters... It's just that survivors have too many items and perks to make chases really long, which creates an unbalance between our objective and theirs, like Wolf74 said

    People are just starting to play the game properly now, instead of ######### around like idiots and dying for the sake of dying. We're just reaching a decent level of competitivity, even tho the game is still survivor sided. I've actually never seen that many items in my rounds before. I've played like, 30 rounds so far since the update, and I haven't see a single room without at least 3 items.
    People just compensate their loss with something else, mostly because there were still A LOT OF ROOM when it comes to survivor's power.

    Gens will get done even faster pretty soon, if another nerf hits them.

    Not to mention : It's a good thing, because that's how you achieve proper balance and competitiveness.

  • @Kaskrane said:

    @Runiver said:
    Rank rewards have been asked for since 2016.
    The only logical reason it's not in game yet is pretty simple to me :
    Devs don't want the community to feel bad for being either a casual player, or a bad player.

    That's not really how people feel when they get rewards for their rank. If you are a casual player you usually don't really care about your rank cause you play for the fun of it and that's just it (I am more of a casual player on this game than on others) and for player who are "bad" that makes them want to improve

    That's not quite the case on dbd. I've seen dozen of people complaining that they couldn't reach high ranks in time because of their low playtime and such. I doubt it's simply laziness, it's very possible a dev choice.

    Also, the rank reset has one single function : increasing the addiction factor by making you to want to farm back again. And it actually works for most people.

  • SoonTM.
    I don't believe they gave any date. The patch is very likely waiting for Sony and Microsoft to verify the content of dbd patch, which is totally out of control of the dev's control.

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