SkeletalElite
SkeletalElite
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@Ssajbambusa said:
@SkeletalElite Exactly, killer perk should not be usefull. What about Head On?
Enduring is plenty useful, 1.5 second stun is absolutely nothing, there is literally no reason to respect pallets ever while running it.
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Enduring used to affect all stuns in the game, but made escaping the killers grasp often not meaningful since you could barely move before the killer could chase you again, it even used to affect DS but since DS has been nerfed many times that is far from necessary now.
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Has this been the first blood hunt since we got MMR? I don't remember any bloodhunt being as sweaty as this one TBH
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@VikingDragonXii said:
That's not true that IS a bannable offense because it's not easy to get up there and it is abusing a glitch to gain a advantage.
There are very few glitches that give you an advantage in this game that the devs ACTUALLY ban for.
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Its not good, it lets you flick further but it otherwise completely removes your ability to use your power for chasing and a smart survivor will dodge your flicks.
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It doesn't need to be a single usage of main event. It can be 2 uses in the same match
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@GoodBoyKaru said:
I know I'm not a mod but I've had a conversation with a BHVR employee about this that I don't want to send screenshots of nor identify in any way in case I'm not supposed to share anything more. You'll have to trust me on this one.
The QA team and Design team are both aware of the situation, and so bug reports or support tickets are unnecessary are the relevant teams are aware. However it is not currently a bannable offence, unless something has changed recently which I'm unaware of (as I'm going off of the most recent information I've been told of).
Also the mods don't like threads on this because they want to keep the awareness of said exploit as low as is possible.
Thanks, while I trust that this is true, I would still appreciate a definitive reply from a mod or other BHVR employee that this is the case.
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@Seraphor said:
Another issue is, when you make a perk basekit, what replaces that perk?
And if you remove perk tiers, you learn all base perks well before level 50.
Both these ideas cannibalise the game and don't account for the holes they leave behind. Whereas my ideas add to the game instead of taking away.
Scott suggested a replacement for kindred, if the killer is within 12m of the hook. Increase all survivor gen repair speed by 8%.
Running out of perks before 50 is fine. add ~5 more general pool perks to the game and suddenly you have all general pool perks by about 30-40 which is good enough for new players.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2662578#Comment_2662578
Then I have no idea. It's probably bannable, but again - difficult to prove.
As for whether or not it's third party, really depends on your definition of third party. For example, the official Radeon program for AMD cards has the capability. NVIDIA card users will have to go a little more third party than that though, but there is still manufacturer software with this capability, such as MSI afterburner.
At the end of the day it's not really the tool that matters, it's that the blights behavior changes when the frame rate drops.
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@StarLost said:
Frame rate or latency?
The latter would be lag switching which - yes - is definitely bannable.
The former...I honestly have no idea. If it's using a third party app/macro then yes it's probably bannable but it would be tricky to prove.
Yes it has nothing to do with latency. Its framerate
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Deathslinger was boring to play and play against, I say leave him in the dirt because then no one has to suffer playing against him and BHVR aren't willing to do what it takes to make him good without being boring
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2656481#Comment_2656481
I’m starting to think you didn’t even read what I said. First off point out where I said “turning rate addons are good.” Second off, DPI does affect the flicks and curves. I play blight on pc and have adjusted my mouse dpi to curve around corners. Having it cranked up let’s you do some dumb things.
false, cranking your DPI only makes it easier to do what is normally possible. Timing is more important than raw speed. Turn as much as you can, swing, then turn as much as you can again. Higher DPI makes it so you can do this without even realizing you're doling this.
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Bit of a late reply but you want to do both.
So the blight moves towards his look direction at his turn rate, however when you swing your movement direction will be instantly updated to your look direction so to flick as far as possible, you should turn as much as possible, swing, then turn as much as possible again.
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You won't get banned for just changing icons
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1 in the first year or so after release was the worst. 2nd or 3rd year was probably the best
2 I'd say any killer that forces pre drops and as the only reliable counterplay
3 depends highly on the killer, blight/billy is great. trickster is terrible
4 the chases
6 little bit of both, excited for new variety, worried about what disaster they're going to cause to the fun of the game
7 little over 4k hours, although recently Ive been playing other games so I haven't played so much lately
8 no way too grindy and hard to get into, I would not get into as a new player.
9 just as toxic
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because he has a really strong passive ability that you can get some value out of without even needing to do anything, bonus points that it affects solos much more than it does SWF
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I literally had over 1000 of them, 400 on my main alone. Got 100k BP.
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They used to respond my reports within a few days on the rare occasion I encountered a cheater, that was a long time ago. After this recent bout of cheating they haven't responded to a single one of my cheater reports, so I just stopped making them
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You mean its blocking pallets when you're not hitting survivors?
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I only got 100k, not sure of exact amount but it was over 1k across all characters, 400 on my main alone
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Hag:
Walking now only sets off traps within a greatly reduced range.
Unhooks destroy traps within 12 meters of the hook.
Trap visual updated to be more consistent across different maps (not easier to see on maps like hawkins but not harder to see in really dark muddy maps.
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I agree, we should also reduce the number of gens needed to escape for survivors from 5 to 4 so there is one for each survivor.
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Sounds like you have Q and E turning bound, which means you have a double binding for your E key, its turning and doing the action.
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@anarchy753 said:
Haha are you kidding? Stopping survivors saboutaging doesn't prevent them doing their objective, maxing points etc. It just removes one tiny aspect of the game on certain hooks so they can't intentionally ruin the event for killers.
Preventing gen regression on up to 6 of the 7 generators is literally just handing survivors a four man escape every match.
Sabotage DOES prevent the killer from doing their objective though. The killers objective is not to protect generators its to kill survivors, sabotage prevents that.
People thinking gens are the objective of the killer is source of all toxicity in this game, if you play like gens are your objective as killer you are boring and people do not want to play against you.
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@Dino7281 said:
I am not sure now, but don't you get more points just by working on it?
So you get more points, if killer regress it?
I might be wrong and you have to finish that gen tho...
So if he just stands there, nothing would change. It's not about regression.
Nope, you get 3000 points (that ignore the point cap) for completing it, not for working on it.
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Nah, a long time ago they used to, I used to be able to report cheaters with video evidence and they'd respond saying appropriate action was taken but generally not being specific, but the cheats were clear as day so ban is the only thing they could have done. I've reported like 4 cheaters in the past couple months with video evidence with no response from the devs so I just stopped reporting them since devs don't care anymore.
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Can confirm just happened to me
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I think survivor choice should stay mostly cosmetic, just let people look however they want.
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If you don't get autokilled it just forces the killer to sit there and stare at you to down you the momment you unhook yourself, then sit there and stare at you on the ground for 60 seconds to wait out DS, once against without leaving in case of UB.
The only time you actually would have had a chance to escape is with the perfect wombo combo of perks/items AND hope you're hooked close enough to hatch or an open gate and in a decent chunk of those situations the killer kinda deserves the kill anyways.
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On my main I don't run any but I'll usually throw on corrupt and pop on other killers
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The Reveal Zone Change: What you mentioned is part of the reason why ,however the values are 20% of his body in the center 26% of the screen. There are other reasons he's hard to reveal, though. Another reason why is a significant portion of the reveal zone is blocked by the survivor's own body. The state switch buffer (more on that later) also contributes to not understanding if you're successfully looking at him or not.
The "auto reveal": To understand whats happening here we need to understand whats going on under the hood. Basically ghostface has 2 states. "Out of Sight" and "Discerned." Out of sight is when no survivors are looking at him. Discerned is when a survivor is looking at him.
To reveal ghost face, you must put him in discerned for 1.5 seconds. State switches have a .3 second buffer. So this means starting to reveal Ghostface has a .3 second delay after you actually start looking at him, but you can continue to reveal him for .3 seconds after you stop looking at him. On his PTB he actually didn't have this and people could just spin their cameras and when Ghostface came anywhere within a potential LOS they would know hes there because of the sound effect. Detection is also affected by latnecy, if you duck behind a corner but don't duck behind the corner on the survivors screen for another .1 second. That effectively adds .1 second to the .3 second buffer.
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I don't care about the mechanical benefit at all, I just think there needs to be mroe stack conditions on WGLF. I made a thread on some extra conditions that could be added to WGLF here: https://forum.deadbydaylight.com/en/discussion/280525/buff-wglf#latest
1) Healing someone out of the dying state
2) Generally helpful cumulative actions
Spending time being chased, healing survivors, and doing gens/gates gives progress towards stack generation. 100% heal on injured survivors = 1 stack, 100% gen progress = 1 stack, 100% exit gate progress = stack. Spend 40 seconds being chased = 1 stack. These all combine, so you can partially do 2 or 3 different things and they all cumulate together to equivalent 1 stack. So if you do half a gen, then heal a survivor half way you get rewarded a stack. If you do half a gen, then get chased for 20 seconds you get a stack. If you get chased for 30 seconds then do a quarter of a gen you get a stack.
Basically generally helping the team = stacks.
Dodging an attack (ie. killer swings at you, but you barely make it through a window without getting hit, or deathslinger fires a shot at you but it's a near-miss) = 1 stack.
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@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/2543394#Comment_2543394
Isn't Surge getting buffed to do just that? I thought it got changed on the PTB...
I wish Oppression got a buff to give an increased penalty when failing the skillcheck. It's decent, but could still use some love.
no surge got no mechanical change, only name change
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I personally think both base and ruin regression should be .5 c/s and that pop should be nerfed to something like 15-18% to compensate for the fact that the gen regresses faster afterwards
Surge/jolt should work on special attacks and should apply incapacitated to survivors working gens it triggers on for 14 seconds. Maybe reduce the cooldown somewhat.
Eruption would be fine with this change I think.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2539406#Comment_2539406
dodge wait 10 min, dodge wait another 10 min, repeat. I think *killer will dodge* is overrated since almost all your games are against swf.
It's been a long time since they posted stats but, last time they did, 50% of players are solo, and ~25% duo. The remaining ~25% are 3 or 4 man, if I remember correctly.
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If you're on PC I believe you can accomplish this by just deleting the intro video file.
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I don't think there's any reason for healing speed to stack beyond 150% bonus.
That's 6.4 second healing with 1 person and 3.2 with 2 people. It's very fast and generally requires a lot of things stacking to reach that effect.
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I think it's mostly fine, trickster is the only one who has an issue, just needs a slight modification so it doesn't work on each knife and only the knife that injures.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2540085#Comment_2540085
No, because not every other game values visual information as a commodity.
This game festures stealth in a competitive context. Hiding close by is a large component of the game and whether or not your opponent can see you has to be consistent.
Earning greater FoV costs you a perk slot, because a greater FoV is an advantage.
Increasing FOV does not have a significant impact on stealth, if someone is sneaking and especially not moving/using dark clothes you are unlikely to notice them in your peripheral vision unless you're going out of your way to search around at which point you are likely actively searching for someone hiding at which point you will literally see better by turning your camera rather than your eyes.
Yes you might notice someone you wouldn't have otherwise, but that's pretty rare.
If you think shadowborn helps prevent sneaking more than something like whispers you are out of your mind.
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it's a radius
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IMO the best change they can do is just buff the base regression speed and tweak perks around it.
Buff the regression speed for kicking a gen to same as current ruin speed.
"nerf" ruin to 50/75/100% so its unchanged
nerf pop to 18% to account for the fact that the gen regresses faster afterwards. It's been a while since I thought of this idea and did hte math but I believe it catches up old pop in strength if the gen continues to regress uninterrupted for 30 seconds.
eruption is fine with the new regression speed
surge should work on special attacks, maybe consider getting rid of the cooldown OR giving it incapacitated to survivors working the gen like eruption does.
oppression needs a cooldown reduction but it could also do with incapacitated + a scream if a survivor fails the skill check
dead mans switch should be a scourge hook perk tied to scourge hooks rather than hooking the obsession
thrilling doesn't need any changes IMO its more info than slowdown.
when a survivor works on a regressing gen they should have to stay on it for at least a few seconds in order to stop the regression.
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It doesnt make gens slower so no.
As a rule of thumb for deciding whether a killer perk is meta ask your self "does this perk make gens slower"
if yes, the perk might be meta
If no, the perk is not meta
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2533778#Comment_2533778
using voice comms is NOT cheating
This is not what the game rules say.
From the rules page:
Using 3rd party software or other tools to gain any kind of unfair advantage that wasn’t intended by the game, except if they have been whitelisted by us. We are not banning for the use of communication apps.
If using voice chat was not cheating then it wouldn't have to be explicitly listed here. The rules don't say "Voice chat is not cheating", they say "We don't ban you if you use it". There is a difference. If you use voice chat then you acknowledge that you are cheating by giving yourself an advantage that is not intended by the game, but, even though this technically falls under the definition of cheating, no bans are issued for it.
This is an important distinction for players who want to play as intended - they don't use voice chat or any other communication outside of the game, because the game rules as written define that as cheating. It's allowed, in a manner similar to house rules that are sometimes used for board games for example. It is allowed to use your own "house rule" by using communication tools without penalties (= bans) but you are still technically breaking the rules and not playing as intended. If you want to play the game as intended you need to follow the rules.
Using a controller while playing on PC for example is not listed in the game as something that bans are issued for because it doesn't have to be, because it's obviously not cheating. Communication tools do fall under the definition of cheating though, so the exception must be listed if there are not supposed to be bans for using them.
If using communication tools outside of the game is not supposed to be considered cheating then the rules page must be rewritten to clarify that. As the rules are written it falls under cheating. An easy fix would would be to change "We are not banning for the use of communication apps." to "The use of communication apps is not considered cheating.".
At that poitn you're literally just arguing completely pointless semantics, regardless of "well technically your grammar shows that it's cheating but just not bannable"
no dude. If it's not bannable it's not cheating full stop.
If it was cheating it would be bannable.
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apparently wearing headphones and having basic game sense is considered "high skill" these days.
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Context is pretty important.
If it is happening a lot, it's annoying.
If it happens after the killer makes a misplay or a mistake, it's funny.
If it's because the game is just cucking them even though they're playing pretty well I feel bad.
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@CashelP14 said:
Wait wait hold on a second.
You mean to tell me that you've ve played a 1000 games in 5 weeks?!?! I must be missing something but here's what I'm understanding.
You played 1000 games in 5 weeks. If the survivors in all 1000 games just decided to rush gens at an unbelievable speed then your games shouldn't last longer than 3 minutes.
That would mean you spent at least 3000 HOURS PLAYING THIS GAME OVER THE SPAN OF 5 WEEKS?!
This doesn't even include:
- The lobby times
- Games lasting longer than 3 minutes
- Time it took to level
- Etc
Your 3/4 the way, purely from in match, to my hours in dbd.. in 5 weeks.
Please someone tag me and tell me I'm wrong because I seriously don't want to be right about this.
EDIT: Playing this game for 24hrs everyday for 5 weeks only adds up to 840hrs.
Let's take a guess and assume each match takes around 15 minutes of his time on average between play time matching and everything else.
15 x 1000 = 15000 minutes
15000 / 60 = 250 hours
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trapper with no traps should be the only killer, its the only way to balance the game once and for all
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2515721#Comment_2515721
how does this change without add-on? I can lose 4 generators, collect all my traps and 3 gen without add-on with all my traps being able to move.
because the time it takes you to get all your traps and setup, like this you can have your 3 gen ready to go before they even pop a gen.
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Yes survivors won't fall for traps multiple times, but with this addon your traps are more about making loops unusable rather than actually catching survivors with them
It doesn't matter if the trap is useless after the pallet is gone, that's not how you would play with this addon, you 3 gen with this addon, if the pallet is gone that's fine because it just means your 3 gen is more of a dead zone
Traps only move if the trapper himself steps in them, when survivors step in them they reset back to their original location after the survivor is out of the trap. Hopefully they fix the part about the trapper himself moving them though.
I definitely think it needs the downside, with 8 traps you can pretty much have any 3 gen on the map you want a completely unusable dead zone for survivors within a minute of the game starting. This addon will be nasty combined with the self arming iri.
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I don't think undying needs changed.
Dragon's grip would just become surveillance but better, but I'm all for some small buffs for it. Something like if it doesn't activate, it is refunded instead of going on cooldown, like blast mine. Could also use a duration increase or cooldown decrease.
Blood favor: Increasing the range is both boring and an ineffective buff IMO.
What they should do instead is make it so the blocking is permanent UNTIL the hex is cleansed, that way a killer running blood favor will block a lot of pallets creating a lot of dead zones early on until the totem is cleansed.