Avatar

Shroompy

Shroompy

About

Username
Shroompy
Joined
Visits
19,515
Last Active

Comments

  • All I'm gonna say is that we had it before, we don't need it again

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541441#Comment_3541441

    As much as I enjoy a good wall stare, there are many scenarios where there is simply no wall, or worse, open dead zones.

    I mean even then its not hard to position yourself to prevent a flashlight save

    I can count on 1 hand how many times people pull off a FL save on me per week

  • me picking up a Survivor knowing lookatawalljutsu:

    dog-staring-at-wall.jpg


  • @Garboface said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535908#Comment_3535908

    Only on PC can you dodge on reaction. Console nurse vs PC survivor shows this quite well. I am sure it works as well against xeno.

    I am on PC and have a reaction time of roughly 180ms. I can assure you, you can't dodge on reaction

    Also what do you mean by "Console nurse vs PC survivor shows this quite well." ????

  • Dredge without a doubt

    Aesthetically he's perfect and his gameplay is just the cherry on top. The micro management of keeping Survivors injured, staying in and out of lockers, waiting to hook/down Survivors to keep building towards Nightfall to make it active as much as possible is just great as Nightfall is probably one of my favorite things in DbD period. I've always wanted a killer who brought about darkness in some way and Dredge fills that role perfectly. A indescribable monster lurking in the night, a constant threat for the sheer factor that he can be everywhere at once.

    I don't think anything will ever top Dredge for me.

  • @RpTheHotrod said:

    It's not really that hard to avoid his attacks and loop him.

    https://youtu.be/CPiIieKiL4Q?si=aCylrtLrnSqg4xOc

    aint no way you're using this as an example

  • tbf I was able to P9 Larry in 2 and a half hours after release. Reason why it took me 2 and a half was because the DLC only comes out 1 hour after the chapter drops (still don't understand why) and it took me 1.5 hours to spend the BP

    having a P72 Xeno 2 weeks after release does not surprise me at all, especially if they had a bunch of points saved up beforehand

  • Alright the map is bad, right

    But 2017 bad? Not even close.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538818#Comment_3538818

    Did you miss the fact I was able to run for a mile and a half after every pallet drop, and how many times I got narrowly bailed out?

    Alrighty then, lets break it down shall we?

    0:36 - As you reached the pallet he was just turning the corner, meaning even without MfT sure you wouldn't of been able to reach the pallet that early, but its still more than enough time to reach said pallet and throw it down

    0:50 - Same thing could be said here

    0:59 - He went into fatigue and he was still at the stairs, giving you once again, more than enough time to reach the pallet. Guy was already going towards the other side of the wall to go for a mind game, giving you even more distance.

    1:21 - This is one of the cases where MfT might of made a difference, al though I'd need to do some testing myself

    1:50 - The only difference MfT made here is a mind game would of been played, and considering this guy has respected every single pallet so far(to get Iri Button value) its safe to say he was going to do so again

    2:12 - Only close because of poor pathing

    2:29 - Wasn't even close

    2:55 - This entire segment in the monitor room just wasn't even close

    3:39 - MfT did make a difference without a doubt

    4:36 - This one is a bit hard to tell, but still leaning towards it didn't make a difference. Short distances like that is not where MfT gains its value from, and he was in fatigue. If he did end up downing you, at the very worst Feng could of heal teched (which if this was Solo Q its more than like that wouldn't of happened)

    Overall this just showcases that MfT gets the most value out of killers who make the biggest mistake, being over-committing to a chase. If he was smart and actually split pressure MfT wouldn't of gotten nearly as much value.

  • I don't think there's a single time where MfT mattered. Thats more Gideon being Gideon and the killer refusing to let go which is probably the worst thing you can do

    EDIT: Upon rewatching it MfT did make a difference a few times, how ever this mainly just showcases overcommitting is one of the worst things you can do as killer, MfT just exaggerates it.

  • I'm pretty sure its never prevented the gen from exploding from like Surge, Pain Res etc as other gen block perks don't prevent the gen from doing so. All it does it prevent it from passively regressing

  • @TeleportingTurkey said:

    I think you should stop malding about a killer with an attack range of tier 2.5 nemesis and a delay 0.1 second shorter who also cannot break pallets with that attack.

    Xeno has a range of 4.8m, Nemesis in Tier 1 and 2 is 5m. Nemesis also has a charge time of .35 seconds, Xeno has .2 seconds.

    The main difference between the 2, is pallets and windows can actually work against Nemesis. Xeno on the other hand can hit over pallets and windows and also around walls because his hitbox actually follows the end of the tail. He can attack, wait until the hitbox is behind a wall and drag it around. This same trick is also how the downwards drag tech is performed

  • @Raconteurminator said:

    This is the only list in existence where my boy Trickster gets to be in the same tier as Pyramid Head and Artist.

    Dont forget Artist and Larry sharing that tier as well

  • @RpTheHotrod said:

    They never left. I see them daily. XD

    And I 4k every game with Trapper using Padded Jaws and no perks

  • @HarlockTaliesin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533900#Comment_3533900

    I assure you closing the game via Task Manager has never given a penalty in the lobby or while the trial is loading. Penalties are only issued while in an active trial.

    Although Prestige doesn't get calculated into match making, it does give an indication of play time. It's not an absolute, however typically the higher the prestige the more play time a person has put into a character. While this doesn't equate to skill, it can equate to experience, which does impact their ability to play the character (or in case of survivors, that side of the game). It's easier to hide survivor Prestige vs killer, as there's no fundamental difference between the survivors. They're all just skins and perk delivery systems for effectively the same character.

    In the lobby or while the trial is loading is completely different than doing so in the middle of a game.

    Also prestige does show an indication of play time yes, but I can't even count the amount of times Ive seen sub 1k hour Survivors have a P100, and most Survivors I see with a P100 pretty much always have roughly 2k hours and their usually all mid at best.

    Also there are still a good chunk of people who have characters with fairly low prestige but are still damn good with the character. I myself have a P11 Blight and still play him fairly regularly, I just had no reason to level him up as I already had A LOT of add ons prior to the progression update which is the case for a good chunk of my killers and Im sure Im FAR from the only person where thats the case.

  • OG Freddy

    Ill take fun and unique gameplay over something boring just so its viable.

  • Because as others have mentioned there really wasnt any competition. Before Bubba came out, (September 2017) these were the only other tracking perks other than Nurses Calling;

    Bitter Murmur - Only activated once the last gen was completed, aura reading lasted 9 seconds.

    Deerstalker - Basically unchanged. (They buffed the Tier 1 and 2 values in a later patch)

    Hex: Thrill of the Hunt - Gave a loud noise notification when some one was cleansing a Hex Totem, how ever the penalty to cleansing wasnt as severe.

    Sloppy Butcher - Only gave Hemorrhage, Mangled only came in a later patch.

    Spies from the Shadows - Only had a 75% chance of activating.

    Whispers - Unchanged.

    Predator - Scratch marks had a wider spread and would stay in the environment for a few more seconds. With how bugged scratch marks were at the time, this perk was even more detrimental to run than it is nowadays.

    Bloodhound - Only made blood last a few more seconds in the environment. The RGB only came in a later patch.

    Shadowborn - Increased the brightness of the environment in addition to an increase in FOV at the cost of being more sensitive to flashlights.

    Stridor - Basically unchanged (Was additive rather than multiplicative)

    As you can see, Nurses Calling didnt really have competition. As the game evolved how ever, it slowly made its way out of the meta as more and more information perks started being introduced.

  • The topic of the thread is it being reactable or not (which its not)

    No one is saying it should or it shouldnt be

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535908#Comment_3535908

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535911#Comment_3535911

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535913#Comment_3535913

    Here's a better question that nobody thought to ask. WHY should it be reactable?

    Here is some math for you.

    A killer's lunge makes them move at 6.9 m/s for 0.9 seconds, and their hitbox extends out by about 1 meter. In 0.9 seconds, a survivor can move 3.6 meters. This means that the killer's max range to hit that lunge from a running survivor is 3.61 meters.

    The tail attack has a 0.2 second windup, during this time a survivor can move 0.8 meters. It has a 4.8 meter range. This means that the killer needs to be 4 meters away from them to hit them. The difference between 40 meters and 3.61 meters in a chase, is literally .66 seconds, almost exactly. It is 0.39 meters. And the differences in movement speed between a survivor and killer is 0.6 meters per second.

    So the tail attack is "saving" the killer, less than a second in a chase. While also having a smaller hitbox, and is much easier to miss and mess up the attack.

    So again i ask, WHY should it be reactable? It isn't much different in speed and distance and timing than a normal killer lunge. Where the tail gets its power, is that it can hit over and through things, like windows, and pallets. Which, if you are doing that, you aren't able to dodge anyway because you are stuck in an animation.

    EDIT: I was wrong, the range is actually 4.8 meters, not 5, making my point even more.

    where does anyone say it should be reactable?

    Just because it isn't reactable doesn't mean I want it to be, I just want that hitbox to be fixed the the recovery times to be fixed.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535917#Comment_3535917

    He can't move as fast as a survivor while dragging tail. If a survivor had very good reflexes and was relatively well focused on Xeno, I'd venture to say they could achieve semi consistency in dodging his tail.

    Either way, that's entirely beside the point. My point is the tail is reactable, as evidenced by the fact you can DH it by reaction. I would argue that being able to dodge it on reaction is problematic.

    He doesn't even need to drag, its just a way to correct himself if ever he does end up screwing up.

    Also being able to DH his tail is known, just like how its easier to DH basically any killer power out there than it is to dodge because of how hitboxes are. Its literally impossible to move your character out of the way fast enough if the Xeno is sentient

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535908#Comment_3535908

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535911#Comment_3535911

    If you can DH on reaction and still have ~0.25s to spare before the hit connects, then you can most certainly dodge on reaction as well (although with much less consistency, I'd venture to say). I wouldn't exactly call my 70ms that game "good ping".

    If you can DH on reaction, then you can react to the attack. Ergo, it is, by definition, reactable.

    Which isn't enough to be able to just move your entire character to a different position. Your hitbox is a lot bigger than the actual character model, meaning if you "reacted" to it its simply because the Xeno missed. Also, drag tech is a thing with him making him able to react to how you reacted, just in case he missed

  • @dbdthegame said:

    Here's for all those that would rather complain than learn how to play against the killer: a clip of me DHing ON REACTION to Xeno's tail attack: https://streamable.com/r2mpti , and still getting hit OVER HALFWAY through my 0.5s Endurance. This is done on 70ms ping on my end (relatively high for me). Keep in mind also, I reacted to Xeno using his tail while also trying to look in front of me, and had less than half a second to react to it when I turned back around.

    As you can see, it is not only possible to react to Xeno's tail attack, it actually has quite an obvious visual cue. When you watch the clip frame by frame, you see Xeno's whole body jerk as in the screenshot:

    https://us.v-cdn.net/6030815/uploads/BVM93TGFQ9KP/image.png

    ...a tail attack is coming, you can safely swerve or crouch or DH or whatever you need to do to survive.

    Now please, cut it with the Xeno whining threads. They're getting really old. Let's hurry up and nerf MFT.

    EDIT: I actually went a step further and broke the video down frame by frame. At exactly frame 228 is the screenshot. At frame 270 is when the Endurance status effect disappears (with Deep Wound starting a frame earlier). This gives us a 41-42 frame window (recorded at 60 FPS) during which to react, or about ~0.7 seconds from animation to hit.

    You can DH on reaction

    You can't dodge on reaction

  • I say gg whether I win or lose

    That being said if I'm playing Survivor and die when the rest of my team is still alive with multiple gens remaining, I'm not gonna sit around and wait I'm just gonna go next.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535072#Comment_3535072

    So then how is not being able to use Exhaustion perks with Made For This a downside if the best perk to pair with it is not an Exhaustion perk?

    Old Dead Hard couldn’t pair with Exhaustion perks either but no one called that a downside.

    Maybe this is just my experience, but Sprint Burst is the Exhaustion perk that has fallen off. Made For This is everywhere so no one bothers to run it anymore. Dead Hard is still more common in my games than Sprint Burst.

    Sprint Burst is great, but Made For This is still the best Exhaustion perk.

    Its common knowledge at this point that an Exhaustion perk is a one that has a requirement, gives you a short burst of speed, then makes you Exhausted. Now before we begin, MfT and Dead Hard are not bad perks by any means. How ever to say they are/were the best perks is far from the truth imo.

    First lets talk about DH. (quick disclaimer, I'm going to refer to the "DH for Distance" as OG DH, and "Endurance DH" as Old DH) Whether we talk about either version they both had the same issue, being only really useful when a Survivor is already at their strongest at base-kit being in a chase but absolutely useless outside of it. OG DH is the only real contender here to being better than Sprint Burst since it was a bit more versatile. Not only could it be used for distance, but it also had i-frames meaning it could counter a few Killer powers, not just M1's. It allowed you to play A LOT more greedy by going around a loop one more time, if the Killer respected the pallet, you could maybe even go for another loop. If the killer didn't, continue around the loop and DH towards the pallet for distance.

    Old DH was/still is more risky than its predecessor, but has a better reward. You couldn't go for these risky plays anymore how ever it was able to buy you A LOT more time. How ever it still has the issue of being completely useless if you're caught in an area with nothing at your disposal. All the Killer has to do is simply wait for the Survivor to make the first move and the Killer can react accordingly. That being said this can only really be done if the Killer is aware that DH is in play, which should be the case if you haven't seen any of the other Exhaustion perks in play yet from that Survivor.

    (Another quick disclaimer, I'm only going to be referring to the 3% speed boost. The Endurance effect it provides has no reason to be there, and could be an entire perk on its own) Made for This is probably the worst out of the bunch viability wise since you only get value out of it if the killer makes a mistake, being committing to a chase for WAY too long. Large majority of the time after getting a hit you should be leaving that Survivor to pressure the other Survivors to get them off gens to drain out their resources faster to make snowballing much easier as the game goes on. That being said a 3% speed boost while injured isn't going to do anything if the killer decides to leave you after getting a hit. It also has the exact same issue as DH being if you're caught with your pants down, it does absolutely nothing. Now, is MfT the difference between being able to reach a pallet or window in some cases? Yes, how ever its like saying having 1 or 2 stacks of STBFL is the reason why you were able to catch a Survivor before they reached anything. Does it happen? Yes. Does it happen often? Its so negligible that it shouldn't even be taken into consideration.

    Now onto Sprint Burst. The reason why it is still the king of Exhaustion (and you could probably make a case of it just being the king of all Survivor perks in general) is because of just how versatile it is. Its main purpose being to start a chase you had no business starting. Being able to stay in an area with nothing around to then reach a safe area is nothing to scoff at. How ever it can also be used to greed pallets to an even bigger extent than OG DH by 99ing it. The best part? The killer has no tell which way you're using it. Just like both versions of DH, you could be neck deep in a chase and all of a sudden the Survivor just Sprint Bursts away for distance. Next time they see you? You Sprint Burst away towards main building/a set up of several good loops with strong pallets when you were initially in an area with absolutely nothing. That being said it is the harder perk to use to get maximum value out of it, but it is without a doubt the strongest perk.

    I can GUARANTEE you the moment MfT gets nerfed, (which lets be real, it will be with the amount of complaints) Sprint Burst is next.

  • copium: the thread

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535072#Comment_3535072

    How is it bad, like I genuinly dont get it, you have made for this and in the case the killer somehow wins a mindgame or you misjudge a distance you can just DH and continue looping(even better if you have resilience), which even if you ultimately go down you should have wasted enough time to at the very least get 1 and a half gen done.

    Its not necessarily bad, but there's much better combos out there and its far from OP as many people claim

  • @Snowball777 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534985#Comment_3534985

    MFT is mathematically better than every Exhaustion perk and it isn't close.

    You can use math all you want. It'll never represent what actually goes on in a match as chases aren't just straight lines.

    Its like saying Huntress is the best killer in the game because she can down a Survivor faster than any other killer in the game because distance doesnt matter, and I think we can all agree that's not the case

  • Why run DH with Made For This when you are most likely going to get more value out of Resilience with DH since both can be up at the same time, serve the same purpose, and Resilience gives you a little bonus even outside of chase

    Dead Hard has also fallen off immensely compared to what it used to be, and doesnt even compete with Sprint Burst anymore which is now the obvious choice for best Exhaustion perk

  • @BlackRabies said:

    Killers lose out on blood lost with the perk on so it has a downside. Then there's MFT with no downside to it.

    First of all wrong perk, thats Rapid Brutality you're referring to. Second, MFT does have a downside to it being you can't really run Exhaustion perks with it

  • cool story bro

  • Don't need to embarrass myself like that, you seem to already have it covered

  • Did you know that literally every killer can get gen rushed with the right set up?

    He's not OP, just incredibly boring

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534055#Comment_3534055

    Well, yeah. Like I said, we don't have voice chat. If not for that and the fact that the endgame chat is so filtered there's no chance for anything inappropriate to get through, you'd have a much bigger problem with slurs and the like, I'm sure.

    Let's not forget why Bubba's face masks were removed.

    Those types of people are around; DBD just does a much better job of disallowing them from expressing certain behaviors.

    As far as what can actually be done: I've had teams of three survivors gang up on me with the killer and down me over and over again. I've had teams of teleporting Claudettes that disappear and reappear on a different gen whenever I get close to one. Those things are actually against the rules, but most examples of player toxicity are perfectly allowed.

    Facecamping Bubbas who smack you on hook for three minutes and taunt you in the endgame chat. Ghostfaces who drop you in front of the hatch and slam it in front of your face. Doctors who slug everyone and go AFK in a corner.

    I've had people spam my page with insults and blatant lies and random troll nonsense. I've had four-mans threaten me with physical violence, try to dox me, and attempt to send me computer viruses in Steam DMs because I tunneled.

    I'm just going to guess that those people you've talked to haven't played a lot of DBD, or at least not enough to run into those sorts of people. Or maybe they just have their Steam comments turned off and don't engage with anyone outside of their little safety bubble, which might be the safer thing (and far less fun thing) to do.

    Because I've talked to people who play those same games you mentioned, and they tell me that those communities don't come close to DBD.

    Even when DbD didn't have all these filters, it still wasn't nearly as bad. Also I'm not talking about ingame BM like Tbagging, hitting on hook, bleeding out some one, etc. thats just ingame BM. What I'm talking about? Death threats, insults not from how you play but directly at you, slurs being thrown around like its candy, bullying cranked up to 10 and so much more.

    But what ever, if you think DbD is this absolute cess pool of a community then go right ahead. You have your own experiences and I have mine. Just know I quit CSGO for a reason

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533378#Comment_3533378

    I dunno. I've heard a lot of people with more experience than me say that it's the most toxic community they've encountered by far, moreso than CS:GO or League of Legends or any of these others out there.

    We don't have voice chat and the endgame chat is filtered to a ridiculous degree, but the stuff that goes on on Steam profile comments says it all.

    As some one whos been in the CS:GO community, DbD doesnt even come close to that cess pool and according to a few friends of mine, neither does League (theyve played DbD themselves quite a bit)

    All you really have in DbD is whiny kids tell you to not play a certain way because they didnt like it. CS:GO on the other hand had cheaters that just spam slurs in VC until they got vote kicked, not to mention 3/4 mans bullying the hell out of their random(s) until the very last round to vote kick them so they got a penalty. You also had a very common term that included a slur in it.

    The only game that I can think of that comes even close to CS is TF2. Watch a friend play it all the time and the cheaters/bots are rampant and do the exact same #########. Keep in mind I stopped playing CS in 2018, and from the looks of it there hasnt been anything to address the toxicity, and the community hasnt changed either.

  • Survivors have a base 4.0 m/s (100%) whereas most killers have a base 4.6m/s (115%). Some killers (Spirit, Huntress, Hag, Trickster to name a few) have a base speed of 4.4m/s (110%). The only exception to this rule is Nurse, with 3.85m/s (96.25%).

    Reason why it can be so difficult to catch a Survivor is because they're probably looping, which is running a place where there's a wall/obstacle with a pallet or window at the end. This is effective mainly because Survivors have a smaller hitbox than killers making them able to go around it tighter than killers and buy themselves time. When they do this, make sure you hug it as tight as possible yourself to minimize the amount of distance and time wasted.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533901#Comment_3533901

    People literally saying that he's not fun to play against because he's overpowered, I've yet to see a post that guy complains about his ability design alone. xD

    And thats mainly because people mistake unfun for overpowered. Flashlights are probably one of the best examples, having posts pop up now and then claiming how overpowered they are and how Lightborn/Franklins is a necessity, despite being the weakest item a Survivor can bring, except maybe Firecrackers.

    Same can be said about Made for This, only thing thats even bordering it from being overtuned isnt the speed boost, but the paired up Endurance it has with it. Despite this majority of people complain about the speed boost.

    Reason why Xeno is so prevalent is because hes new and of course people are bound to complain about new additions that arent fun to go against since theyre more prevalent. The complaints will slowly die down, just like they did with Made for This as we can already see them sizzle away.

  • Most people arent saying hes OP, (al though of course there are some) theyre saying hes unfun to go against. Think of it like SM or Trickster, 2 killers that are also complained about (Trickster not so much nowadays) not because theyre OP by any means, but because theyre a chore to go against.

    Reason why (at least for me) that I dont think hes fun to play against is because he encourages unfun gameplay of just holding W and predropping pallets. There is barely any skill expression on either side with this kind of gameplay

  • @HarlockTaliesin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533347#Comment_3533347

    I think I got this Dwight in one of my games. The guy only seemed to have figure out hiding in lockers, and that was his go-to in every possible situation. I even started pulling him out of lockers and dropping him so the other survivors could heal him up and lead him to a gen, but as soon as he was fully healed he'd run off and hide in another locker. I tried to make sure he got out at the end, but lost track of him while going after the other survivors and he ended up getting eaten by the entity at the end of EGC.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533436#Comment_3533436

    Results would be negligible to completely ineffective. For PC: Ctrl+Alt+Del, end task, relaunch game. For console: Just turn it off and reboot. Any time lost in either case will be less than most trial penalties from having to DC multiple times per play session, AFK time waiting for survivors to finish the gens and attempting to troll you, or giving it a shot and having to put up with survivors who are way too high of skill level for you/your killer character to compete with running stacked items and broken builds.

    Realistically, matchmaking needs to be completely reworked to not only take into account your win rate but what items/addons are being brought into the trial, perks being used, and what killer character is being played, with an emphasis on (or at least an option given to players via menu) being able to wait at least a little bit longer for a lobby to spawn in exchange for the chance of it being more balanced.

    For example, a P15 low/mid MMR Pig should under no circumstances get matched up with a solid P80+/high MMR SWF. A mid/high MMR Blight, Nurse, or maybe Wesker or Sprit would be a better balance for that.

    Same in the other direction. A set of four low-MMR sub-P20 survivors should under no circumstances get matched up with a P50+ mid/high MMR Blight.

    But right now, depending on how long all of those players have been waiting, that can and does happen without backfilling even coming into play.

    Closing the game via Task Manager or turning off your console still gives a penalty. So does losing connection

    Also Prestige shouldn't really have a factor in MM. As some one whos played quite a bit before the progression update I have killers who are only at P9 or P10 because I have no reason to level them up as I already have a good number of add ons. That being said I still know how to play these killers. Same goes for Survivor. Just because I decide to play my P3 Jake, doesnt mean my P50 Meg doesn't exist

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533668#Comment_3533668

    I mean it took me 20 seconds from wall to wall in both cardinal direction on dead dawg meanwhile on nostromo it was 20/24 so there's literally no denying that nostromo is bigger

    image.png


  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533586#Comment_3533586

    I mean even on the short way it still took the same amount of time as dead dawg. So by logic it is not smaller.

    what ever you say chief 👍️

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533372#Comment_3533372

    And from my own tests i cross dead dawg faster than nostromo. So something aint adding up on the wiki. Given how on the wiki its under the same realm as borgo which it's not if it has an offering.

    Brother just because you can cross the map a bit faster doesn't mean its smaller. If you actually look at the shape of the maps, the Saloon is more square shaped rather than rectangular which is why you can cross it faster.

    Also the Shattered Square is apart of the Decimated Borgo realm. The Nostromo is apart of Dvarka Deepwood, which is the same realm as Toba Landing.

  • Been about half and half.

    One thing that works against them (and basically any killer that doesnt have mobility) is just predropping and holding W which is basically the only thing you can do (unless there are turrets nearby) since you can't react to when he goes for a tail attack, and the hitbox looks jankier than a Huntress with ping higher than me after a depressing saturday night

    So yes, I have escaped many times. How ever I never really felt like I had fun doing so since there was no mindgames outplays on either side.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533436#Comment_3533436

    I'd be all for this but I don't think they'd ever do it due to how many killer's would lose their minds over not being able to shop for easy lobbies. A lot of killers have this mentality of wanting to win every game but never wanting to play against anyone who can beat them. Either way they need to do SOMETHING about the matchmaking. Both the community and prolific content creators have called it out as being far worse in recent months. It's definitely something I have noticed personally. If it's going to be this loose then they should just delete MMR system entirely. What's the point when it produces so many unfair matches?

    The crying is something thatll only be temporary

    Just like every other major change, people will adapt

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533436#Comment_3533436

    Killer DC rate/AFK rate would sky rocket if they couldn't lobby shop.

    Then they get hit with a penalty

    Could also add an AFK timer. Dont move for 30 seconds? DC and get hit with a timer

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533311#Comment_3533311

    Congratz, a Killer who would have been more suitable dodged this Lobby and so you were backfilled into it.

    We can only hope that BHVR can reduce Lobbydodging somehow.

    Pretty easy fix actually, just make it so when you get into a game, you cant back out. That way killers cant lobby shop, and back fills cant happen either

  • Considering how bugged he is at the moment, its hard to tell

  • I mean Im sure some have said so, game has thousands of players and its been out for over 7 years.

    Its just whenever I see posts about the topic, they always refer to the community.

  • I dont think anyone has been referring to the game being toxic, always its community

    And even then its VERY tame compared to other communities out there.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533205#Comment_3533205

    I've done my own testing... 24 seconds length wide nostromo 20 seconds width wise. Lets see dead dawg which is usually agreed upon is a small map... 20/20 both maps wall to wall on a 115 killer. Nostromo definitely is not the smallest map in the game. Or better yet in blight rushes i can cross dead dawg both sides in 3 rushes meanwhile nostromo requires 5 length and 4 width base kit.

    But lets be real given that nostromo gen spread is basically on the walls of the map it more than makes up for its "small size".

    NostromoWreckageOutline.png DeadDawgSaloonOutline.png

    uh huh

  • I have almost 6k hours and had some one on my team with 194 hours earlier today

    BHVR, just remove backfills

1 … 46 47 48 49 50 … 147