Shenlong1904
Shenlong1904
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- Shenlong1904
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Comments
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2638504#Comment_2638504
There are many reasons. Sometimes people want to meme around and use certain builds all together (4 man head on build, 4 man quick healing builds, 4 man no mithers).
These groups rarely even win and simply play for these fun builds that they can play in unison with their friends.
Furthermore, you're only decreasing the chances of casual swf escaping if you're restricting their perk options.
I mean, 4 head ons is definitely about bullying the killer and taking their fun away, and so is 4 quick heals. 4 no mithers is different, but i absolutely do not think bhvr would put in the effort, so i thought this would be a good halfway. If we lived in a perfect world, it would be different, but i think this would be better than what we currently have and what most have suggested.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2638504#Comment_2638504
Communication will not make them any better at looping, hitting skill checks, or positioning. It will improve coordination but bad players will still be bad.
It only really has a massive effect on good players, and that's if they use it correctly.
The people you want to use this against will be unaffected because they will lobby dodge. The people you don't want this against (those who don't run meta) will begin to run the meta because they can't all use perks they enjoy if they overlap.
It's a lose-lose scenario. You cannot apply any penalty to SWF because it will not apply to those you want it to, but to those who you don't need it vs.
Buff solos. Buff killers. Buff base mechanics. Nerf maps. Leave SWF untouched. Rebalance from there.
I cannot believe any dumb fool would dodge lobbies. Plus with how chases work, you dont need to be good at looping, you just need to have teammates on gens all the time. And why would people start running meta perks? What perks do you see 4 mans running other than meta perks? None. This wouldnt affect negatively most survivors, only the people who want to tryhard. It wouldnt affect solo queue, and if they're a swf not tryharding, they dont need to all run the same perks.
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@NoOneKnowsNova said:
Not every swf is a 4 man gen rush squad.
If survivors play well in a swf, they most likely would also play well as solos as communication means nothing if you play #########.
Additionally, this may encourage lobby dodging over and over till you find your friends.
If you're not planning on tryharding, or bullying the killer there is no need to have the same perks. And even 4 bad players can do well in a swf, just because they can communicate.
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@TragicSolitude said:
My friend and I both run Empathy and WGLF. Is it really too OP for both of us to run those two perks?
No, but why do you need to run both those perks. You could just run bond and botany knowledge. Many perks can break the game if 4 people have it. This is just a suggestion to be equal to all perks, but it could be applied to only the more powerful perks, which bhvr will never do.
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@ThiccBudhha said:
Just find the one with borrowed... And tunnel them first. Gg ez baby survivors!
Bold of you to assume that doesn't already happen
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Nurse and blight, because they're my mains and so playing against a good nurse or blight is very fun because i know how to exploit their weakness and their strengths
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@Superyoshiegg said:
Handicapping players because they want to play with their friends in a game that encourages teamwork is not the way to go.
Give the Killer more incentive to play against SWFs, but don't give Survivors less incentive to not play with their friends.
You'd still be able to have fun with your friends, you just can't stack the best perks and addons together as you already have the advantage of communication. Unless your definition of fun is making the match unfun to the other side
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/2636462#Comment_2636462
But for the 8m detection range on finding totems or hatch, without stamp addons, does open handed effect that?
No
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David and Dwight...
Cus there's good nsfw
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Keys are indeed affected by open handed. Maps have infinite aura range, but a 8 m detection range. Open handed only affects auras, so it's worthless on maps
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@Chocolate_Cosmos said:
Is there any logical or offical explanation? Because it makes no sence. You either make it Event only duration, for both sides (so it is fair) or you make it no one can use it. Why lock it only for one side?
But it's not usable tho? I tried to use it, but I cant
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2636144#Comment_2636144
Im hoping this is a troll, but i'll give some tips. Most killers in the game will move at 4.6m/s, including ghostface and myers. Myers starts the match at 4.2m/s second with no lunge, but also no terrorradius. When survivors are in his line of sight, he can start stalking them, decreasing his movement speed. Once he stalks them for around 5 seconds, he goes to tier 2, where he has 4.6m/s and a normal lunge, but only a 16 metre terrorradius. He can stalk even more for 60 seconds of tier 3, where he vaults ~10% faster and lunger for a little longer, as well as being able to down survivors in one hit. The best strategy is to avoid grouping up and not letting michael stalk his way out of tier 1 fast.
Gimme a sec to post one for ghostface
Ghostface works similarly enough, having to stalk survivors. He starts at 32 m terrorradius and 4.6m/s movement speed. However, he can use his power to remove his terror radius and red stain at any time as long as he hasnt used it recently. While stealthed, ghostie can stalk survivor, and even lean to hide more of their body. Once they stalked you enough, they can instadown you. However, if you look at him for a long enough time (and the game doesnt bug), you can take away his power for ~30 seconds
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@whythisgamesucks said:
https://forum.deadbydaylight.com/en/discussion/comment/2636141#Comment_2636141
ghost face and michael are fast af, like idiotically fast. and they can 1 shot, i listed 3 killers, theres many more that make the game unplayable.
Im hoping this is a troll, but i'll give some tips. Most killers in the game will move at 4.6m/s, including ghostface and myers. Myers starts the match at 4.2m/s second with no lunge, but also no terrorradius. When survivors are in his line of sight, he can start stalking them, decreasing his movement speed. Once he stalks them for around 5 seconds, he goes to tier 2, where he has 4.6m/s and a normal lunge, but only a 16 metre terrorradius. He can stalk even more for 60 seconds of tier 3, where he vaults ~10% faster and lunger for a little longer, as well as being able to down survivors in one hit. The best strategy is to avoid grouping up and not letting michael stalk his way out of tier 1 fast.
Gimme a sec to post one for ghostface
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@whythisgamesucks said:
killers like scream, michael myers, the big guy with the club that looks like thanos, you cannot get away from them. theres 0 point in doing generators when they can cross the map in 5 seconds and check every generator. what me and my friends do is just wait for him to kill 3 of us and then 1 person escapes and we count it as a win. and then half of the time when its one of them, they think they are good at this game that should be fun but people take it seriously for some reason, and they have some ego about playing a broken killer, so they be friendly and waste like 10 mins of your time
You mentioned two bad killers, and one good. Ghostface and michael have no mobiity at all. Having difficulty with oni is understandable, as he is the snowballing machine in the game, but a good strat is to just avoid the first hit like you life depends on it, dont be greedy for that one extra loop around the pallet, or that one extra vault. He can only use his power once he m1's someone
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Nurse
High Skill ceiling, huge reward
Some walls are blink proof for some reason
Blight
He represents me emotionally + high skill ceiling, high reward
Im a console pleb
Trickster
Nothing more satisfying than comboing knives
It feels like i have to reload all the time
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@steezo_de said:
Meanwhile she's probably patting herself on the back because she guess right twice in a row. I know the thought recently is to automatically think "hacks" but this sounds like luck, unless you can show her doing it consistently. Twice isn't consistent.
It happened more than these times, but these times were the more "lucky" Ones
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Knowing bhvr, they'd add the BP during the match instead of after
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2633409#Comment_2633409
He's still needs 12 (or is it 14?) blades to down instead of 2 shots.
Well yeah, but he can string knives together much better and can combo knives into m1 faster
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I don't think it's all that bad. Huntress has a similar yellow add on that increases it by 5%, but since trickster can down almost instantly if he can follow serve, his were nerfed to be less oppressive. Not to mention he already moves faster then huntress when using hatchets
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2624369#Comment_2624369
Again, that is not hit cool down, but instead a miss cool down with cancelled momentum. If it was a hit cool down, demo would screech and hold its arms out, claws facing upwards
@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2624840#Comment_2624840
No, you did not.
"That is not a missed shred cooldown, but instead a lunge cancel similar to when auto aim makes you miss a lunge."
That's a direct quote from you. You literally say it is not a missed shred cooldown. Maybe you communicated your point poorly, but either way you never corrected anything I said.
"Again, that is not hit cool down, but instead a miss cool down with cancelled momentum."
I made a mistake when writing the other comment, and for some reason i thought you had quoted this comment. I guess i was the one and only head empty here
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2624590#Comment_2624590
"That is not a missed shred cooldown" is what you said and what I was correcting.
I said it was a missed shred cool down tho. Read it again. I said it's not hit cool down, it is a miss cool down
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2624478#Comment_2624478
Either I am somehow totally not understanding something, or you are. Yes, that is a miss cooldown, rather than a hit cooldown, which was precisely my point. The statement that prompted me to reply alleged that he would go into hit cooldown on rejected hits, arms out and screeching and all. Which is not the case.
I think we both misunderstood, because you corrected my already correct answer, and then I corrected your already correct answer. We both head empty
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2623568#Comment_2623568
The cooldown we see is a missed shred cooldown, rather than a successful shred cooldown. That the lunge gets "cancelled" because it hits on the killer end but is rejected by the server is not what I was contesting.
https://forum.deadbydaylight.com/en/discussion/comment/2623571#Comment_2623571
Someone argued it's unfair that killers go into successful hit cooldown on rejected DH hits. I countered saying that that's not true, usually they will go into missed hit cooldown. That was the point, nothing else.
But... I did actually address the issue of DH vali eating attacks that otherwise might have still done something. In my very first post. It is an issue, but it is not actually "extremely unfair", extremely unfair was the completely one-sidedness of it in the past where the survivor would die every time if the killer hit them on their screen, even if they had actuated DH more than early enough, even just because the killer has a bad connection. That same extreme unfairness still exists for all hits that don't happen around stuns or DH too, by the way.
As I also said, solving that issue with validation is probably impossible, but perhaps BHVR can implement client-sided checks that at least allow a killer like Nemesis to still break a pallet if a hit gets rejected.
Again, that is not hit cool down, but instead a miss cool down with cancelled momentum. If it was a hit cool down, demo would screech and hold its arms out, claws facing upwards
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623555#Comment_2623555
So what are you saying?
Due to the way the game works, anything being unbalanced makes it feels like you wasted your time if you get defeated by it, where as in other games with a different format, you can be defeated by something unbalanced but you're back in the fight so fast it doesnt feel like a defeat
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2622270#Comment_2622270
As I said, I could believe that in very high-latency or loss/choke edge cases the killer client could be going through successful hit cooldown because it does not receive the validation message in time or at all, but I have yet to see such a case.
That is not a missed shred cooldown, but instead a lunge cancel similar to when auto aim makes you miss a lunge
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2622185#Comment_2622185
Competitive players reap the benefits of good balance, and casual players are (or should be) indifferent to the balance.
I feel like DBD is not a game that can be casual and unbalanced like other games are because of how punishing it is to die. Lets look at titanfall 2, an unbalanced mess i love. If in that game you get killed by an op weapon (car smg) you are back to playing in less than 5 seconds, and you dont need to interact with the other team to have fun
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@Voolf91 said:
I'm not talking about running speed, but turning speed, not long ago the turning speed during crawling was cut, the turning speed is clearly important! The killer's weapon is slower turning speed, this should definitely be a bug! how speedhack works ...
The killers weapon is definetly not slower than turning speed if you play in any reasonable sensitivity, and if you're having issues with it, use higher sensitivity
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2623439#Comment_2623439
Your experience is not inherently objective or representative.
Well yeah, but i also have not seen a single youtube video or streamer have this issue. If you are able to show a video of the hit animation going through on a validated hit, be my guest to call me a dummy, but when there is no proof of what you're saying, its kind of hard to believe when my experience clashes against yours
Edit: Here is a video that shows no hit animation go through, but how it can still be mechanically unfair
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2623400#Comment_2623400
There are multiple lengths of "miss", and many refunded hits are getting the longer stun value despite those normally being reserved for actual hits - plus, the majority of my own points here are about powers having additional cooldowns/charges which get eaten, in addition to the stun lengths.
i've literally never seen that happen, even when playing as blight, demo or oni, which according to you would be some of the main offenders. What does happens is something similar to when auto aim activates, where it cuts your lunge short, though you have normal animation recovery. The charges get eaten when you use a power, not when you hit, so there really is no difference from just mising or getting validated in that regard
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@ChurchofPig said:
That is the 1 challenge in the archives I would say just try to farm it if you can. Thankfully for me it was easy to farm it because I'm on switch and talk to a lot of the switch players on crossplay off around my mmr (then again, mmr doesn't work very well if at all with switch crossplay off) so I just got them in a round and was like "Hey do you wanna help me with this challenge" and they were like "Sure, lemme get this challenge"
Yeah, i guess i'll try that, just message someone, snipe them 5 times then play a normal match
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IDK why everyone is acting up about them renaming and changing the icons of stranger things perks when this already happened before.
Since they didnt get the bill license on console for some time, his perks were added as general perks with non-bill related icons until they were able to add bill
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2622710#Comment_2622710
Hit validation eating m2 powers is an issue. It's one thing for a survivor to dodge the power and the killer gets the missed cooldown. It's another thing when certain killers have longer cooldowns when landing their powers that get punished due to validation.
This isn't a nerf dead hard thing.
When hits get validated, the animation that happens is the miss animation. There are some mechanically unfair things about hit validation, but this is not it.
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2622060#Comment_2622060
No, it doesn't. When an M2 has a cooldown or charges that get used, or a miss animation that takes longer, it's an empirical loss of resources for a killer even compared to M1 'misses'
The miss animations work the same, though there are some funky interaction with certain killers and environment. Tentacle strike can get validated behind a pallet and not break it
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@Mooks said:
Haven’t used a key since..
but my friend found one randomly in a chest and got tunneled and mori‘d for this. And I am sure of this because the killer then proceeded to stand on the key and not even moved when I came near. Me and the other two randoms finished the gens and walked out.. all while the killer stayed there and wasn’t even afk (was curious and looked a few times)
PTSD lol
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2619454#Comment_2619454
I meant a rocket launcher, as a joke. not the tentacle.
I was talking about the rocket launcher
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2619467#Comment_2619467
They're single use, first come first serve, so no. By the time you've typed it out on console, someone on PC has copy-pasted it.
damn
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@Mandy said:
002c2697-2a1b-49f2-8ba9-4c72840da475
Have a Impulsive Activist Nancy code, to go with the BP
do these codes work on console?
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2618693#Comment_2618693
yeah.
it'd need to have a lengthy cooldown though, or have some prerequisite to activate.
Just give it the slinger treatment. Takes 2/3 seconds to prepare, slows you down to 30% and decrease camera speed when using it. Reload takes 6 seconds
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@SloppyVoldemort said:
Isn't it bugged?
Bronx (twitch streamer) tried it too with knives that were way over 15 meters when they hit, and they didn't count as well. At least for 2 rounds. Don't know if he got it later on, that's when I stopped watching.
Do you know the name of the stream so I can watch it?
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@Labrac said:
You shouldn't immediately charge the 2nd blink. You should wait like a quarter of a second to see if the survivor hasn't waited at the corner to then charge the 2nd blink.
Thank you, I will try to practice it
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It seems not that good, as the time it takes to bless a boon would let you already fix 25% of a generator, plus the time it takes to to walk back and forth would make this slower than simply M1'ing the gen.
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If you dont loop god pallet on a bubba revving, you will get facecamped and tunneled 1hook 5gens by a baby killer with NOED BW, unless you have DS or randos have BT
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@SilentShepherd said:
It's 4 bullies on discord, coordinating via voice chat to bully a lone player.
It's impossible for anyone to beat a good coordinated SWF group. They will communicate your location to each other and gen rush you. You can't even waste time chasing someone down, because as they loop you, he's telling the others where he is looping you, while they safely fix gens.
SWF should only be allowed in Custom matches. Go bully your friend Killer. Leave the general public out of your bullying,
This is so dumb. I guess having fun with friends is ilegal now and is considered bullying
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@GillyBeannn said:
I enjoy playing killer more than survivor based on the fact I have only myself to rely on.
mood
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2609313#Comment_2609313
He talks about having all the survivors and killer? The hell are you on about? Just say you're wrong mate.
He talks about having all perks on all survivors and killers. Ffs is Tumblr reading comprehension spreading?
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2609054#Comment_2609054
And the topic creator talked about having every character in the game. If that was his only point then he would have no reason to expand on his post and just wrote the word "Title"
But the whole post only talks about BP and maxing out characters, not getting them
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2608937#Comment_2608937
Both are the same thing though. You cut a lot of the time wasters by buying other characters with said money hence not comparable. We're talking about the entire grind on the game.
The name of the post is literally blood point grind, and if anything, having less characters lessens the blood point, not increase. Plus you can't even get all Perks without buying dlc or having extreme luck and play the game for dumb long times
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2608912#Comment_2608912
Oh then not comparable.
Well yeah, but that's more Iri shard grinding then bloodpoint grind, which is what the post is talking about
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2608617#Comment_2608617
Depends did you buy said characters with real money or just buying every perk on Shrine?
I have a friend who has 400 hours with the game and only bought like one killer as far as I'm aware and has been saving up for Deathslinger since his first purchase a good perk comes up in the shrine and it deters his goal.
I bought around 7 characters with shards, and bought the rest for cheap on previous halloweens.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2608629#Comment_2608629
Huh? I have almost every killer (shards only). I am just missing 3 and I ALMOST have enough for another one right now. I have no clue my hours, but people estimate a devotion takes 200 hours. So I would be at around 400 too. The anniversary gave a free 9k, I believe. I kind of wasted some shards on perks, though, so it should be roughly the same with raw play if we pretend I had no shards in the bank right now.
Do not get me wrong, the shard grind is HORRENDOUS. But not THAT bad.
If you're on PS i can check your hours, cause i am not even at devotion 3 with my 1.1K hours