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Shroompy

Shroompy

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  • The game was P2P back then, so you were seeing your connection to the killer, not necessarily their ping

  • No.

    If you enjoy Bubba, keep doing so. Don't let some one tell you otherwise. I play Trickster, a killer who also has a pretty bad reputation for the most part, but that ain't gonna stop me from playing him

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319689#Comment_3319689

    The pallets that are completely boring and take 30s of just going around before there's range to swing because that's how the movement speed works?

    I don't know how you're having trouble identifying this one part of the map design like it's super rare and complicated.

    Oh yeah, its called kicking the pallet and boom! You're done!

    The Survivor equivalent is a dead zone, instead of running around it for 30 seconds, you go down in 30 seconds. And there ain't no spacebar that's fixing that

    EDIT: Also for the number of pallets that are actually COMPLETELY safe. Really ain't as common as you think

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319666#Comment_3319666

    Not every loop in the game is those utterly depressing ones

    What depressing ones? Because the only depressing loops I can think of are really strong windows at main buildings. Which as a killer you shouldn't even be chasing to begin with.

    Being chased or chasing actually has a lot more behind it when you really think about it. To do it efficiently you don't think of the chase it self, but the game as a whole which is a 4v1. Those who simply think about the chase might waste time, but also 5 pallets while doing so. Meanwhile some one who's efficient could waste the same amount of time but maybe only using maybe 1 or 2.

    Being efficient also applies to killers, but in a different way. Mindless following one Survivor until you down them will only get you some where against a bad team. The majority of the time I play with what I like to call "the 30 seconds rule". After initiating a chase, I go for 1 of 2 things, a health state or a pallet. Once I get one of those things I move on to the next person unless I see an opportunity for a down or to get rid of a really strong pallet. Since every game (that actually has good matchmaking) usually ends with either a few gens remaining, or none at all, I play for the endgame and thats exactly what this strategy does. Hitting a Survivor wastes time to move on to the next to break more and more pallets, until eventually at the end of the game there are either very little, or in some cases none.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319633#Comment_3319633

    "Run round obstacle, turn around if Killer does" is not an engaging, thought-provoking interaction.

    If its really that simple then you should be able to be the number 1 player in every 1v1 tourney right?

    If you aren't already doing it, you're missing out on a golden opportunity

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319551#Comment_3319551

    Do you really think running round e.g. the cars in Garden of Joy requires thought? You'd literally have to not be looking.

    Any form of efficient looping requires thought

  • If they wait at pallets thats most likely because theyre inexperienced. The best thing a Survivor can do when they have distance is to keep that distance as long as possible, either by running forward or using windows since theyre always there.

    I dont run into many people who just wait at pallets, but the ones I do all fall for the same ol' trick. Pretend youre going around the loop and quickly lunge back towards the pallet. A classic

  • @StarLost said:

    1. Hook grabs. These have always been silly, aren't much fun for anyone and far too often turn unhooks into a 'you rolled a 1 and now it's a 4k' frustration chain.
    2. Kobes. 99% of the time it's just suicide, and an easy way to bail on a match without getting a penalty. 1% of the time, it's really, really frustrating for the killer. Rework perks and addons as needed.
    3. Useless addons and offerings. I swear, far too much of my BP goes into stuff that is either really bad, or straight up handicapping myself.
    4. No Mither. Just...get rid of it and give David something that isn't essentially a 'we lose' button. I swear, this adept is a team killer.
    5. Knockout. This perk has almost no practical use and is only really utilized to grief solo queue players. Replace it with something better, and healthier.

    Knockout is actually a very decent perk on some killers, the only time SWF's dont have a problem with it is on maps that have many recognizable landmarks, or comp teams who know something like the clock callouts.

    A killer that absolutely shines with it is Dredge. It allows you to slug more effectively during Nightfall, which essentially allows you to bank points towards your next Nightfall.

  • @RainehDaze said:

    a change to the gamestate that makes "wait at pallet, drop it" (and its related cousin 'wait at pallet loop, run round it, drop it, DH if necessary') less risk-free?

    Whos still waiting a pallets? Only time I could ever see some one doing that is if they have a challenge.

    Looping on the other hand is the only thing that makes the killer and survivor have an interaction that both requires thought and reads. Take that away and the only way to express skill as a Survivor from the killers POV, is to hold W.

  • Healing has always been an issue, not Medkits, not CoH. All they do is exaggerate the main issue.

    What needs to happen to healing is make it more of a threat to be injured multiple times in a row. What Id do is increase the amount of charges required to heal each time your injured. So first would be 16, then 17, then 18, etc. And it would cap at 20. There scrapped feature of Survivors becoming more bloody the more theyve been hit could also make a return to show how much they've been hit.

    This way it punishes Survivors more for constantly healing over and over, and also makes medkits (which is the strongest item that can be brought in for how cheap they are) a bit weaker.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318937#Comment_3318937

    You no say ^^

    I should remember to put an */i at the end of some posts 😅

    */i ??

  • @Halloulle said:

    I agree. One third of the pallets should be removed. One third should be turned into vaults. And one third should remain. - Sound fair?

    That would make the map even stronger for Survivors

  • Honestly the more I think about Gideon the more I start to believe its actually one of the more balanced maps in the game.

    No matter the map, Survivors will always have the upperhand during the early game and Gideon is definitely no outlier. There are tons of pallets and lots of areas are closed off unless the killer breaks down walls. The more the game goes on the more pallets are broken, and the easier the map is to traverse. Usually the pallet thing is the case for all maps, how ever Gideon only has roughly 5 or 6 windows in total, and the pretty much all of them are in corners completely opposite of each other, making it practically impossible to chain them together without the help of perks.

    This makes the endgame for killers much stronger than the average map since Survivors just dont have much to work with assuming the killer played their cards correctly

  • @usesPython said:

    It's very much counterable with perks, just bring Deliverance and don't get hooked first then go pull the person off the hook and unhook yourself at the last second. If done properly you waste 3 minutes of their time and they have basically nothing from the facecamp

    And if you dont have Deliverance?

  • @appleas said:

    There is a counter, it’s called get better at looping Bubba.

    Survivors don’t start the game on hooks.

    Thats the equivalent of saying "just down Survivors faster, gens dont start all completed"

  • @DashMonsta008XV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318271#Comment_3318271

    Isn't that perk that shows exit's I'm talking about blessed trophy, you have cleanse hex totems

    Oh yeah that one, was just confused since it can be any Boon, not just Mikaela's

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317695#Comment_3317695

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317813#Comment_3317813

    I think with achievements like that you just need to "wait for it". You'll probably go mad actively trying to get it but just playing normally you'll eventually get it. Just takes ages. That's how I've approached it. Only at 7 out of 20 so far. 😒

    Oh I'm well aware that just waiting and hopefully getting it by just play time is a very valid option

    But you see, I like to make things hard on myself :)

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317726#Comment_3317726

    The funny thing is I got both the nurse grab and evil incarnate both first try. I know a lot of people have trouble with EI in particular.

    Also on that topic.. I got both left for dead AND the old where did they go (4e with a key) in solo q and both quote literally by chance. That made me excited.

    The one's that I had the most trouble with was bless you - no one was running hexes in any match I was in when mikela first came out, adept demo (I think it took almost 8 tries fighting with the emblems). Not to mention there was a fiasco of me almost getting done with the trapper achievement and I was playing during steam maintenance and it glitched after my match and it cleared out ALL the progress on it. I wanted to cry

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317813#Comment_3317813

    What was the original iteration of it?

    Well first to know the OG iteration of it, you need to know how Legion was prior to having their first rework

    Legion was a 110% killer (meaning they also had a 24m TR), and Frenzy on the surface was pretty similar but had so many differences that allowed for some pretty nasty stuff. To name them:

    -Had a duration of 6 seconds

    -Had a shorter cooldown, being 15 seconds

    -Could be activated when only 10% of the power was charged

    -Hitting a Survivor while in Feral Frenzy who was already suffering from Deep Wounds would cancel it, but remove 1/3 of their Deep Wounds timer.

    -Missing an attack in Feral Frenzy would not cancel your power

    Deep Wounds also worked a bit differently, where the timer wouldn't pause if you were running, but if you were in a chase. It also would keep ticking all the way down to 1% even while you were Mending. It also had a timer of 30 seconds instead of today's 20 seconds.

    With that out of the way, what was the requirements for Deranged Pursuit?

    In 1 use of Frenzy, you needed to stab a Survivor, find some one else, stab them, then find the 1st Survivor you stabbed and down them. All in one Frenzy, and you needed to do this 25 times.

    This was made a bit easier with a few add ons. Those add ons being:

    -Stolen Sketchbook (Increased Feral Frenzy duration by 2 seconds)

    -Frank's Mixtape (Increased the amount of damage inflicted when hitting a Survivor in Feral Frenzy who was already suffering from Deep Wounds from 1/3 to 1/2)

    -Stab Wound Studies (Automatically removed 5 seconds from the Deep Wound timer upon being inflicted by Deep Wounds)

    The shorter time for Frenzy and not gaining any movement speed bonus (which was only added recently) after each subsequent stab made this achievement REALLY hard. There were plenty of moments where I would see a Survivor mend in my face right before I was able to down them, or run out of Frenzy while being just a few meters away.

    But in the end I still got it. I was one of only a handful of people who got it before they reworked it into what it is today.

  • @DashMonsta008XV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317813#Comment_3317813

    I'm having more trouble with the Mikaela perk as it seems no killer runs hex's in the matches

    Clairvoyance can also be activated by cleansing a Dull Totem

  • Outbreak Breakout is probably the most painful achievement to obtain that Im not even sure if I want to go for it

    This is coming from some one who did the original Deranged Pursuit, which is BY FAR the worst achievement Ive ever grinded for (so far).

  • 40+ minute game against a Knight on RPD thanks to 2 teammates who refused to do gens. In the end I had 34k points, and the next highest was 17k.

  • The ones who like to believe top MMR means anything and they insist they go against teams the equivalent of Oracle every game

  • Been a while since Ive done it and its been a while since some one else has done it

    Main reason? Its the biggest chunk of BP as Survivor

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316381#Comment_3316381

    I can't access the bloodweb. At all. The button that goes there is normally labelled upgrade, no?

    At the end tally screen its labeled as Upgrade yes, and in that case it might be bugged by not automatically opening up the Bloodweb (I wouldnt know, I always press Continue or whatever the button is to go back to the lobby)

    I mean that still shouldnt stop you from opening up the bloodweb on the side of the screen

  • What do you mean no upgrade option?

  • i mean hey it is a really nice lookin pallet

  • Thing is that argument is still very much valid, considering a good chunk of players on this forum have hours that range into the thousands. While hours doesnt necessarily mean youre good at the game, it does usually equal to a better player.

    Another thing is there arent many people who frequent the forums, and as said before a good chunk of them have thousands of hours. Most people who only have about 300-500 hours dont care enough to go on forums and discuss about balance, they just want to play the game. Those people are also the VERY large majority of the playerbase.

    And if that doesnt convince you, then just watch some streamers. Majority of their games (ESPECIALLY during off hours) are inconsistent. In the same game they can have some one who has a few hundred hours, and some one with a couple thousand.

    So all that to say, yeah MMR still doesnt work very well at the soft cap, and thats fine for the most part considering the main purpose of MMR is to seperate brand new players from thousand hour monsters

  • yes please

    oui s'il-vout-plait

    si por favor

    (thats all i got guys)

  • @DBDVulture said:

    And the game launched with no SWF.

    And NOED was not a totem and lasted forever with no way to remove it - so it was literally a 100% pick rate perk once you have it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315697#Comment_3315697

    that change was to give survivors more time to make saves not more time to blast gens (which is what they do). So as a result the killer tunnels and tries to get stage two if the survivors press gens.

    uh huh

  • @xerox8521 said:

    Also don't forget you really died fast on hook. You had like what maybe 20 seconds before you hit stage 2 and another 20 seconds before you get sacrifised. The pressure in that regards was really high for survivors.

    It was 45 seconds for each stage, and changed to 60 seconds (like current day) roughly a year after the game came out

  • @jinx3d said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315333#Comment_3315333

    getting downs would be much faster without perks like dh screwing you out of what shouldve been a down, and with the reduced amount of pallets, survivors would need to think before using them or else risk a total loss due to lack of resources.

    Really wouldnt, because the majority of downs you get is because of the killer youre playing and their power

    Its like trying to play Trapper with no traps. A Survivors ability to loop will still stay the same in this mode, and you have nothing to assist you

  • I dont think there was any reasons given as to why Splinters were removed, but it is a shame.

  • @C3Tooth said:

    Haddon field has 5 buildings, 1 Myers house, 3 others, and 1 that not accessible.

    Myers house is fixed, the other 4 is randomly spawn on 4 places

    Which the RNG can work there.

    https://us.v-cdn.net/6030815/uploads/0BW8EWWOX0R6/image.png

    Bad ham has 1 main building, 2 houses, shack. Unlike Haddon field, if they make RNG in the map instead of variations, the change will be only rotation around 2 houses, since there is not a single wall titles in it to be RNG.

    Which is why they have to make 5 different layouts. Without creating multiple layouts, Badham would be like Saloon, there is no RNG in that map.

    I understand why there are 5 Badham, but I cant explain well.

    The reason why was actually explained during a devstream back when they reworked Freddy

    And its simply because they wanted to add more variations to Springwood, (Like Autohaven, MacMillan, etc.) but couldnt because of licensing issues

    So they went with what we got, and even with over 5k hours and almost 6 years of experience, I can only remember the 1st variation. All because its the exact same as when Badham only had 1.

  • Because they are ENTIRELY different games

    The game did have really dense fog back in the ol' days, but they got rid of it because the large majority of killer plays complained they couldnt see anything when an offering was played to increase the mist. Not only did it make hiding a lot easier as Survivor, but it made losing the killer a lot easier in the middle of chase since they could barely see anything.

  • For the majority of killers, yes it is. At least Eruption and Call of Brine

  • 1. a Freddy style rework could definitely bring her in line with the rest of the cast

    2. Its balanced but overused. Still needs a look at

    3. Yeah cant think much for this one

    4. Every game has terrible Solo Q but DbD just takes the cake. While I dont think the new icons will fix everything as theres still a lot of info missing its definitely a step in the right direction

    5. Agreed, should be the main point of balance once Solo Q is brought to their level

    6. META literally stands for "Most Effective Tactic Available". Cant really get rid of that but what you can do, is make more healthy, interesting and interactive metas.

    7. It will probably at some point, couldnt care less.

    8. Old DbD wasnt better than the current one. The old community was better

    9. Yea

    10. Yea

    11. Yea

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313698#Comment_3313698

    This would need the devs to grasp that high-rarity Killer addons should not be based around 'how many weird power changes can we make'. Some get huge game-changing ones, some give nice initial boosts, some decide to go and be memes.

    And to stop balancing them by going 'also we're attaching a big downside to whatever this good one does', if the idea is two good killer addons should be balanced with four stacked items with addons.

    For a good chunk of killers the add ons that would have the highest points would be the greens. How ever its no doubt every killer would need to be looked at individually

  • Bamboozle or Crowd Control are pretty good options since they help you deal with one of the things he struggles with a bit being windows. Brutal Strength is also decent.

    The thing is, Trickster really gets his chase from actually using his power correctly, which perks dont really help with that. Learning what tiles and places you can actually commit to chase and which ones you should avoid is crucial, as well as making those knives last as long as possible.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313705#Comment_3313705

    With a complaint that would've made sense only years ago?

    How is he supposed to know that?

    You dont download DbD and then all of a sudden know the ins and outs while also getting an instant history lesson.

  • Btw, Knight cant actually camp as well as you'd think. Sure it might seem intimidating when you see a guard next to a hook but all you have to do, is start the unhook. The moment you start it the Guard will disappear.

  • @RainehDaze said:

    ... complaining about moris, really?

    ... not realizing this is clearly a newer player?

  • yeah its stupid, they need more graphics options. Oh and you indeed do have to go into the config to disable VSync.

    go into AppData\Local\DeadByDaylight\Saved\Config\WindowsNoEditor . You can disable it from there.

  • Yknow what I just realized, people are complaining as if this is exclusive to DbD, but it really isn't

    If one side plays meta, and the other doesn't. That team who plays meta obviously has the advantage. Doesn't matter what game, it will always be the case.

    What we really need is to make games more consistent and fair, which I think should be done by making killers only able to go to specific maps (Like maybe 8) that don't screw over their power that much, and this map pool could be updated every mid chapter or something to keep things fresh. Another thing is items and add ons, they should have a point system tied to them. Say a full squad brings a full loadout of stacked medkits, they should be matched up with killers who have stacked add ons. For that to work Survivors would have to be locked in to the character they queued with which wouldn't be much of an issue considering you can now browse through the game while queued in the most recent PTB.

    Perk changes absolutely need to be done more frequently as well. DbD has had less than 10 meta's on both sides and its almost been 7 years since the game is out. Compare that to other games where there are constant balance changes that are specifically done to keep the game fresh. Something like Dead Hard going from a 50% usage rate to a 30% is still absurdly high, and while I don't necessarily have an issue with the perk I would sure like to see something else.

  • Don't see it at all really, if you're applying equal pressure to everyone that Prove Thyself and Hyperfocus won't get much value.

  • @Hunkulese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312539#Comment_3312539

    You couldn't be more wrong. The better the survivors are, the more likely you'll lose unless you can make it a 3v1 ASAP.

    If you watch any comp DBD, there's tunneling is pretty much every game. Why are the best killers in the world tunneling if it's not the most efficient way to play?

    And you couldn't be more wrong in terms of comp, sure they might tunnel the first person they see but it all depends on the scoring. What I'm going to be going off of, is a rough example of the scoring system used by DbE roughly a year and a half ago.

    Fresh hooks give the most points being 3, while 2nd and 3rd give 2. Meaning you could get a maximum of 32 points as killer. Of course the opposing team would know about this, and a good chunk of the time if 1 or multiple Survivors could leave with no hooks they would do so. But lets say this game is the final round and they only need 6 points to win it to move on to the next stage, of course the killer is going to try simply tunnel the first person out since its the easiest thing to do and is practically a guaranteed kill. How ever if the team in question was a bit more behind in points, they would more than likely spread out their hooks as much as possible since again, fresh hooks gave the most.

    I didn't stay in comp for very long, mainly because I was a sub for an EU team as an NA player and only scrimmed a bunch since they didn't need me for actual matches. The team was called Children of the Void which only lasted for a few months and was mainly just a bunch of friends wanting to try something new. Nowadays the majority of these players are in the teams NoMercy and Ruby Wolves.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312375#Comment_3312375

    https://youtu.be/uIZLL9pb2hs?t=435

    Ignore the terrible gameplay, and the outcome of the match (the survivors were goofing off), just how tricky it was to line up the snuff prompt. (approx. 7:10)

    bro just spam the prompt

  • Tunneling some one at 5 gens is probably the least efficient thing you could do. You are letting the other 3 Survivors do gens, and you are handing the resources that is meant for 4 people to 1 person.

    Its only really a viable tactic if the Survivor in question doesn't know how to loop properly, or its a Nurse who doesn't really care what stage of the game is in as she still remains the same level of strength (in the chase) through out the whole thing.

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