Avatar

Runiver

Runiver

About

Username
Runiver
Joined
Visits
776
Last Active

Comments

  • The main uses for it so far are :

    • Use it directly on a pallet to make it harder to see, eventually try to sneak a it or force a hasty pallet down.
    • Use it around vision breaking objects, to make your movements harder to read. The double vault jungle gyms for example.
    • Around some objects to punish the survivor if he wants to step back, making the mindgames a bit more advantageous for you.
    • In looping spots, to slow the survivor a bit to force him to drop the pallet and not to loop.

    It's nothing much but it's not "THAT" bad.

  • The map is decent.
    BUT...
    A circus map had so much potential that I'm losing my mind at the fact they didn't fully exploit it.

  • We tried it with Fire up + EW3 + Bamboozle in KYF, basically, it was like the vault didn't even exist for him lol.

  • Hey.
    http://vegetarianspotlight.com/wp-content/uploads/2012/04/How-big-is-your-cup.jpg
    We both take one cup. You take the one on the right, I take the one of the left.
    It's fair because we both have a cup.
    Logic.

  • @Swiftblade131 said:

    @Runiver said:
    Why would they change it exactly ?
    Being able to stun a Billy, for example, during a chainsaw rush, is quite necessary, or it would force a drop into insta-break, leading to a lot of struggling situations for survivors in several cases.
    As Billy, you can actually stop your chainsaw rush at the right distance to break the pallet even if it's dropped. It requires some accuracy, but it can happen.
    https://www.youtube.com/watch?v=O0PouigUV18&feature=youtu.be

    As an experienced Billy, I know I can pull that out rather oftenly.

    As LF tho... Why do you even play LF in the first place ? lol
    Actually, I just feel sorry for the guy. He's just bad compared to Billy.

    As I said, my assumption is that it will not change

    I doubt so either.
    Could be a decent change for LF, not even sure about that tho.

  • Why would they change it exactly ?
    Being able to stun a Billy, for example, during a chainsaw rush, is quite necessary, or it would force a drop into insta-break, leading to a lot of struggling situations for survivors in several cases.
    As Billy, you can actually stop your chainsaw rush at the right distance to break the pallet even if it's dropped. It requires some accuracy, but it can happen.
    https://www.youtube.com/watch?v=O0PouigUV18&feature=youtu.be

    As an experienced Billy, I know I can pull that out rather oftenly.

    As LF tho... Why do you even play LF in the first place ? lol
    Actually, I just feel sorry for the guy. He's just bad compared to Billy.

  • I love them.
    Bigger = Better, always been the rule!

  • @steezo_de said:
    I don't care if it's easier for survivor. It's better than waiting 15+ minutes for a lobby to fill.

    ^ This
    Too bad for people looking for a challenge :/

  • Stream is down for a maintenance every tuesday evenings. It comes back online shortly after tho.

    1. Would be kinda too strong, especially since you can cloud pallets directly, and the cloud last quite a few times.
    2. Would be a decent idea, but I think he would need actually both kind of throws. Lobbing and more straightforward
  • After quite a few rounds with him :
    He's definitely not top tier. He's actually rather weak. But fun to play and use.
    He has some neat tricks around corners, but could use some tweaks like :

    • A better throwing arc, more intuitive one. Maybe able to throw in straight line would be nice.
    • Not being slowed down while throwing, to have some tools while in the open with survivors. Right now, the only option in the open is mostly to run after the survivor, and his power has hardly a use in that situation. Not getting slowed down would allow him to spam a bit and be more interactive.
  • He's 115%. Regular Trapper speed.

  • I agree. This is rather counter-intuitive overall, as the arch goes way higher than expected.
    Even after a few games, it's still pretty counter-intuitive to stare at the ground to throw grenades over small objects.

  • He could use a few tweaks indeed, but at least he's pretty fun to play and not tedious.

  • @SqrunkTrep said:
    Don't bother looking at the Clown's mori
    It's Bad

    Wut ? It's actually pretty nice and creepy.
    It just lacks a stomping sound and it's good.

    in Mori lol Comment by Runiver
  • We've been lied to!
    RIOT!

  • I've been talking to Horvath today.
    He was gathering info about framerate drops.
    If you guys have any scenarios (specific ones, especially) where you have low framerates, don't hesitate to tell it in here with details and I will tell him.
    You can also join us on discord if you want to directly talk about that matter to him.
    We discussed with him a few hours today (mostly feedback of the PTB), everyone is free to participate.
    Just ask for a link.

  • Clown is very fun and comfortable to play.
    But he's pretty weak overall. Mid tier at best.

    Still pretty fun to play at.

  • @rha said:

    @Runiver said:
    About the first issue :
    If no one gets hit/hooked, devs consider that you outskill the killer enough not to deserve a pip, and will suffice a safety.

    I read that everywhere, can you give an official source/quote for that or is that "wishful thinking"?

    The problem is ... try your luck as experienced survivor on rank 20. Towards the end of the season I had lobby wait times of 5-10 minutes and when I finally had a killer he was often so bad that I didn't even have to juke. I remember a wraith from whom I ran in a straight line and who was still whiffing every single attack because he always did "quick" attacks from lunge range.

    Given that moderately skilled killers pip up more easily than before, it seems absurd to ask 1000+ hours survivors sitting at rank 20 to get challenged by those killers who can't launch off R20.

    And no I'm not gonna bully an outplayed killer intentionally just to get a pip. Or was that the intend of the devs as well?

    This is some theory btw.
    Concretely, any survivor with sufficient skill will rank up with this system, even facing very average (not to say bad) killers.
    A survivor sitting at rank 20, just deserve to be sitting at rank 20. At least in my opinion.

    And my opinion is based on my own experience as survivor, where I ranked up from rank 17 to rank 1 survivor last season, while being a VERY AVERAGE survivor that just knows what he's doing and is actually aiming to win the game.

  • @rha said:

    @Runiver said:
    About the first issue :
    If no one gets hit/hooked, devs consider that you outskill the killer enough not to deserve a pip, and will suffice a safety.

    I read that everywhere, can you give an official source/quote for that or is that "wishful thinking"?

    The problem is ... try your luck as experienced survivor on rank 20. Towards the end of the season I had lobby wait times of 5-10 minutes and when I finally had a killer he was often so bad that I didn't even have to juke. I remember a wraith from whom I ran in a straight line and who was still whiffing every single attack because he always did "quick" attacks from lunge range.

    Given that moderately skilled killers pip up more easily than before, it seems absurd to ask 1000+ hours survivors sitting at rank 20 to get challenged by those killers who can't launch off R20.

    And no I'm not gonna bully an outplayed killer intentionally just to get a pip. Or was that the intend of the devs as well?

    Sure :
    https://imgur.com/a/ZiR1YGO
    here, an official quote of a game dev.

  • @Soren said:

    @Mc_Harty said:

    @Runiver said:
    Welp, devs consider that a killer that cannot force interactions for everyone in the match is not good enough of a killer, and shouldn't give you a pip.
    At least that's what they told me when I asked them.
    Proof :
    https://imgur.com/a/hyOuW0b

    I mean he's not wrong technically.

    The killer should be interacting with the survivors and vice-versa.

    The killer should, but if they don't (bad killers, or someone pallet loop them the whole game), you end up with a safety pip / depip even if you recked them.

    It also works the other way around. I completely recked some team (4k before a single gen is done) and yet I only pip because my games were so short I couldn't get good chaser / devious emblems.

    I disagree.
    If someone else is looping him for the whole game, you earn way enough time to get gold at repairs.
    With gold in repairs (and supposedly Iri at survival since you don't get downed and can escape), you're already about to pip and just need to keep your base benevolent point, and earn bronze chaser (which can be easily earned just by being in a chase for a very few seconds, at the exit gates for example)

    Not sure how can even depip in these conditions.

  • @HIPSTERLION said:
    If you out skill the killer you deserve a double pip .

    In case of slugging since you get no points for hooking survivors you count on chaser emblem so you can't just say it's not needed to pip as it cover some play styles .

    And of course for the last parts it takes much longer for survivors to repair gen together . if a the same time they work on 4 different gen they will get it done much faster . so if we reduce the reward amount for repairing together to 50% unfortunately it will result on gen rush every single match .

    Debatable, since you didn't actual display much of your skill.
    Same with the killer stomping the 4 survivors : he doesn't get a double pip for it, most of the time. Mostly because he couldn't actually "display his skill"

    Devs made the choice to make slugging to be rather not viable, and make the killer based on the hooks.

    And the genrushing isn't an issue. People doing gens efficiently is the way the game is supposed to be played in the first place. The "Gen rush" is a secondary effect that just proves that gens can be done too quickly. It's unrelated to emblems, and it falls under the "General balancing" issues.

  • @Mc_Harty said:

    @Runiver said:
    Welp, devs consider that a killer that cannot force interactions for everyone in the match is not good enough of a killer, and shouldn't give you a pip.
    At least that's what they told me when I asked them.
    Proof :
    https://imgur.com/a/hyOuW0b

    I mean he's not wrong technically.

    The killer should be interacting with the survivors and vice-versa.

    It's the dev's choice.
    It just means that the main objective of survivors is not only to repair and escape, but also to do more than that and actually play with the killer in some ways.

    It's debatable but it's their positioning.

  • +1
    Not a bad idea.
    Even tho it's not perfect, it sounds quite decent

  • Welp, devs consider that a killer that cannot force interactions for everyone in the match is not good enough of a killer, and shouldn't give you a pip.
    At least that's what they told me when I asked them.
    Proof :
    https://imgur.com/a/hyOuW0b

  • About the first issue :
    If no one gets hit/hooked, devs consider that you outskill the killer enough not to deserve a pip, and will suffice a safety. (In reality, you can still pip by repairing enough and getting bronze evader by staying 30s in the TR, leading to getting Gold Lightbringer/Iri Survival/Bronze Bene and Bronze Evader, which is enough to pip.)

    The chaser emblem is indeed rather situational, but oftenly not necessary to pip, and mostly used as a "catch up system" for the killer when you don't manage to hook people, but still hit them a lot. It's mostly a way to reward killers that hit a lot but do not manage to grab a survivor (for example... A super bodyblocking team, or a DS team)
    Tho I agree, the last level of this badge are really hard to get. They're possible tho. About the fact that "one shot abilities do get less chaser points", it is true, but they compensate with the other emblems.

    About the generators, I don't think it is unfair. Survivors are cooperative, not a team, and they are actually competing too, against each others. It's a core mecanic in the game where the player has to choose how he wants to play : either altruistic (taking the risk to help your team, but possibly hindering yourself) or selfish (taking the risk not to help your team, but possibly putting your in a harder lategame situation due to the lack of players to make a distraction).
    If you allow people to cumulate points on gens, you'd just allow them to get Iri repairs super quickly and allocate more time at bullying/distracting the killer, which would be wrong and would lead to the issues we experienced in the previous iterations of the ranking system : people do "enough" to pip, then ######### around with the killer for fun because they know they earned their pip/safety.
    And it's not what you want in this game. You want to make SURE that a survivor keeps repairing if he can afford the time to do so.

  • First point, you should try to hear Ace when you play killer. This guy literally has Iron Wil built in.

    About the second point : it's mostly not to have to stare to a single survivor for 2minutes. 2 minutes is kinda long when you know that a round can last 5 to 10 mins, in the average.

  • @BurgerKingEmployee said:
    What is a killer that you really want to see in the game, but you know will never happen?

    A KILLER THAT CAN FLASHLIGHT SURVIVORS.
    REPEATEDLY.
    WITH A PASSION.

  • @BrettClaudio said:
    The trap setting animation speed increase makes absolute sense to me. They did something similar to Trapper but Lisa never got her love :(

    "Trapper and The Hag trap place times have been reduced by 2 seconds overall. There is an initial trap placement time which took 2 seconds, then the trap would be set for 2-3 seconds followed by an out animation which would take another 2 seconds. We've reduced the out and the in animation times to 1 second each which should help trappers and hags place their traps more dynamically/ in chases and perhaps allow killers to mind game by fake placing a trap."

    Source : https://deadbydaylight.gamepedia.com/Patches

  • @Mc_Harty said:

    @Runiver said:

    https://www.youtube.com/watch?v=zEYtAgqU9xc&feature=youtu.be

    Don't worry. It's probably photoshoped now.
    Kek.

    Interesting.

    Wonder what causes it...

    The reason is well-known.
    The hit detection is instantaneous.
    The hit animation is 0,3s.

    That difference can cause a miss, because by the time the hitbox is actually reaching the detected target, that target is already "too far away to get hit", leading to a miss.

    I posted that in the bug section.
    And that explaination comes from Horvath [BHVR] on discord

  • @ThePloopz said:
    Runiver said:

    Devs said they won't make a 3x BP to ever happen again, sadly, because they said it "broke" their game.

    They didn't say anything about the next 2X BP tho.

    Dbd anniversary is pretty soon tho, just saying.

    So does the 2x event also count for rituals?

    Nah, it only affect BP in game, and it's additive, not multiplicative.
    So for example, if you get 32k BP in a round, and you have 4 stacks of Chili, you'll get :
    32k base + 32k due to chili + 32k due to double BP (not 64k)

  • @Mc_Harty said:

    @Runiver said:

    @Mc_Harty said:

    @Runiver said:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1397326055
    Where is your sprint burst ?
    It wasn't.

    Implying that screenshot is the same match from the video...

    The exact same players, with the exact same scenario of "last man escaping", and the exact same killer.

    Totally not the same match, and she totally swapped her perks for the other match.

    Man, just admit you were wrong, at this point.
    Please.

    For all I know, that could have been a SWF squad and you took a screenshot after you played on a different match.

    You have the video, post the full thing so we can look at it.

    https://www.youtube.com/watch?v=zEYtAgqU9xc&feature=youtu.be

    Don't worry. It's probably photoshoped now.
    Kek.

  • @Visionmaker said:

    @Runiver said:
    Aim for the shin.
    If you want to flashlight a killer grabbing a survivor, count to 3 seconds, starting at the moment he starts to grab, then start flashing.
    The grabbing animation is 4,3~s, the flashing time is 1,3~s

    You'll flash him but not stun him and he won't drop the survivor. It needs to be started when the survivor is fully on the killer's shoulder, where he stays still for almost exactly the time needed for the flashlight.

    The flashlight effect buildup also stays for a few seconds... so technically you could flash at the beginning of pick up, let go before it gives you the 'killer blind' points, then flash at the end of the animation for the stun.

    You'll make him drop if you do what I just said.
    It works, as it's how I do it with yellow flashlights for a while now.
    The flash will kick in as soon as the grabbing animation starts.
    Just re-read what I said.

  • @Mc_Harty said:

    @Runiver said:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1397326055
    Where is your sprint burst ?
    It wasn't.

    Implying that screenshot is the same match from the video...

    The exact same players, with the exact same scenario of "last man escaping", and the exact same killer.

    Totally not the same match, and she totally swapped her perks for the other match.

    Man, just admit you were wrong, at this point.
    Please.

    EDIT : I actually have the whole round recorded. Including the scoreboard. I'll upload the last few minutes just in case.

  • A single random perk for EVERYONE, as an offering, would be nice.
    Tho, that offering could only exist for the killer, because if survivors can get it, people could get 4-5 extra perks, that would literally make some stupid looking builds lol.

  • Aim for the shin.
    If you want to flashlight a killer grabbing a survivor, count to 3 seconds, starting at the moment he starts to grab, then start flashing.
    The grabbing animation is 4,3~s, the flashing time is 1,3~s

  • Devs said they won't make a 3x BP to ever happen again, sadly, because they said it "broke" their game.
    They didn't say anything about the next 2X BP tho.
    Dbd anniversary is pretty soon tho, just saying.

  • @Mc_Harty said:

    @Runiver said:
    80% sounds like a bit of an exageration, but it tends to happen indeed.
    Example :
    https://www.youtube.com/watch?v=nMpc4RsXfUc

    That was Sprint Burst.

    You can how fast she moves when you tried to chainsaw her.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1397326055
    Where is your sprint burst ?
    It wasn't.

  • @ThePloopz said:
    I think they should allow you to choose whether you get a survivor ritual or a killer ritual that way you can play the side you want to play.

    The whole point of the daily rituals is to make you play what you usually don't play.

  • My suggestion for bloodwarden would be pretty simple, and would fit its name.
    Everytime you hit a survivor while the barrier is active, it makes the barrier to last longer.
    Now that could be actually fun.

  • Considering it counts bodyblocking and such, it's actually decently affordable. Maybe the highest ranks threshold should be slightly downgraded, but concretely, I oftenly have gold as Chaser

  • 80% sounds like a bit of an exageration, but it tends to happen indeed.
    Example :
    https://www.youtube.com/watch?v=nMpc4RsXfUc

  • In my opinion, they should give 3 rituals per day, and make them to reset everyday, while allowing to reset 1 of them daily, too, to get another one.

  • Getting DS'ed multiple times in a row.
    Or dealing with a flashlight squad in the cornfield.

  • Try installing Nvidia Freestyle.
    It allows you to tweak some colors and brightness, depending on your issues.
    It requires a Geforce (not AMD), to install older drivers (390.77) and enable Nvidia Overlay + beta features tho in Geforce Experience.

    That's what I use, personally, as a (slightly) colorblind person, and it helps a lot, especially not having a headache after several rounds.

  • @MeowLux said:

    @Soren said:

    @MeowLux said:
    Possibly make it so that her add-on "Rusty Shackles" is just a base thing

    That would be a nerf.

    I understand where you are coming from, but I'd like if it was atleast lower tier in rarity so it would be more common to use for people who want to use it. (If add-ons are supposed to make you stronger then ######### is the scarred hand for or even the speed limiter for Hillbilly?)

    Scarred hand is an artefact from the old meta where infinites were a thing, so blocking them with a phantasm would actually be rather beneficial.
    Tho, devs didn't calculate that the downsides would be too huge. Similarly to her previous teleporting animation that was way too slow.

    They were just scared about creating a Nurse 2.0. And did not have the balls Ash had when he created the Nurse. (Ash was gone on the developpement of Deathgarden by the time the Hag DLC came out. No wonder the killer is actually strong right there.)

  • @HIPSTERLION said:
    You're just bringing up top plays I'm so done you are avoiding the facts and you answer my question with another question . hag isn't a top tier killer and every1 knows that .

    So your final argument is "Everyone knows that"
    Ok.

    I don't answer your questions with other questions tho, as my questions are purely rhetorical as the answer is pretty straighforward considering the video : There is very few counters for survivors in that situation. And that makes her pretty strong compared to some killers, if not most of them, if the trap placement is good and if you plan ahead.

  • @HIPSTERLION said:
    SNIP

    Yeah, I totally did not play Hags on a daily basis for several months for sure, right ?
    Being short puts her at a disadvantage in some cases, but for mindgames, it's actually a HUGE advantages. ANd it also allows her to see through a lot of cracks and walls, especially the shack.

  • @TheMatthewLee said:
    I miss the old Hag. She used to be really good, but at the same time, kind of OP?
    Before, crouching would set off traps. The only way you could disarm a phantasm trap was by walking over it, or using a flashlight. She used to be pretty good when that was a thing. I really think they should bring that back, but it was a little bit broken, so maybe crouching has a 50/50 chance of setting off the trap, or maybe if you crouch directly on the trap, it goes off? I don't know. But I'd love for her to be fast.

    Old Hag was terrible. Her Teleport had a stun on arrival, allowing the survivor to get some distance before you could attack.

    Now, playing Hag looks like this :
    https://www.youtube.com/watch?v=GMspG5QwGrs&feature=youtu.be
    https://www.youtube.com/watch?v=PnefmgqNvxA

    Just tell me exactly what's the counters to this, because I'm actually kinda curious.

    Unless you got a friend roaming over the map waving his flashlight for half the match, that is. Then yeah, it might be a slightly annoying round for her for sure.

1 … 32 33 34 35 36 … 38