Avatar

Shroompy

Shroompy

About

Username
Shroompy
Joined
Visits
19,515
Last Active

Comments

  • @sluc16 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486533#Comment_3486533

    Is not a story, is a fact, and if all you gonna do is post a ridiculous passive agresive comment, better just don't do anything

    Brother, I started playing this game not only when it was in a WAY WAY WAY worst state than it is now, but also on a rig worst than old gen console. I got an average of 15-20 fps on the absolute lowest settings possible and eventually the PC gave out because running an at the time even more unoptimized game on intergrated graphics on a CPU that was over a decade old wasnt very good for it.

    I dealt with that for over a third of my playtime, (2.4k hours to be exact, from mid 2017 to late 2019) and wanna know what I didnt do? ######### and moan that it was the games fault because despite me being at a severe disadvantage, I still did just fine and I see several players on console do just fine.

    The platform isnt the reason why youre making mistakes, that I can promise you

  • Im not defending it, in fact I think it giving Endurance on top of a speed boost just doesnt make sense and could easily be 2 seperate perks

    That being said Im not gonna bawl my eyes out for a good perk that is still easily outclassed by other Exhaustion perks

  • Ah good ol' cheeto dust. Cant wait for BHVR to finally cave in one day so I can get my smiley toe Wraith

  • all killers that dont have one :)

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483833#Comment_3483833

    I had a match that Kate finished the last Gen, then Exposed status showed with Hex:Noed. 2 second later Wesker M2 injured Bill and down him.

    I remember that I waited for the match to end, and he had Noed, not Rancor. Half a min later, a Hex was cleansed and Exposed was removed.

    Noed will pop up because of a special attack as well

    Pretty sure he just got grabbed which popped it up, but Id have to do some testing myself

  • @Nebula said:

    While I can understand that things like hug tech can be annoying to play against since Blight is already so strong, I don’t think we should remove things that raise skill ceilings. The ability to express skill is already so low in the current state of the game it’d be a shame to remove the things that are testaments to skill. This goes for both survivor and killer.

    This. 1000% this.

    The fact that veterans can still learn new things about already existing mechanics is the reason why Ill always be for keeping techs like this in the game. Truly allows you to distinguish a good and great player

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484203#Comment_3484203

    The secondary collision system didn't exist when Blight was first released, and hug tech is only possible because of a bugfix BHVR applied to the secondary collision system.

    Before the secondary collision system was added to the game, Blight would just do nothing if he tried to hug tech. Therefore, hug tech was not possible before his camera PoV was raised.

    It was still possible, in fact it was easier on some surfaces since he didnt have to adjust his camera

    I believe it was the Resident Evil mid chapter that "fixed" hug tech since it didnt allow you to start a rush if you were right next to a wall, people soon realized you could just look down to go around this and its still like that to this day

  • @o7o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483646#Comment_3483646

    I’d also like to add:

    • F11 tech: mostly used on Wesker or Demo, pressing F11 to frame cap as you M2 allows you to get outside of a map (mainly RPD) or literally “lags you out” as an advantage to dash farther – much worse than hug teching and exploitable
    • Gesture teching: can be used for distance (especially at the exit gate or a pallet), hell, you can even do this while in chase to gain a few extra steps.
    • Vacuum tech: a lot of killers accuse survivors of cheating for this but vacuum teching is manipulating your movement and the prompt to vault or drop which allows you to literally suck yourself into a vault or pallet drop
    • Pluto tech: mostly used against Blight, also works against Wesker sometimes but this bug makes both of them slide off you when you run at them in the start of their rush/dash.
    • To add to crouch teching: it also works against Deathslinger & Victor
    • Linger/Drag/Slide tech: as Shroompy mentioned, holding & dragging Nemi’s tentacle gives him a wider hitbox
    • while rare but can happen: the WGLF bug that literally allows you to vault or do actions 100% faster

    I wasn't even aware of that last one, good additions tho 👍️

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483875#Comment_3483875

    Most of the 'working as intended' facets are when 2 disjointed mechanics clash with strange or incorrect compared to the expected results. IIRC specifically for Blight, McLean said on one of his streams, that bug tech is specifically from how when they changed his crotch height camera to a normal camera, it broke the 2 checks (body and camera) to allow for bug tech. If Blight went back to crotch height camera, it would actually fix bug tech overnight, at the cost of an annoyingly low camera angle. I played and got used to Blight with that release crotch height camera, and think he is certainly powerful enough that reverting the camera wouldn't hurt his results enough, and would fix enough of his bugs, that it would be worthwhile to do.

    'Bugged' hitboxes - Yes I apologize for inaccurate phrasing. If I am a human character, I don't expect my hitbox to be a cylindrical pill shape. Also if I am leaning forward, one would reasonably expect the hitbox to match the newly leaning character model, however it remains the same location cylindrical pill shape centered around the character's waist. Just because visually, the hatchet clearly exploded 12m behind me, doesn't mean programmatically it isn't working as intended with the Huntresses' 1200 ping and the favor the shooter code. That being said, 'working as intended' looks horribly inaccurate, and misleads all too many players who haven't viewed the hitbox demo video. It would be far more reasonable to at the very least, have the injured hitbox lean like '\' as opposed to '|' still. Similarly just because someone is crouching, doesn't mean the attack hitbox shouldn't also extend from the Killers' feet to head (still blocked by windows and walls), in order to prevent silly misses on hills. For most of the things, if it was made wrong, that doesn't also mean it is working as intended, just working as programmed.

    As far as Wesker turning mid dash to scam hits, yeah it most certainly is a scam. If you dash in a line, the throw/slam should follow the dash's line. If I run in the middle of a jungle gym, and Wesker dashes once in the gym to the wall near the pallet, then dashes again to hit me when I am in the middle of the pallet, he should go parallel to the standing pallet and presumably throw/slam me into some debris outside of the jungle gym, or thrown into the open if there is no debris. He most certainly shouldn't turn 90 degrees and slam me into the pallet, nor should I slide off the rock unijured should he throw me into it. If there was no debris in the back drop and he slammed me into the pallet, that was a scam hit. If I would have hit the rock uninjured, but get slammed into the pallet, it prevented him from getting scammed instead.

    Sky Billy Advantage - I mean theoretically yeah, they could have spent 3 minutes to get on top of the main building of Dead Dawg, but I feel as though the spending those 3 minutes negates all possibility of it being an advantage when they could have been chasing, downing, and whittling down map resources. Especially in comparison to the majority of other bugs/inaccuracies listed.

    Autoaim/Aim-dressing - Then lets allow it to be turned off and we can find out if players such as myself are actually delusional, or are actually getting scammed hits that Autoaim ended the lunge early to hit the corner of the wall instead of the Survivor, or not letting me lunge in the open against a spinning Survivor. I learned to swing to the side after the first time I got 360'd to ensure it would lunge hit them instead of stop the attack early only to miss, so it can be worked around, but disabling autoaim would be far less annoying.

    As far as Blight in general, I too think he needs nerfs both to basekit and add-ons. In my ideal DBD there would be no S or D tier Killers. That would necessitate nerfs to basically the top 5 (maybe more) and buffs to the bottom 5 (maybe more). I specifically hate bug tech on Blight, because an already S-tier Killer is getting more tools in their kit. The kit is already friggin' overloaded in the Killer's favor, why does he need more, yet Pig and Myers doesn't?

    As some one who played a ######### tone of Blight at release I can assure you, hug tech was still very much possible with the bugged camera height.

    Working as programmed is working as intended

    I can assure you that 99% of the time a Wesker that Urobends to get a hit would of most likely gotten the hit anyway. One of the most common places its used is along shack and a good chunk of them have some sort of debris or even the edge of the map around it. So even if you didn't get thrown into said debris along the side he would of either A: Slammed you against shack wall or B: keep going forward and slam you into something else

    Sky billy being "theoretically" an advantage is again, just wrong. And btw, I didn't even mention Space Billy which is a whole other can of worms. Just for an example, this is a clip from 2 years ago and this spot in particular I learned to get 99% of the time, alongside several other spots on other maps (Ormond main and some of the hills just to name a couple more)

    https://youtu.be/fVTmVDkUJRg


    I'd be down for auto aim to be disabled for the sole reason of proving every one who complains about it wrong. Quite literally been playing for years now and I can't even remember the last time I've been spun. Even on times I challenged myself by using a controller (which btw, I don't use for any other game) I still wasn't getting spun.

    @ProHillbillyMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483646#Comment_3483646

    Trap Buffering

    No idea what this is.

    Crouch Tech

    This is something that I want to be removed or bannable.

    Window Tech

    Could be removed, not as impactful as crouch exploit or hug bug.

    CJ Tech

    This works only against baby killers.

    Vault Tech

    Can't really be considered exploit also your take with sadako is wrong, unless you're talking about PTB cuz while demanifested she gets into chase so the window blocks

    Stagger Cancelling

    This is something that needs to be fixed, it's just BS.

    Phase Tech

    Doesn't work with map anymore, should also be fixed.

    Input Buffer

    This is something that has been changed later in the game, if you played against the OG doctor, he canceled your vault, even if you were in animation.

    Sliding:

    If you slide because there is no collsion I see no problem with it.

    Flicking

    On ONI this is an exploit I can say that for sure, the oni has 90 Degree hard cap on his flick, this should be fixed or be bannable, this is not even possible to do on console. It's literally the same exploit that Blight could do long ago.

    FL Cancel

    Intended mechanic.

    Drag Tech

    This is kinda stupid but also is intended.

    Urobend

    According to ingame stats, this is intended, however in the PTB it does not work anymore, maybe they decided to remove it.

    Skybilly

    Is a term which is basically dead since they removed the speed when you're not on the ground. Skybilly/Spacebilly the only bug that wasn't used for advantage unlike Crouch "tech", Hug "tech", Surpassing Oni 90 degree hard cap.

    Trap buffering is when a Survivor runs over a trap because some one else is disarming it. Its literally just input buffering and could of just been thrown into that category when I was explaining them but its more of a known thing on its own.

    As for the rest, you're picking and choosing which of these exploits you want. Can't have it both ways.

  • @Xernoton said:

    I don't think it should be bannable. Exploits should only be bannable, if you cause physical harm to other players or actually break the game.

    However, I agree that Hug Tech should be removed. BHVR created precedent that they are willing to remove exploits for being exploits. Blight should not be treated different. If they are going to remove exploits regardless of how impactful they are they have to follow through even on the golden child. Everything else is inconsequential and will look like hypocrisy. Hell, it looks like hypcrisy already. Forever ago they announced that Hug Tech would get fixed but we haven't heard anything since. As compared to other exploits, that were fixed without any warning.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483877#Comment_3483877

    And yet all of these 'techs' fit the definition of an exploit. An exploit is the use of a bug or glitch, or use of intended features to work in unintended ways. If you want BHVR to officially add Hug Tech as a part of the Blight's kit, you can say so in Feedback and Suggestions. But claiming that these techs aren't exploits is factually wrong.

    Yeah you're right, majority of these techs can be classed as exploits. But do you have any idea just how many things are a staple to today's game that are now just considered "normal" despite very well fitting that exact same definition? Yet no one bats an eye.

    Best example is also probably the Survivor movement update which may I remind you, was reverted because of one of these exploits, being moonwalking was harder to do and also looked a lot more janky

  • @GoodBoyKaru said:

    Blight mains will go out of their way to defend hug teching by saying that it's only for fun and is 50x weaker and more inconsistent than bump logic and yet play with the strongest addons imagine able and slug for the 4k and hardcore tunnel at 5 gens while still doing it. Like if it's so weak and inconsistent but you're very clearly playing to win why do it at all?

    Also reminder that tech is just a snazzy name for exploit you don't want fixed.

    I mean not necessarily, as said in my first post on this thread some techs have been in this game for YEARS and have never been fixed. Hell one of the main reasons the Survivor movement update didnt go through is because moonwalking was harder to do and looked funky as hell.

    Most techs are just fun little things that can help you distinguish a good player, from a veteran player.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483646#Comment_3483646

    Most of those bugs could be fixed if they cared to, and I'd argue most of those should be.

    Trap - I don't recall this, so it likely was before my time starting the game. If it was reintroduced it sounds like it is an intended mechanic now.

    Crouch - Bugged hitboxes are bugged, I coulda toldja that if you ever played against a laggy Huntress hitting through walls/around corners. Make the hitbox more vertical up and down and it fixes the problem.

    Window - I thought this only worked with Clairvoyance because it removes collision. Again, fix bad hitboxes, including collision walking hitboxes.

    CJ - Unintended consequence of the bad design of overmapping keys (AKA the Mass Effect Spacebar does everything). Allowing for each separate action to be bound to different buttons/keys would fix this.

    Vault - This is fair counterplay of mechanics, and as long as you aren't lagging out of your mind you can still interrupt the vaults with the pallet kick. It basically is a ping check of who is less laggy wins.

    Stagger - Definitely should be fixed, or arguably baked into Balanced Landing regardless of exhaustion state, since it is lacking in comparison to all other Exhaustion perks.

    Phase - Again fix the non-collision.

    Input Buffer Doctor - Also known as lag. They 'fix' and break lag every patch with different parts. Pallets used to be bugged and always get hit through the stun, then they made pallet validation and it worked for like 1 patch. Now if you 'perfect' time it, you can hit through the validation, but the 'perfect' timing is far too lax imo.

    Curving - This is just understanding current hitboxes. Arguably all hitboxes should match their visual, but then you get Bubba Tantruming on twigs in Eyrie. Mixed bag, but I would liken this to map knowledge and say its fine overall. If they made less garbage twig clutter they should fix map object hitboxes, but leaving them partially broken may be a necessary evil if maps are going to remain to be poorly designed.

    Flick - This is definitely bad, as the power's lethality is balanced around the limitations, such as Oni can only hit in the frontal 180 degrees during his dash. I'd be fine if they were made less lethal but all ranges allowed, such as Oni doing 1 injury state with a backwards rush swing, and Pyramid Head Deep Wounding injured Survs, and downing Deep Wounded Survs. It carries the risk proportional to the reward if adjusted in such a manner. Trickster doesn't just injure people with 1 knife, so why would a backwards swing Oni deserve an instadown? Risk should match reward.

    FL cancel - This is more like a combination of functioning as intended mechanics, that can be used for unintended consequences, like pallet vault spamming and CJ. This could be 'fixed' by not booting out of power when blinded, but I think both sides get something out of it in a fair manner in different scenarios.

    Locker Bend - I haven't seen this but I would want it fixed, along with more lockers on maps in general. They legit seem to forget about Huntress/Dredge/Trickster with Toba Landing/Borgo, and every new map. Heck, even his own map has a distinct lack of lockers.

    Nemmy Drag - This is a hyperspecific understanding of the programming in order to use it in a different manner. Arguably the tentacle could have been programmed to hit all 'lines' at once, but since they go sequentially, it appears to be intended. I'm fine with it either way, because it could be the intended design as it was intentionally programmed that way.

    Urobend - I both like and dislike this. Wesker has sketch hitboxes all over the place. Sometimes you get slammed on an invisible wall, sometimes you throw them into a wall and they remain uninjured. This can help make it more consistent, but can also scam false hits that would have been throws into the open instead. If they plan on locking the camera mid dash to force it to work as intended, I would hope they also fix the uninjured wall throw problem as well. Sadly higher skill Weskers can abuse this to always get an undeserved scam hit, so I'm leaning more towards fixing it than leaving it in.

    Skybilly - This one is a crime against humanity. Every other bug has the potential to fit the in-game description for 'competitive advantage'. This is legit the only bug that has no such potential for 'competitive advantage', yet they 'fix' it?!?! That just makes me think some devs are allergic to fun. Especially every dev that adds invisible walls on 2nd stories. If I saw as Billy/Bubba, Rush as Blight, Shred as Demo, etc. (other than Wesker, he SHOULD stop at heights as designed) I shouldn't bump on invisible walls. If you put a legit bird cage around the Garden of Joy's 2nd story I won't complain, but hitting the open air shouldn't be a thing.

    360 - I'm surprised you didn't mention this one. This (along with corner wall hits) is a bug in regards to how 'aim-dressing' or autoaim works. If there was simply a menu option to turn off autoaim (as it arguably still helps new players more than it hurts), it would pretty much be fixed, and I wouldn't get scammed swinging around corners either.

    I usually hate bugs that give an advantage, especially on the stronger Killers like Blight and Wesker, but I'm more lax if say the Wesker vault grab bug (teleporting Survivors to the wrong side) happened with Doctor shocks instead. He is weak enough that such a bug might actually make him 'playable'. Even then, I think it would be better if they gave him mechanics that are functional from the onset.

    Thing is most of these arent bugs, most of these are working just as intended.

    Things like trap buffering are a strong tool Survivors have but it requires teamwork and being in the right place at the right time, which in the grand scheme of things promotes healthy gameplay.

    Hitboxes, they aren't bugged they just aren't very representative of what you'd think. A Survivors hit box is actually fairly large and this is especially apparent when injured. The hitbox remains the same but a Survivors posture is lower and leans more forward. This makes their hitbox be much further behind them then you'd realize. When you pair that with a "favor the shooter" mechanic, you get dodgy looking hits.

    Crouch tech as well is just taking advantage of how they made hitboxes. They do actually work on normal basic attacks as well, the only reason why it doesnt work 99% of the time is because unlike Billy, Blight or Demo's special attacks, your camera isnt locked in place. You can actually get a hit as all of these killers if a survivor tries to hug tech at the very beginning of your attack, as long youre looking down directly at the survivor

    Also you say curving is "understanding current hitboxes" when that is literally what Hug Tech is. His collision while rushing works exactly like a basic attack. Try it out for yourself, things you can swing at and whiff despite being right next to it will make you slide right off of it as Blight. The reason why Blight can do it while Billy or Demo cant, is Blight can look up or down to manipulate how he bumps into things, similarly to basic attacks.

    Doc's shock not taking priority is intended and works exactly like everything else (well, most) in the game. If an action is already being performed such as a vault or pallet throw, nothing interrupts it. Even the powers that lock the Survivor in a specific animation/stagger them. Such as: A normal basic attack, any special attack, EGC death, Deathslingers harpoon, Pinhead's chains, Pig's RBT, etc.

    Nemesis' drag is actually a necessary evil thanks to how his power is. If the hitbox of his tentacle wouldn't move with him, his range would actually be much shorter since part of the distance the tentacle would of covered, he just covered as well.

    Urobending doesn't give "undeserved scam hits". Its main purpose is throwing some one out of position which most of the time is towards the edge of the map. If the Survivor you're going after is healthy, getting a hit from a throw is much better than from a slam since you can still adjust yourself while the Survivors speed burst goes off.

    To say sky billy had no potential for a competitive advantage couldn't be further from the truth. Of course not many people played it that way, but I've seen a few Billy's use it to their advantage and it was/is the most abusable tech by far. Shutting down multiple loops, improving his mobility, and having a top down view of the map are just a few things sky billy allowed you to do, and when put into the right hands it could be devastating.

    360's mess with aim dressing, but not actual hits. The times you see it attempt to adjust your camera for a hit wouldn't of gotten you the hit even if aim dressing didn't exist. Its just a common misconception that's spread around because its easier to say: "I'm not the problem, the game is!"

    Now, saving the best for last; Your very first sentence: "I don't recall this, so it likely was before my time starting the game. If it was reintroduced it sounds like it is an intended mechanic now."

    For one, it was reintroduced and was even mentioned in the patch notes. This was all the way back in Summer of 2018 when Trapper received his mini rework.

    Two, what makes you and anybody reading this think that this is the only case of an unintended mechanic becoming an actual thing? Some of these have been in the game for literal years now, and there hasn't been any news from BHVR that they have any plans on removing these. Most of these techs are ways to express skill and just add that extra layer of learning to people who already have thousands of hours. I myself am sitting at over 5.8k and still learn new things to this day because of fancy little techs that I either am on the receiving end, find out by pure accident, (input buffer trapper) or the occasional youtube video.

    Now as for the actual main topic being Blight, I can guarantee you Hug Tech is likely on the bottom of the list of reasons as to why you got downed. People just need to wake up and realize this guy has a busted basekit with add ons that are WAY too overtuned.

  • There are plenty of Survivor techs that have been in the game for years that are barely complained about yet have much more of an impact. Here a few just off the top of my head:

    Trap Buffering: At first was declared a bug which was fix, and was intentionally reintroduced in a later patch

    Crouch Tech: Makes some killers glide right off of you instead of landing a hit because of crouching at a surface that is lower than the killer (Most notable killers are Billy, Blight and Demo)

    Window Tech: Allows you to phase through the killer while theyre performing a vault. Al though difficult and inconsistent, can still very much throw the killer off

    CJ Tech: Vaulting into a locker, window, or most commonly a pallet to make the killer pick up a downed Survivor thanks to overriding the prompt.

    Vault Tech: While the Wraith or Sadako are cloaked/demanifested, spam vault at pallet to force them to uncloaked/manifest.

    Stagger Cancelling: Using a prompt (most commonly vaults) to cancel a stagger from either a drop down or killer power

    Phase Tech(?): Using a map, key, or the perk Clairvoyance grants you the ability to lose collision with the killer.

    Input Buffer: Allows the person to complete an action that they otherwise wouldnt be able possible thanks to your action taking priority. Most commonly shown with The Doctor with vaulting or dropping a pallet despite being shocked. Can also be done by getting a fast vault by buffering the input at an odd angle.

    Then there are several other killers who have insane techs, way more impactful than hug tech will ever be (Not all of these are as strong as hug tech, but they are still clearly unintended and can still be very impactful depending on the situation)

    Input Buffering: Similar to Survivors, but can be used with some killer powers instead. Most notable being Trapper who can place traps in places he otherwise wouldnt be able to, causing the trap to be shoved into the ground (only works on specific spots)

    Curving: Utilizing certain obstacles, allows killers who have some sort of collision mechanic to slide right off of said obstacle despite running directly into it. Most notable examples being Billy, Demo, and Blight

    Flicking: Allows certain killers to ignore their camera restrictions while using their power. Most notable being Oni or Pyramid Head

    FL Cancel: Allows killers to cancel their powers due to being blinded. Most notable example being Legion

    Locker Bend(?): Allows the Dredge to exit a locker at a different angle. Some what inconsistent and can leave him stuck inside the locker instead.

    Drag Tech: Allows the Nemesis to drag his tentacles hitbox with him while moving.

    Urobend: As Wesker, dash while looking in a different direction than youre going and then colliding with a Survivor will cause you to go into the direction your looking instead of forward.

    Un named Tech: Looking up or down has a variety of different benefits for certain killers. Most notable examples being Freddy who can place Snares through walls thanks to this or Bubba who can hug some surfaces much tighter.

    And finally the most loved tech of all which is still possible in certain places... Skybilly: Allows the Hillbilly to reach new heights when colliding and dropping with some obstacles at a certain angle.

  • I remember Pizza Dwight squads

    good times

  • I mean its not just walls, its literally any obstacle

    Think of something like old Haddonfield fences. Sure the guy was literally 2 feet away from you but you still needed to walk all the way around to be able to get to the same side. Nurse on the other hand? Doesnt have to deal with that.

  • Id just buff hexes in general to only be applied to a totem once all Survivors are cursed

    Exceptions would be Plaything, Pentimento and Haunted Grounds

    Haunted would activate after a bit of time to make it more believable, the other 2 would remain the exact same

  • All Wesker needs is his infection to pause after being unhooked until the survivor performs a conspicuous action.

  • @Brimp said:

    Mobility of nurse... Nurse using blinks perfectly across the map is still just as fast as a 115 walking across the map.

    Thats comparing her just going in a straight line, and I think we all know that Nurse doesnt care about walls.

  • @SantaKlawz1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477587#Comment_3477587

    Is that new? Because I definitely have had killers swing at me with it equipped and it didn't do anything for the challenge.

    @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480440#Comment_3480440

    Actually upon giving it another read it might actually be the way its worded. I did the challenge back when it was first released with OG DH so I can't test it out, nor do I remember if I had to dash to actually complete the challenge

    ^

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477587#Comment_3477587

    So that doesn't seem to be working. Does it trigger on lunges or only standing basic attacks?

    Actually upon giving it another read it might actually be the way its worded. I did the challenge back when it was first released with OG DH so I can't test it out, nor do I remember if I had to dash to actually complete the challenge

  • I use yellow and brown add ons, use green ones occasionally, purple and pinks I use only for specific builds

  • @Sava18 said:

    Oh man if you actually go through with it

    Blight with c7 and placebo tablet plus only shadowborn.

    Now that's a challenge.

    Edit: I should have said only using power for hits but it is too late to change the details xd.

    Yeah a little bit too late since I actually already played the match and got a recording of it :)

    Gonna tag you and post it once I got some more matches in of other challenges

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479042#Comment_3479042

    I´m glad you enjoyed it and it looks like the streamers also had fun.

    Good job!

    Oh I didnt even think about checking the TTV's POV! Gonna have to check that out later today

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479029#Comment_3479029

    I'm glad my memey build somehow caused you the most strife I just think it's funny

    Oh dont you worry, I still had fun doing it :)

  • @nars said:

    Trickster with the iri that reloads after main event and the addon that gives the most knives. The challenge? No reloading at lockers, only with main event. Hit those shots!

    https://youtu.be/hNSTFh4h4uE

    So this is actually an add on combo I'd run when I considered myself a Trickster main and it was kind of nice coming back to it and shaking off the dust. I will say tho I got WAY too many close calls and had no business missing that many knives.

    @DredgeyEdgey said:

    Teir 4 Myers

    Killer Myers

    Coupe de grace

    Bamboozle or superior anatomy

    Brutal strength

    Game a foot or machine learning

    Addons: faster stalks and extended t3 or infinite

    https://youtu.be/kkzmtHTEvNo

    This was a fun one, I REALLY under estimated just how long his lunge is in Tier 3 + Coup + Machine Learning. Its actually a pretty decent build!

    @Tsulan said:

    Agitation, Iron Grip, Mad Grit and Blood Warden.

    M1 Nurse, no teleports allowed until the gates are powered.

    Once powered you are allowed to teleport until you down 1 survivor. You must down all the other survivors while carrying a survivor. If one wiggles free, you are only allowed to teleport, if there are no downed survivors.

    https://youtu.be/r2Dvd2v8OgY

    Hands down the most fun build so far, they really messed up there at the end but my god it was funny.

    Also its not shown in the recording, but I accidently blinked at the very start because I forgot what I was doing for a second lmao.

  • Don't worry, I didn't forgot yall <3

    These games were actually super fun to do! The following 3 how ever is just going to be the typical shenanigans of me and my friends in a VC, so don't say I didnt warn ya :)

    @Nebula said:

    Chase nurse always makes me crack up.

    Something usually like Bamboozle, Enduring, Spirit Fury, and Brutal with her add on that makes her 4.6 after a blink attack

    Wraith with his add on to make his terror radius appear when he’s cloaked is always a good time too, pair it with distressing and your TR is almost always active lol

    https://youtu.be/zDbA9s-4C9w


    One of the more memey builds of the bunch, definitely was fun to play. Thanks for the build!

    @LobbyDodgerLeonidas said:

    Try getting a 4k without breaking a pallet using any killer but Nurse (no pallet breaking perks either)

    https://youtu.be/uFAqF-KX_II


    Thought this was going to be much harder than it was, but I will say it did help A LOT that I got fairly inexperienced Survivors.

    @GoodBoyKaru said:

    Perks: Blast Mine, Flashbang, Head On, Quick and Quiet

    Objective: Stun the killer with Blast Mine, and then manage to stun them with Head On and blind them with a Flashbang soon afterwards.

    https://youtu.be/hzqEoDibkZc


    This challenge didn't take me 1... nor 2 or 3... but 4 attempts to complete. I would of actually gotten it on Attempt 2 but I slightly mistimed my Head On as The Nemesis was already stunned from Blast Mine, I only have attempt 4 posted here but if you look at the channel the other 3 attempts are there. Was very happy to finally pull it off lol

  • @BreadSilence said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477971#Comment_3477971

    This is a terrible idea that doesn't give any valid solutions. As lame as people killing themselves on hook at 5 gens is, forcing them to stay isn't going to cause them to magically keep playing. Instead most of the time they'll just go afk for the rest of the match or until the killer offs them.

    also what about scenarios where there's 2 survivors left and gens still up and I get hooked for the first time, and I want to kill myself because A) I just wanna move on from an unwinnable that's basically over, and B) I wanna give my last teammate a chance to get hatch?

    Are you saying i should be forced to spend a whole 2 minutes sitting on the hook like a lifeless jabroni while Nancy is crouching behind a rock in the opposite corner and the killer is freely dillydallying around the map looking for her?

    Also your comment has zero to do with what OP is talking about.

    Forcing them to stay will still buy their team time and will make people less likely to just give up since they still have to play.

    As for the 2 Survivors scenario, all they'd really need to do is remove the "don't attempt to hit 2 skill checks in a row and immediately die".

    You clicked the ready button, you were aware you were just about to be placed into a game that might have something you dislike about it, whether it be the map, the killer, an add on, etc. Just because you don't like something, doesn't mean you have to ruin it for the other 4 people. Either take the DC penalty or don't give up, simple as that.

    Also it has everything to do with the OP, considering the whole reason why he brought it up is because Survivors have a way out, killers don't.

  • https://youtu.be/fVTmVDkUJRg

    This would of been the most satisfying thing, but she just had to move out of the way...

  • Or how bout we just get rid of killing yourself on hook

  • I hope it comes soon, but I have a feeling its going to have a pretty big impact on the game similar to EGC.

    I just hope they take a bit of inspiration from this, the ending is fantastic:

    https://youtu.be/QGjVvbcDTs8


  • @SgtRyeBread said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477738#Comment_3477738

    The reason why I chose trapper cuz power wise it makes the most sense. Wesker would work if they completely redesigned the look of his power when krauser was selected. It wouldn’t make sense for him to have uro boros. Kinda similar to how I’d love for Mr x to be in the game but Nemisis and Oni are the only 2 near his size and both power wise wouldn’t work for him.

    I dont remember the Armored Titan using a crystalized Sword or pulling out a Kanabo, nor dor I remember Birkin being the fastest goblin alive thanks to the tinned peach syrup

    Despite that, theyre still some of the best skins in the game

  • cool story bro

  • I mean to my surprise I did end up getting a down lmao

  • Btw I will resume this maybe tonight, at the latest tomorrow. Life happened and I wasnt able to play yesterday.

    Dont worry boys n girls I aint jumping ship just yet

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476654#Comment_3476654

    That was a dope game 👌 you juiced first chase long than I can with full health and an exhaustion perk 😅 nice of the deathslinger to let the bill go too.

    Thank you :)

    Honestly really surprised that he let the Bill go since he could of easily gotten a 2k there with him slugged and me having No Mither lol

  • You dont need to pop DH when the killer whiffs the attack, you just gotta make the killer whiff while you have it equiped

  • Tell me, if a group of Solo Survs come across a Blight with a meta build, whats the most likely outcome?

  • The best thing you can do as Dredge is work towards building Nightfall as fast as you can, and there arent many perks thatll help you do that.

    Besides, he is Undetectable during Nightfall which makes TR perks useless during this time

  • Yknow when I get home from work Im either gonna have a blast doing this or drive myself crazy

  • @HoodedWildKard said:

    No mither, object of obsession, made for this and quick and quiet. Super high risk build but if you make it work could he amazingly fun 🤣

    https://youtu.be/S-B4EW4bE8I


    I tried this 3 times. First time I got a Blight that went AFK at the start of the game, second I got a Wesker which ignored for practically all game so it was 10 or so minutes of me sitting on a gen, and then attempt number 3 was this!

    Unfortunately the quality of the video is pretty crap so Im gonna have to go tweak some things in OBS, sorry!

    @UnknownKiller said:

    As a killer play on high mmr with whispers only

    Killer must be myers tier 1 map must be farm map

    https://youtu.be/Ek90htbPjuc


    Getting into a high mmr lobby might as well be impossible but I did reroll until I found Survivors with either high prestiges or a high amount of hours (best way I could gauge it, low prestige Nea had 2.4k hours)

    As for the actual game, yeah idk what you expected this might as well be impossible lol

    EDIT: Same thing goes for this video where the quality is pretty bad, going to be trying to fix that moving forward

  • The only thing I think needs to go is the Endurance effect, that right there should be attached to Buckle Up next mid chapter. A speed boost and an Endurance effect have no synergy together and I have no idea why those 2 effects are under 1 perk

    Other than that, perk is fine.

  • I would make it work something like they suggested all the way back in 2018, where the range depends on how many Survivors are remaining

    4 Survivors: 28/26/24 meters

    3 Survivors: 36/34/32 meters

    2 Survivors: 44/42/40 meters

    1 Survivor: Whispers deactivates

    The more Survivors are within the radius, the louder the Entity will be. While you're in chase, Whispers deactivates.

    The numbers could be changed of course, but the whole point is to make it stronger during the early game to have better accuracy of where Survivors are. The wider range the more Survivros are dead is to compensate for them more likely being more spread out and easier to find. Why it deactivates when theres only 1 remaining is because the perk is actually fairly oppressive whenever you close hatch and the last Survivor is forced to open a gate, which is basically impossible with Whispers.

1 … 51 52 53 54 55 … 147