StibbityStabbity
StibbityStabbity
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Yep, it happens. There is also technically no cooldown for this, only a realistic amount of time it takes to use all fountains in a "best case" scenario. As a result, if things go... strangely during the match, you could basically keep charging up Strawberry Stomach Slam almost constantly without ever actually hitting up a fountain.
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Could make it so that if a Survivor changes their character or loadout last second, it adds another 15 seconds to the lobby to let the Killer adjust, as well as lock the Survivor in that triggered the lobby timer extension.
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TO BE FAIR, exhausted on the ground is an issue that needs to be fixed. The intended use isn't functioning correctly.
Using DH for distance instead of using it as a dodge also needs to be fixed. The unintended use is functioning too well.
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Time to make myself useless to my team for half a gen, but at least I'm healthy. Totally worth it. Totally. Totally...
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DS, UB, SG, DH or Deliverance, BT or Deliverance.
You will need a Quantum physicist to determine the smallness of that pp.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2052081#Comment_2052081
I love Blight as well. He was my secondary main when I was maining Spirit and he’s so much fun with an incredibly high skill cap. He’s the one I’m leaning towards the most to be my new main but I am keeping my options open.
Blight is best boi.
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Blight, Oni, and Nurse are all pretty strong while rewarding skill. I personally love playing as Blight, as he gives tons of flexibility to let you incorporate your own flare and playstyle. I would certainly recommend them if you are looking for a Killer that requires more skill and rewards you with positive results.
Also, with Blight, you can Faceplantx5 after hooking someone. It's glorious.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2052070#Comment_2052070
They did actually another shape, for a while. It was a hitbox roughly the same size as the physical model of the hatchet. As you can imagine, it was a disaster. Hatchets flying through survivors (especially noticeable when vaulting) was commonplace.
If the shape was anything but a cube or sphere, the collision calculation could easily have been muddled. If you have more information on the shape used, that would be great, but my thought has been on using essentially a Pizza Box that encompasses the Hatchet with a LITTLE bit of extra room on the sides to give some leniency on the horizontal axis.
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@TauNkosi said:
https://forum.deadbydaylight.com/en/discussion/comment/2051290#Comment_2051290
Freddy not the best killer in the game? You're funny.
He's not. I don't like current Freddy at all, but he's not the best Killer in the game. He's just easy, but his skill ceiling and maximum output is nowhere near Nurse or Spirit, or even Blight or Oni for that matter.
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For everyone commenting on the hitboxes of hatchets, here's some food for thought:
I have done a fair bit of work in the Havok engine. I do NOT know what physics engine is used for DBD, so this information may not apply. That said, in the Havok engine, the team I worked with did a lot of testing for bullet simulation, primarily to determine what the physics shape of a bullet should be. The results were as follows:
Perfect spheres offered the best collision detection when hitting something. Collision simulation from a sphere shaped bullet was extremely accurate and fast when the Sphere was detected to have hit something.
Cubes offered the best collision simulation when getting hit. Physics simulation when hitting a cube was insanely fast.
This would SEEM like it suggests spheres were best suited for bullets while cubes were best for environment assets, though that turned out NOT to be the case. When we made our bullets use sphere shapes, we encountered an issue where the speed of the projectile could pass through an object if it was going fast enough to skip through an object in between frames. So, while the sphere was best to collision simulation while hitting things, it needed to be detected hitting things in the first place, which was messy.
We ended up using cubes for bullets, as they offered a slightly slower response in exchange for consistency. This also let us stretch the physics box of the bullet, to allow people to "walk into bullets", which was really just a way of rewarding leading a moving target when aiming. Spheres could NOT maintain accurate simulation when stretched, cubes could.
Huntress hatchets are spheres. My guess is that this is for the sake of collision detection, as stated prior. Again, I don't know the physics engine being used, but it is possible that BHVR fell into the trapping that we found, and decided to enlarge the sphere to maintain hit consistency rather than try other shapes.
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@Sluzzy said:
The devs should answer as an emergency public health message why this killer is not nerfed yet. It is a grave disservice to the community.
Second game this morning already and it is a sweaty Huntress with Iri-Heads that is hooking and slugging everyone. It was a complete bloodbath.
This killer is actually much much worse and unfair than insta-gens that was nerfed a loooong time ago. If anything on the survivor side resembled the unfun-ness of this killer and her addons, it would have been nerfed immediately. Nobody ever wants to play against this. I would rather go to the dentist.
So, first off:
I can taste the barrel-aging used in this post. That's crafstmanship.
Secondly, Huntress is going to be getting a balance pass, and I'm guessing that Iri-heads are on the chopping block. No way to be sure, though. Exhaustion addons may be up there as well, and they honestly should be.
Obviously, this is more for anyone else reading this that may wish to seriously consider the topic at hand.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2051615#Comment_2051615
Eh,to be fair there aren't a lot of killers that deserve to be on Rank 1 anyways from what i've seen so far
Same goes for Survivors. The issue is that Rank 1, and the rank system in general, doesn't really differentiate between different styles of play. Rank simply doesn't represent level of gameplay: It represents the outcomes of whatever you've been up against. Rank doesn't know if you've been up against nothing but potatoes, so it doesn't take that into consideration when slapping 1 on the top right of your screen.
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At the absolute top tier of play, with proper strategy, game knowledge, and communication, tourney-SWF is the strongest thing in the game.
The vast majority of players, however, won't get to that point. It's basically less than 1% of the playerbase that plays at that level and enjoys the balance being on their side. As such, TECHNICALLY speaking, the game is Survivor-sided. REALISTICALLY, however, it's a bit more Killer-sided, simply because 99% of Survivors will never play at that level. For Killer, it only takes one player trying to play at that level to make their entire team play at that level, since Killer is only one player. With Survivor, all four players need to be playing at that level to get the full benefit. Yes, two or even three players playing like that can be challenging, but it still offers a weak link that can be exploited. I'm not saying it's easy, but it's there.
I used to believe that the game SHOULD be balanced around the top percentile of play because the balance would sprinkle down, but having played for much longer now, I can see why it isn't: The game is completely different for "GOTTA WIN" tourney squads, standard 4-man swfs, middle-tier play, and low-tier play. It would be almost impossible to create a universal balance between all the different skill levels given how the game plays differently at every tier of play. The game is, as such, balanced around mid-tier play, with the top-tier basically dancing around casual mechanics as they please to use and abuse whatever they find advantageous against their opponents.
This is also where frustration from Killer players likely comes from, as the level of gameplay they are thrown up against can vary wildly. The ranking system doesn't really differentiate between "Try-hard Sweat-lords" and simply doing fairly well, rewarding and ranking both equally. Survivors get some of the same frustration, as they could have a fun match against a rank 1 Killer one match where counterplay is open to them and they have room to make plays and enjoy the game. Then, they get pitted up against a Killer that is more geared towards NO MERCY, and find their windows for counterplay and casual strategy shortened dramatically. The game simply doesn't know who are tourney-tryhards and who are just decent players looking for higher level casual fun. So they get tossed at each other, resulting in a myriad of different outcomes and issues.
It's also worth pointing out that while mid-tier play is the most common in the game, some top-tier strats HAVE sprinkled down over time. This is always going to happen as the meta develops and even casual players stick around long enough to learn higher-tier strats. It's not a bad thing by itself, but if the game is not balanced around the forming meta, the results can become polarizing.
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I fully intend to main him, get an absolute appreciation for his strengths and weaknesses, intended playstyle, etc.
Then I will come to the forums, spell out what I feel is his intended playstyle, what works with that playstyle and what hinders it the most, as well as suggest ways to improve those weaknesses to strengthen his playstyle while not chipping away too much at his intended weaknesses.
I've mained Legion long enough to basically already make a habit of this.
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So, should survivors just run Iron Will + No Mither 24/7 in the event they get Spirit?
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2050035#Comment_2050035
Reading would be pretty #########' boring if I didn't actually read at all, you're right.
I'm not telling you how you can or can't play. I'm literally telling you to do whatever you want.
Just admit that you're the same brand of miserable dickhead that you hate to play against if you decide to play to ruin the game for the other side. That's what this post is about-- the people who do it, but can't even be real with themselves and admit they're nothing better than the worst people they go against.
Just admit that you're the same brand of miserable dickhead that you hate to play against if you decide to play to ruin the game for the other side.
Preeeeeeeetty much this. It's one thing when someone is being a jerk, but if they admit they're being a jerk, at least I can respect their honesty and understand their reasons. Veiling ones actions behind false pretense just makes the person that much less capable of garnering sympathy, understanding, etc.
And ya, if someone says "I'm going to be an unfun sweat lord because I just had a bad match and I want to take it out on something", it's wrong, but at least I GET where they're coming from. Saying "OH THEY PROBABLY DESERVE THIS" just shows that they are being dishonest to you, and themselves.
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As a Legion Main, I do my best to play fair and pay attention to what is happening. If I see a DC, I look at the current state of the match and decide if I'm going to throw so they don't have to slog through a bad match. I do my best not to tunnel, and I get twitchy when I see survivors sandbagging each other. I'm almost a survivor advocate at that point. Most Legion players I've gone up against were never really toxic, and seemed more open to shenanigans if there was a clear reason for it.
If I'm playing Plague, imma tummy trouble on you. Win or lose, your going to look like you went through a 90s nickelodeon game show with all the green slime.
Freddy mains, on the other hand, oof...
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I think the new killer looks cool and could be fun to play, but after playing him in the PTB, I just hope they buff him now. He's just too weak, and his only viable method of attack is to tunnel people to hook. He has basically no capability to switch targets, mindgame, etc. Lacerates fading over time creates no long term strategy with his abilities, so everything with Trickster needs to be short term and definitive, or else it's just a waste of time and resources.
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I think it should just be reworked to only give distance if a hit was detected while it was activated. That would cancel the use of it purely for distance and make it only worthwhile when trying to dodge an incoming strike. I like the idea of DH, and I definitely want to keep the ability to skillfully dodge an attack, but using it purely for distance to extend a loop is pretty poopy.
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It's the Dio Brando mori. Clearly, anime fans voted it to first place.
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@Im_Tired said:
Deep wound is kind of an integral part of his kit. How would laceration be better/more fun to play against? All I'm imagining is Legion having to hit you like 4 times to get you injured (because it'd have to be shorter than getting injured by Trickster), then 4 times to down, all while in frenzy? How do you avoid this? Do missed hits still take him out of frenzy? If yeah, his power would be garbage. If no, he'd be busted and basically unavoidable
Someone said it somewhere on the forums but he'd feel better with qol changes. Like his frenzy meter doesn't deplete when you hit someone with a normal m1, and he gets a shorter self stun when coming out of frenzy
Those changes are echoed by basically anyone that has played more than 5 games as Legion.
As for giving him the Laceration mechanic, I agree with you that it would not be good on him. Hell, it's not really good on Trickster so far, and Legion is already scraping the low tiers with just enough bounce to sometimes come off and middling. Laceration would be a nerf to him.
So ya, I fully expect Legion to play as he currently does, but with Laceration added. Hitting the same target twice will still knock him out of FF, though, so you have to chase them and not M1 the Survivor, waiting for FF to be up again. Then use it to hit again, and... oh wait, the Lacerate wore off. Try again.
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@Jack_TheJolteon said:
So i am quite curious to how many people will agree with some of the things of a Killer's strength and where to put them, be in Mind i play on Ps4 so things will vary slightly for PC Users
and Please Remember that this is MY Tier List and MY Opinion, you are more than freely able to disagree but i please ask that you do not personally attack me
please know from Left to Right Left being the strongest and Right the weakest
S - Nurse, Spirit
ow these 2 are more so actually tied for their placement as it can be argued who is stronger, but i personally believe Nurse is stronger mainly from her faster downing potential, despite being the slowest walking Killer in the game her Blinks heavily make up for that Nurse having one of the faster downing Potentials
Spirit is heavily insane especially if you know how to use your ears very well, though ears isn't everything with a Spirit as tracking is another important key in playing her, having a base 115 movement speed and an even faster Phasing mechanic it is quite difficult to get away from a very good Spirit
A - Oni, Freddy, Hag, Executioner, Huntress, Blight, Twins
Now for starters this should seem quite familiar, Oni is a power house of a Killer have amazing 1 shot potential, Merely have slapping 2 fully healed survivors you already have around 80% of your power the Blood Fury, and that gives Oni amazing Mobility and Map pressure, it will give him great Slug potential as well
Freddy is Freddy, we all already know why this little Sh talking mushrooms is up here, Freddy able to place down Snares and slow down the survivor by i believe 10% is phenomenal, also he is able to teleport to gens once his power is built up enough, He also has the other power Dream Pallets and while they are worse than Snares they are more so surprising to a Survivor than anything else
Hag is similar to Trapper but 100x better, she places traps but as soon as they get activated within close enough distance she can teleport to them, and if you are looking at the Trap itself you dont need to do the little animation and just able to swing, she can trap Palettes and Use it as a Decoy or as a Free Grab, Hag has great Pressure and Slug potential as well, her power though can be beaten by Urban Evasion and Flashlights
Executioner is probably one of the top few threatening Killers, he is able to use his Rights of the Damned to hit survivors through a reach of 10 Meters (Without Addons) and put down his Slug trail, if a survivor happens to run through it they are put into the Tormented state, they can be caged or if they are death hook, can be quickly Mori'd
Huntress is my top Main Killer, she is absolutely amazing and fun to play as imo, her Power being hatchets allows her to hit survivors across the entirety of the map, she can throw hatchets longer than any map size which is insane, she is a 110 Killer so without hatchets she is horrid to play and does no do well in chase but you shouldnt have to face that problem if you are Patient with your hatchets, Big Maps and Indoor maps can hurt a Huntress a bit like Lery's and Hawkins, where its almost impossible to 4k
Blight is another very mobility based Killer who is able to go quite far with his Lethal Rush, able to score a quick slap on the survivor if he manages to get to one, Unlike most Killers when Blight Lethal rushes his attack Window is far more wider than normal which explains how he gets most of his hits, Blight is another Killer that heavily suffers from indoor maps being hard to use his power in tight areas considering his large hitbox when slamming into objects to do another Lethal rush,
Lastly and surprisingly the Twins, Twins is a Killer that is not very well Liked by the community much like Deathslinger, Twins is actually very freakin strong, her little brother Victor allows Both Charlotte and Victor to camp area but Victor is more valuable from doing so, only way to not be noticed by Victor is crouch walking by him, When Victor pounces it is said to be the fastest thing in the game making it rather difficult to dodge, but if he misses free Baby Kick! However if he lands his pounce and you are healthy he will latch onto you for a while leaving you Oblivious and you cannot heal do gebs, escape, or open the exit gate, until you get him off you will suffer these but if you are being chased do not try to throw Victor off a you stand still and cannot so anything for a bit of time
B - Billy,Demogorgon, Deathslinger, Clown, Plague, Legion, GhostFace, LeatherFace
Billy is another pretty Obvious choice as to why i put him here, Billy uses his chainsaw to get amazing Mobility Value from open maps as Indoor maps completely destroy his power, Giving him insta down potential Billy is a relatively easy Killer to learn in the beginning but there is so much more to learn the higher you go, Billy's chainsaw has a heat gauge on it therefore you can hold it as long and have to give it some time to cool down before using again, but that doesn't mean he isn't amazing or fun to play
Demogorgon, he is actually one of the more difficult Killers to play imo, His Shredding ability is off the charts one of the more scarier things in this game going quite far up to 4 - 12 Meters depending on how Long you hold it, His Shred ability allows him to break Palettes as well, he is also one of those Killers where his best addons are Grey and Yellow which is honestly very easy to get, them being the Rat Liver and Mews Guts which both are easy to obtain, Demogorgon also has another ability where he can place down Portals and go from each side of the map pretty fast, It can get you some sneaky hits or grabs which are fun
Deathslinger is another Killer where he lacks in Map Pressure but is able to end chases pretty quickly, using his Harpoon Gun he is able to shoot survivors from Up to 18 meters away and pull them close, landing a successful hit will give them the mending state but it takes a while to reload without Addons, his Harpoon gun has such a small hit box that it can go through cracks in tiles which will lead to faster injury and/or downs
Clown, he received a well needed buff that actually is a whole lot more stronger than i originally expected, he has 2 bottle types, the Tonic and the Antidote, The Tonic will slow Only the survivor down by 10% while the Antidote will increase speed to both the survivor and Clown by 10%, a smart clown will use a Antidote in a chase for faster down potential, a Clown has only 4 bottles though so you will need to reload quite often, especially if you are using the Bottles alot, With the Antidote bottles it allows Clown to get across the map quicker giving him more mobility potential
Plague is a Killer i couldn't get into, but that doesnt mean i put no time into her, Plague has the Vile Purge where she can sicken survivors and make Gens and everything like that be contagious as well, if she Vomits on a survivor eventually they will go into the broken state and eventually vomit consistently, however if they do decide to cleanse that gives Plague the ability to make her Purge Corrupted, and you start off with one free pool corrupted already, her Corrupted Purge can injure survivors from a good distance away using her Corrupt but it disables her ability to sicken for 60 seconds
Now the most controversial Killer, Legion, a lot of players hate this Killer no surprise, Legion is absolutely amazing with injuring multiple Survivors applying major pressure, every Feral frenzy hit puts them into the mending state, Legion has great map control everytime he gets that 1st Feral hit, the Killer Instinct will pop on any non hit survivor showing their location, Legion is able to hop over Palettes and Windows in his feral frenzy very quickly to score a quick hit
GhostFace is a pretty Fun Killer with his quick teabagging potential, Ghostface is able to go into his Night Shroud ability to stalk and Mark survivors who will be insta down for the next minute or so, giving Ghostface a lot of time, though if he is leaning he marks you faster than if he isnt leaning, but you can pull him out of his power by staring at him with the middle of your screen pointed at him, only thing that sucks is most suvivors have a hard time pulling that off
Leatherface is actually a really fun Killer, use to be one of the worsts but he made his way up to the B tier, Leatherface is able to down multiple survivors but if he is given the oppurtunity which should never happen is a 4 ma down from one chainsaw sweep, Leatherface is ablo able to control how many sweeps he does which makes chases more easier for him, he can use his chainsaw to break pallets and walls relatively easy but Just like Billy his chainsaw has a cooldown as well so yo cant forever hold it to be that old toxic face campin Bubba lmao
C - Pig, Myers, Doctor
Why i Put Pig here is she has probably one of the most counterable powers in the game, her Head traps are not RNG based as most think it is, the game before hand has random numbers put to Jigsaw boxes dedicated to the head trap, only specific ones will get it off, so you have a 25% chance of getting it correct but that number goes up more and more if you fail the jigsaw boxes, Pig also has another power, her Crouch, Crouching allows her to do her ambush attack which let out a roar before she leaps toward the survivor pretty quickly and if you run the perk Save the Best for Last hitting the survivor with an Ambush attack will ignore the Save The Best for Last and not lose or gain any tokens
Myers is actually a very fun Killer, he starts off the game being slow as hell and with no Lunge at all, it would take 5 seconds fully to get from tier 1 to tier 2 Evil Within, upon getting to Evil Within tier 3 however you are insta down for 60 seconds, you break and vault faster, your lung is extremely long as well being great downing potential, his terror Radius becomes larger as well giving the survivors a heads up upon your arrival though
Doctor imo is not fun to go against at all, he has the Therapy Shock which does allow him to instantly hear any screams of possible survivors near him or gives him the info that no one is around, when he is chasing though he is able to give you a shock which renders you useless for 2.5 seconds of being unable to do anything, Doctor has high pressure potential with his Shock therapy and will almost always find a hiding survivor
D - Trapper, Wraith
Now Trappe is here because he has horrible map control, his power being the traps are always scattered around the map and depending on the map size will also vary how many traps spawn around the map, and he has to strategically use these traps for possible catchings, sometimes he will be able to and sometimes not, Trapper has one of the more difficult potential of pressure, the best thing he can do is Replace traps but it can sometimes move the trap
and finally Wraith, Wraith's power allows him to go invisible, with his recent buff and coming on buff next week this is will he will reside for Now, Wraith goes cloaked and he moves a little faster but he cannot attack whatsoever, when he comes out of cloak though he moves pretty quickly able to catch up to the survivor and land a clean hit, but Wraith is one of those Killers where the Hit and run play helps him the most, he is able to sneak up on survivors but open maps like Blood Lodge will completely destroy him, he is in my opinion the weakest Killer in Dead By Daylight
that's all of them! Thanks for reading and comment if you agree or disagree ^^
Legion Main here.
Putting Legion in B is extremely generous, and based on how this list is set up, I'd average him at C. Larger maps and spread out survivors rob him of his power. He can't use his power for chase, since he can't use it to down or hook, so he's a standard m1 Killer when chase matters most. He also loses power when using m1, so his powers availability is variable at any given time. While he can use his power to get in a general area of a survivor, they always get 4 seconds to make distance in account of his fatigue. Legions power is so littered with penalties, he essentially spends half the game just trying to mitigate them or work around them, which severely hampers his performance.
There are maps and scenarios where Legion can perform at a B tier, but those are the exception, not the rule. In more traditional lists, he's often a D tier that can jump to C with the scenario benefits him. In this list, though, he a solid C.
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I'm going to have to do a redux of this thread. These lists will take hours to transcribe properly, compare changes to the original post to ensure proper alteration, etc. So keep your ideas in mind and wait for part 2: one change at a time this time.
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wrong thread
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I want to see a thread about Hex Huntress Lullaby being overpowered.
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@Phasmamain said:
I’ll make a change to one killer
Nurse could be 110% move speed with 2 blinks but cannot blink through solid objects
Definetly be worth testing anyway
Jimmy DeeBeeDee:
Alrighty, added your changes! Hey, just saying, Nurse already has, like, two Blinks standard. I figured you just meant to keep them the same, and not add more because they would be totally broken and overpowered. We'd have to remove disconnect penalties just for Nurse matches. If you meant to give them additional Blinks, though, let me know. I'll add it, though Scoops just woke up and he's already holding his flashlight...
Main post updated. -
@supersonic853 said:
Why does this look better than current macmillian?
@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2037317#Comment_2037317
For some reason it looks better then the actual game strangely
They are likely using different shaders than the actual game does, which allows them to tailor them to their needs and liking. This can change how lighting looks within the game, how lighting interacts with material maps on objects and textures, as well as particle effects.
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@DBDude said:
Here's my idea for a Clown change.
When throwing a yellow bottle, it will automatically turn yellow instead of turning gray.
When invigorated, You now move at 130% movement speed as Clown, and 115% movement speed as survivor.
If you throw a Purple bottle into a Yellow Cloud of gas, or if you throw a Yellow bottle into a Purple Cloud of gas, the cloud of gas will turn gray.
If a survivor steps into this gray cloud of gas, they will become exposed.
Hey, good morning. A new day, a new list of Killer changes. Clown too, his list was pretty empty for a bit there. We just reworked him, and thought we easily made him into an A lister, if not S. Spirit players were jumping ship to play Clown, but with these changes, he'll push Nurse down a few pegs.
Main post updated. -
https://www.youtube.com/watch?v=5jFtcxddG2I@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2037295#Comment_2037295
This has been evident for a while but people like that don't care my dude. They just keep downplaying it yet they and all the tryhard 5k hour+ tourney players all run stretch rez. I'm sure it has everything to do with preference and not an advantage lol, I'm sure of it!!
Ya
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/2037175#Comment_2037175
What does a flashlight macro have to do with anything? It's just annoying. Stretched res doesn't help you in chases and just looks awful. Oni, Billy and Blight mains are bug abusing.
Stretched Res is used to see over walls in order to do better in a chase.
Normal:
Stretched:
There is extra visibility at the top of the screen, allowing better vision over obstacles using camera angles.
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Exploits are exploits. They are bugs that can be abused, and should be removed regardless of who can use them or how they are used.
Can they be fun? Absolutely. Does that make them fair? No. The game was not balanced or designed around them, and until the devs roll up and say "that is now a feature, not a bug", it's a bug.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2037232#Comment_2037232
But how is he using the game model like that? He must have unreal engine or something I'm sure but how can you have a dev model of this game to just do what you want with? There's no way he's created everything from scratch there he's definitely using some kind of test model he can alter
UDK.
Unreal packages games into multiple files that are, for simplicity sake, similar to zip folders. Last I remember, three of them. Within them, the assets for the game are stored and encrypted. UDK, which is the Unreal Development Kit, can unpackage these and allow you to export them as normal files for everyday use.
Even if you don't have UDK (the creator of the video clearly did), you can still easily get hold of programs that will unpack those folders and automatically export files you want into more common file formats. It's very common in the sound mod community, where they gather sound files from games and use them for mods in other games.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2037252#Comment_2037252
I can see how this works with Oni but this should be imposible on Blight thanks to his wide turn and lunge radius. I've never seen this.
So when charging, there is a brief few frames before using an attack that allows some rotation. DPI settings can push that amount of rotation completely over the edge. Without using a macro to help and a mouse with adjustable DPI, it's nearly impossible to pull off on command.
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@Phasmamain said:
I could be wrong but wasn’t oni’s flick changed during ptb?
IIRC they can still J Flick. His normal flick was changed, but the J Flick uses adjustable DPI settings from the mouse and timing to allow Oni (and Blight) to completely 180 before a post-charge-attack.
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Oof, they messed up the idle animation for the menu.
Seems they cut off the last few frames, or told the animation to loop too early and didn't grab the last few frames for the loops transition.
FERAL FRENZY THAT CAN DOWN. Are you trying to make Legion mains cry? You're making Legion mains cry.
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So, here are the normal answers in advance. I am not agreeing or disagreeing with anything:
This games community is too small for Casual and Ranked modes.
This game is a Casual game, so ranks don't matter.
Survivor queue is already too long, this would make it worse.
The game shouldn't stop friends from playing together.
Ranks aren't the same as skill.
Git gud
I probably forgot a few, but you get the idea.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2037157#Comment_2037157
What windows are survivors getting fast vaults out of, instead of medium vaults?
Basically all of them. You can make a macro that will give you a fast vault from stand still at a window. I have never looked into the particulars of it, but I've seen videos of people showing it off and several descriptions of the method. Didn't intend to use it, so I didn't pay super close attention.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2037138#Comment_2037138
Sounds like a hacker tbh mate lol
https://forum.deadbydaylight.com/en/discussion/comment/2037142#Comment_2037142
They work perfectly fine when your face on. The thing is if your at a slight angle then it is extremely inconsistent. Locker blinds have 10000000% been changed recently I know that for certain.
They never did anything suspect for the rest of the game. INSANELY good at looping, hard as hell to catch, but nothing I saw as being outside the realm of possibility. Got them on a hook twice, so they were perfectly killable. I generally don't assume hacks unless the actions are super obvious, though. So ya, MAYBE hacking, but I never saw any real evidence of it.
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I recently had a game as Bubba where it got down to the last two Survivors. One was Nancy, who I kept running into but felt bad for, the other was a Yui that has essentially vanished about halfway through the trial. This... irked me. I didn't want to bully the Nancy, but she was the only one I ever saw. Every time I ran into her, she would just stop and stare, waiting for death and accepting her fate, but I was the one not accepting it. Where the hell was the Yui?
Eventually, I followed the Nancy around, hoping for her to give up the position of the Yui, but she clearly didn't know where her teammate was. Finally downed her in the middle of the map, which was small enough to make spotting her something I could work with. Put the Nancy on hook, but I pinky swore to her that I would avenge her bravery before the Entity took her away. Hatch spawned close, so cool! Closed that, EGC started, and I had a spot on a hill that made both gates easy to monitor. FINALLY, I saw movement. My T-Rex vision served me well, and my T-Rex hunger ensured I hopped into that chase faster than a pervert in a porno shop.
The Yui got about two lights done on the gate before VROOOOOOOOM, CHAINSAW TIME LITTLE GIRL. Well, that was the intended message, but the reality was far worse. For her. She spent the entire game avoiding me, avoiding chase, and avoiding progression. Now, she had me, she had a chase, but the only progression was the EGC timer. I chased her for the entire EGC, intentionally missing my hits to keep things going, and squeezed all the action out of her that she lacked during the match. Finally, before the timer hit zero, I hit her with my chainsaw. And dead on the ground, when she begged for a hook to finally end the trial before having to sit through spider-hand-impalement, I leaned in an whispered into her ear "No. This is for Nancy."
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Outside of chase, I can pretty reliably track Dwights breathing if he's on the other side of a wall. Meg is obvious as well. The others, not so much.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2037112#Comment_2037112
The thing is if they basically blinded you before you looked up then you have a split second to look anywhere but you've still been blinded. I've literally blinded a killer who had the opportunity to turn 360° before it dropped the survivor.
The first blind didn't surprise me, truth be told, I just figured I did something wrong. The second blind, however, did. It wasn't the gradual build up, but rather happened super fast and seemed to last longer. I was looking up from the very start as well. It was like the first one wore off and was like "OH HEY I FORGOT SOMETHING" and hopped back into my eyes real fast.
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I'm hoping they listened to the community feedback about Trickster and made his Lacerates easier to stack and use in the long term. I really want to play Trickster, but if they don't listen and keep him weak, he's going to be dead on arrival. His ONLY fans are going to be fan girls that get upset they never see him / get Mori'd by him.
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I feel the most guilty about playing Freddy, though I still use him for daily challenges. Spirit is a close second.
I don't think I have ever played Pig. Perhaps the only Killer I have that I have never played. No particular reason, just complete lack of interest.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2036931#Comment_2036931
It's actually so sad yet hilarious that we've been asking BHVR to change a 1 to a 2 or 3 for 5 entire years and they still haven't even considered it.
When it comes to Killer changes, to say they "Err on the side of caution" would be an understatement. Obviously, they change new Killers after they release based on feedback and performance, as well as common gripes and concerns. However, once they feel a Killer is solid enough to not create a massive stink, they seem to just sit on them. This isn't helped at all by how they prioritize new content over fixing/adjusting older content. Now, we're getting more older content seeing revamps and adjustments, but at the cost of new maps.
It's all a step in the right direction, but the pace is still a bit slow and the changes have been... questionable. Other games use very similar methods (Rainbow Six Siege in particular of all things) but with better results due to open communication with the community and the ability to balance gathered statistics with community feedback.
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@Boss said:
I fell asleep while playing Bloodborne, must be a boring game.
On a more serious note: Yeah, i didn't become a Killer-only player for no reason, i'd love something to spice up Survivor gameplay.
I totally agree, but every time something is suggested, the backlash tends to be nuts. Not by all Survivor mains, that would be hyperbolic (AND CLEARLY HYPERBOLE ISN'T AN ISSUE HERE), but enough to make any suggestion to change the objectives and the Survivor gameplay loop get silenced or shot down.
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I've had the opposite issue where looking straight up still got me blinded. I also had one flashlight blind me twice while looking up. Dropped the Survivor, got my vision back and was staring at the sky, got blinded again.
Other times, ya, I see nothing but I'm still holding Survivors and clearly moving around fine.
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@ChurchofPig said:
My largest part with Blood Favor is it has a cooldown and like you said hexes are high risk high reward. The cooldown plus the small radius just isn't good. They should really consider cutting the cooldown in half at the least if they need one and increasing the range of the perk. At the moment unless you're on like The Game map where there will be like 8 pallets stacked on top of each other this perk is useless.
It's been brought up many times that Hex perks shouldn't have cooldowns considering the downsides they come with. Blood Favor is, at best, strong in very niche situations that are very hard to manufacture, and yet it was clearly treated like it might be completely overpowered somehow.
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@Mister_xD said:
Trapper
Trapper should start the trial with all 6 traps in hand and be able to generally carry all 6 at once.
Escaping a Beartrap should no longer be based on RNG, but take a set amount of time instead.
Disarming a Trap should trigger a Skillcheck that, should the Survivor miss it / stop the action, can trap a survivor.
Trap hitboxes should be increased. they are so small right now that a Survivor can run past a Trap inside a pallet, if its placed slightly too far to the left or right, aswell as jump over a Trap that is placed too close to a window they fastvaulted. That should not be a thing - a Trap is ment to lock down a path, not make it so they can literally just ignore it if it happens to be a milimeter too far to the left.
Additionally, one of these two needs to be addressed aswell: A) rework the new grass textures to make it able to hide traps in tall grass again, B) camouflage Traps more so they can be placed in tall grass again without literally being seen from 50m away.
Unnerving Presence: decreases the size of great skillcheck zones by 50/75/100% aswell. currently UP skillchecks are basically just 50% great skillcheck zones, making it easier to hit them (ironically). The current size of skillchecks shouldnt be shrunk tho, its just that the great success zone should be reduced and replaced with a good success zone.
Bruta Strength: up the numbers to 25%.
im going to keep this at Trapper for now, as he is the killer im most passionate about.
its sad seeing him forgotten all the time and he is really in a desperate need for buffs.
and before anyone says it: no, giving him the Trapper Sack basekit is by far not enough. he should have all 6 traps, anything else is basically useless and an unnecessary downside he has when compared to any other trap based killer.
the only time he should have to traverse the map to get his traps is to recollect them after he already placed them down somewhere.
Jimmy DaBbeD:
Sorry for the wait, got those changes in for you.
Main post updated. -
@Shirtless_Myers said:
It's kind of comical that nearly all the posts in this thread just want their favorite killer to be OP rather than balanced or fun to play against.
To be fair, the original point of the post was actually to take all the NERFS that get suggested and amalgamate them to see what would happen to every Killer if all requested nerfs went through. Clearly, my curiosity backfired tremendously.




