Avatar

TicTac

TicTac

About

Username
TicTac
Joined
Visits
7,273
Last Active

Comments

  • @sizzlingmario4 said:

    Probably depends on the killer, but I can definitely see this being fun as it is on a killer that can quickly break pallets with their power (so you don’t need Brutal at all).

    It doesnt work with a killer power that can break pallets. You would lose pwyf stacks.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365293#Comment_3365293

    To keep it in sports, the comparision would be more that the team wins, which has less people eliminated due to injuries or red cards.

    Doesn´t sound fun to me.

    No? I dont understand your comparison. From my viewpoint, it makes no sense. Can you elaborate?

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364721#Comment_3364721

    Thats why those extremely low skill based playstyles (basement Bubbas and afk survivors) should have a different queue. Where they are matched with each other until they start playing "normal" again.

    Playing skillful during the rest of the match but dying at the end, should rise the mmr. Just as it should with 8 hook killers that get no kill. They both should increase their mmr (even when "losing" by not escaping/killing). Simply because the mmr is supposed to be Skill based. Not escape/kill based mmr.

    Since then skilled players get matched against skilled players and afk players that try to tank their mmr instead of playing on their level, will end up with other players that tried to tank their mmr.

    But thats almost never the case. For example in sports wins always the team with the better score. If you shoot a skillful goal it only rewards you with one point, if a team plays defensive and wins by buying time its still a win.

    Maybe the definition of skill is different. Its not about which one has the most difficult skill. Camping is also an skill, even if its easy acquired. And in the game its not important who has the most difficult skill, its important which one has the skill most suitable to get kills.

    So im not saying the current meta is great, but camping should be nerfed instead of changing the win condition.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362510#Comment_3362510

    If tunneling was nerfed I think most viable tactics would be still target one survivor over others. For example hook survivor A then B then A then C then D and then finish off A. But that is fine game should become at some point 3vs1. But tunneling someone out at 4-5 gens left should not be a thing. But if killer is forced to 8 hook before killing anyone that would mean massive survivor nerfs. That 5-6 hooks before finishing someone off would not be so bad and would not fundamentally change the game too much.

    My idea for tunneling nerf is basekit ds which would disable killer power for 5-10s and haste speed for survivor after unhooked. So you could still tunnel but other tactics would be more viable. Killers would need bit buffs after that and deadlock should be probably basekit. I think they should also made grim ebrace basekit too it promotes going for multiple hooks. But then also killers should be buffed accordingly and look their weakness.

    For example myers should not run out off stalk and it should regain over time. Also his tier 3 could be more threating and he should have normal lunge in tier 1. Oni is easy to buff just make him 120% speed before he uses his power once. That should be enough to get hit agains't good survivors. Agains't average survivors it would not matter as you get hit anyway quickly.

    I think basekit ds is a bad idea. You could use it to bodyblock similar to current basekit bt.

    Basekit bt bodyblock is annoying, but its atleast only a fake health state which even disables dh. If someone bodyblocks with it, you can go for them. There is a risk for the survivor, even if its still dumb when the unhooked survivor "wants" to be tunneled.

    But with basekit ds you would now have a survivor on the ground and you cant pick them up. Slugging is not even worth it, especially with unbreakable. Its not really fun gameplay, if waiting out the ds timer is your best option.

    The survivor should lose collision after being unhooked, but even with that they can still hinder a not tunneling killer.

  • Its a stupid challenge, but you make a mistake. Dont bring a key and a map offering. Use left behind or better clairvoyance.

    With a key and map offering you tell everyone what you want to do. And they will want to stop you.

    Just play normally with one of this perks and if a match goes south (one dead and 4 gens left), play for hatch.

  • The difference with this calculations is that with sb you just counting the distance and with dh you counting the ability to reach a pallet.

    If a survivor is in a deadzone and can only reach a pallet with sb, its much more valuable than in the open field.

    So you cant count the time like that. It would make more sense to compare the distance of sprintboost with the distance you get if the killer hits your dh. But that wouldnt really compare the strength of both perks.

  • I think its hard. Yh you could give buffs to the killer for hooking which deactivates if one survivor dies. So this gameplay should have the same strength than tunneling. If it would be stronger than survivor could force the killer to tunnel and that wouldnt be great either.

    But theres one difficult problem: how strong do you need to make the buffs/debuffs so they equal a 3vs1?

    You could solve it easier if you make it really hard to tunnel like with ds/otr etc. But then you have the problem again that survivors want to be tunneled.

    Maybe the buffs/debuffs shouldnt deactivate if one survivor is dead? Otherwise survivor would let one die bc its the better choice. But if they dont deactivate tunneling killers can use them too. Like No Way out. You could let them only activate if all survivors are hooked, but then every team would make it really hard to find/down the last not hooked survivor. But maybe thats good.

    Weaken 3vs1. But should you really give survivor a buff in that scenario. Would it make gens before friends worse? Maybe small buffs.

    On the perk side i dont know which perk you mean. There are certainly some, but i cant remember. But more perks like devour would be great.

    3gens are a different problem, even if its helps the killer to finish the game after tunneling one out. But if the killer tunnels, camps etc you can normally break the 3gen before the person is dead.

  • @Marik1987 said:

    No solution for me.

    Imagine you had 100sec gens-time.

    1.) its boring

    2.) Survivor-Team will bring Gen-Speed-Up-Perks / Toolboxes even more, because of 1)

    The game needs sidequests for survivors. Currently you have tons of items. You gather more than you could actually use. Therefore Chests are complete useless, no one opens them anymore.

    Because of Hex-Totems are so weak / Totem-Spawns are so obvious, Totems are no deal either.

    Survivors need another thing to do than generators. This is the best way to make the game longer and give killers more time. However, if this would happen, you should reduce gen-speeds at the same time. We need more thrilling things to do than sitting on a generator, holding a button and press Spacebar sometimes.

    How to achieve it?

    • Mini-NOED Basekit (One time use for example - or two times, so that survivors are forced to cleanse totems in the progress)
    • The Grind has been reduced. I feel like this system needs a complete overhaul. (mentioned before = Chests are left untouched)

    Did you read the post? It seems like you only answering to the headline.

    Your solitions are worse than the ones the op provided. Yh it would be interesting if there would be different objectives, but how does that help with tunneling? In the best case the survivors need the same time for the new objectives. So tunneling doesnt change. In the worst case they need more time and its a buff for tunneling.

  • They will ignore the lore and the entity will transport the killer into the real world to kill people there. Bc for non-dbd-players this is easier to understand. There will be a lot of dead people and our self-insert protagonist needs to find out who is behind it. Bc its the real world there will be guns.

    Ah and there is a cameo pallet appearance. They will be in a storage hall and instead of dropping a pallet, they will knock-over a mountain of pallets and the killer will be buried under them.

    But on a serious note: if im correct with one thing except the pallets, i will not watch it.

  • @Mooks said:

    Hm I think I got all the rewards but tbh I didn’t pay too much attention to the BP

    are you sure you are trying at the right time, the ‚day‘ doesn’t change at 0:00 am local time but at 11 am EST

    Yes, i tried it even on different times. And it happened on two days. I mean, i dont really care on my main, but my new pc account needs every bp/shards i can get, bc starting fresh is annoying.

  • @[Deleted User] said:

    I would suggest taking note of the amount of BP/Shards/Fragments when you stop playing and then compare them the next day after the daily login handout. I recieved the notification for the first day's rewards but havn't recieved the notification since, but i have recieved the rewards for each day respectivly. It's possible the notification system is broken but you are recieving the daily login's.

    I have a new account on pc. I literally dump every bp i can in my characters. So im always under 3k BP. So i would notice if i get 50k BP, but i dont.

  • @Crowman said:

    What stopped you from going for a Deliverance save earlier in the game?

    Well, most killer start camping in the endgame. So i save just normally.

  • @BassGuitarRox said:

    So it’s official - they’re not happening:

    https://us.v-cdn.net/6030815/uploads/F1MA8HVKUX1M/3159361e-f803-4828-9031-e3e5fbd55e10.jpeg

    To say I’m gutted is an understatement - can only imagine that the deal has fell through. Disappointing to be baited on 2 separate occasions during the anniversary livestreams - from the initial reveal on the 5th, to the further details and mock-ups on the 6th.

    Kinda rubbish to know they’ll never get looked at again. Worse knowing what we could’ve had - would rather them not mentioned / revealed until it was a done deal and they were in production / ready for pre-orders.

    Anyone else just as disappointed? Proper ruined my day to find out, not going to lie.

    I dont care at all. But i must say i prefer it if they tease something like that instead of revealing when its done. I like it when they are more transparent. Now we atleast know they tried this collab and we can maybe expect similar things in the future.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353491#Comment_3353491

    Killers are eventually supposed to get downs. The idea that one Survivor should be able to infinitely loop a Killer because of a skill disparity or fortuitous map gens is literally not supported by the game. This is why Bloodlust exists.

    And it kicks in so early just because otherwise a relatively small obstacle -> getting hit -> another relatively small obstacle can take a minute even for a 4.6 Killer. Can't mindgame if it can be seen over, can have a power that's useless, dropping chase might be 'smart', but only if you assume nobody else does that.

    Yeah they should even get earlier hits than bloodlust T3. But it stills feels bad, if you can do absolutely nothing (well there are some busted setups which are too strong for bloodlust).

    It feels also worse if you get camped after that, bc then you never really played this match. Same goes for killer, when there are only strong loops where you need to destroy the pallet. This things are not engaging.

    So the best way would to nerf loops and bloodlust, but yh that wont happen soon.

  • Use the addons for it. Thick Tar and Festering Carrion.

  • This build should only work if the killer let you slugged for a while. Do you not escape if that happens?

    If you mean you do not escape when you get quickly picked up (10 seconds) than its normal. It would be really broken if it would be that easy to escape the grasp without help from your teammates.

  • You need to master his power. Not his judgment (helpful too), but his tunneling potential with cages. Thats what pyramid A-tier.

    Add corrupt + other gen stalling and make it a 3vs1.

    I personally dont like playing like that and my build is Corrupt, CoB, Eruption and Nowhere to Hide. Its not optimal, but hitting someone with Nowhere to hide is funny and you have a fighting chance. And the gen kick combo is good, when one is dead and you have a 3 gen.

    But there could also be needed improvements with micro and micromanagement as killer. If you show some gameplay, i could look at it.

  • @BrownEncrustedBoxers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340511#Comment_3340511

    Nope. Cuz then the title would be "Maybe Dead, Maybe Alive By Daylight", not "Dead By Daylight". Mic stays on the floor.

    Marvelous. You must be a genius. But you should put that under feedback. The devs dont understand that with this title only a 100% killrate is ok.

    We even have maps where we spawn in at daytime. And the survivor spawn alive! Grotesque.

  • I really dont understand the reasoning with the excluding of dcs. Yh its an easy adept with an early dc, but the same would be the case with an early hook suicide.

    But luckily i dont care about most challenges in games anymore. I really did waste a lot of time with some stupid challenges in the past. And there is really no point in doing them.

  • I disabled messages bc of that a long time ago. But after a year i enabled them again.

    Now i just report them when they say something awful. Sony is really quick and i had even people ask me on their second account why they got banned, so they really suffer consequences.

    There are messages like a simple ez, where you can do nothing. Well, sometimes people slip up later if you answer them, but you shouldnt make it a game, where you trick people into saying things, which get them banned.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312491#Comment_3312491

    You're actually complaining about Styptic and Syringe in 2023?

    As for the topic nothing is busted. The issue is the size of maps.

    If it would be only the size, than nurse would also struggle. There are many killers with mobility who are not viable. Map size is a factor, but strong loops are worse.

    And even with the nerf styptic and syringe are a problem. Styptic lets you reach a pallet/window for free and with a syringe you save up atleast 32 seconds. Against weaker killer you can even use it midchase and be sure that the killer doesnt hit you before it procs. And you can use the medkits first and then deplete the last charge with this.

  • I dont think most of the mentioned things are busted. Higher FOV would be great and buffing solos to swf and then balancing killers for it, too.

    But to be fair with nurse this things are ok. But why? Bc you dont need to deal with some busted loops/maps. So i think onesided maps are the biggest problem if we want more viable killer.

    Other things, which should be nerfed:

    - Styptic and syringe

    - Medkits in general

    - BNP/maybe also duration-addons of a toolbox

    - maybe duration of Wallhack-Key

    - Circle of healing

    - Hyperfocus-combo

    - Endurance should probably remove your collision

    If i dont miss something that should be everything. The devs removed a lot of the problems already, so thats good.

  • The undetectable and oblivius nerf is a good step. And im saying that when one of my mains is wraith.

    It weakens wraith against solos, but now his weakness is more obvious in the data. I also dont need to guess if they are an swf and if they have the info, they have it now 100%.

    I just hope that he gets a buff now.

  • @MeltingPenguins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304874#Comment_3304874

    I know. Still I'd say the mechanics to have the MMR recognize 'skill' (as in the effective use of killer abilities, the micromanagement of objectives (aka getting a 4k without tunneling, camping etc, or getting everyone out against camping etc). but it would take some massive overhaul...

    I think thats not the right way. Keeping the mmr simple is good. They just need to change how you get the result. Nerfing Camping, tunneling, good addons, items, perks, fixing maps etc.

  • @MeltingPenguins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304849#Comment_3304849

    thanks.

    and, permit me the snark, so the S in SBMM stands for 'scumminess' not 'skill'? (I had hoped they had made changes that would encourage actually showing some proficiency with abilities...)

    What is also interesting is that they have a cap. So everyone over the cap is the same, even if some are 1000 points over the cap and other only 5. And this cap gets changed sometimes.

    And for skill and scummiest. Thats everywhere the same, not only in video games. Does it take insane skill to make some football tricks? Yes. But in the end the team wins, who shoots the most goals. They dont need to be ball artists. The skill to win is more important in this case, even if its easier obtainable.

    So its a problem with gamedesign, if easy methods to win are still in the game. The sbmm is not at fault.

  • @jesterkind said:

    I'm still not entirely sure why people think Eyrie of Crows is so bad. It's definitely not killer sided, but it doesn't feel anywhere near as bad as maps like Mother's Dwelling, Fractured Cowshed, or even honestly The Game to me.

    Although, it does depend on the killer, because it is really bad for Trapper, and for stealth killers. For the majority though it seems... fine? Relatively neutral, as far as DBD maps go.

    Eyrie is bad, because it's really to loop. Most tiles are safe against most killer, close to each other and you can waste time running around some structures.

    The main building is also not bad and easy reachable. And if you are too far from the main building, shack is near.

  • Thats great for you. Now that you know that in advance, you can already leave.

    I like the change.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/357086/unbreakable-should-never-be-base-kit

    its 45 seconds thats half a gen its a really long time i honestly thing this will favour killers more because now you can win really fast if you play something strong like iri head huntress ^^ and just proxy camp your slugs and hooks

    It will not really favour killer. What exactly would be the difference to now? If you slug now with iri huntress they need unbreakable. With the change the last survivor can hide for 45 seconds and doesnt need to make a move.

    Yh right now you dont get an animation that enda the match, but the match is still over innmost cases.

    The only buff for killer is in the endgame, when survivor could crawl out without the change. Or the rare occasion, where the last survivor goes down faster than unbreakable. And 20 seconds is not much.

  • @Katzengott said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282933#Comment_3282933

    If you don't feel playing killer is challening, you're MMR is just too low. Or you're a nurse main.

    I didnt say killer is not challenging right now. I said your changes would make it boring.

  • 60% is fair right now, bc its so easy to always get one kill.

    Without it 50/50 would be the best.

    But i guess it makes sense to get one kill easier similar to the hatch. With this little chance of success players are more likely to not give up.

  • @Katzengott said:

    Let me say it this way: Escaping should be an exception, something special, something to be proud about and NOT common - even if it's just the hatch. So yes, killrates should be always higher than escape rates. And i think they're fine in solo queue since the latest, big balance update.

    No, it shouldnt. Its a pvp game. In Souls-like games its ok, if i die 99 times and then win. But i dont want to be the boss/killer who kills you 99 out of 100 times bc i have the advantage. Thats so boring. I want to be challenged as killer.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277082#Comment_3277082

    Mario Kart at least has consistent courses.

    It really makes me think of Mario Party. Sure, you could be better than the other people and beat the minigames, but you rolled bad, didn't get to any stars first and didn't even get the Minigame Star.

    Sure, you could be better at the game than the other team, but you got The Game/ a barren Shelter Woods. How good or how poorly the match can go is ridiculously variable with no human input and is decided before the match even begins.

    But Mario kart has a catchup mechanic. And its not even a fair one. Its mostly random, which item you get.

    And you cant compare courses with maps in dbd. The courses are not consistent in MK, but when a game is not asymmetrical, everyone needs to deal with the same bad map.

  • There is no ONE definition for party game.

    With the right definition everything is a party game.

    You also cant say there is only competitive games and party games. Well, you can with the right definitions, but even if you draw a line and have only two kinds of games, ten people draw ten different lines.

    Tldr: the discussion makes no sense, people waste their time. Its funny.

    And yh they should add communication for everyone.

  • @Grandpa_Crack_Pipe said:

    It's a party game.

    If you think it isn't a party game, you're giving it too much space in your head.

    Its not a party game. It destroys friendships and people quit. Like Mario kart....

    Maybe its really a party game.

    But to be fair there are many people who take mario kart seriously.

  • I guess ranting on the forum is more efficient than checking the wiki.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272248#Comment_3272248

    Boy howdy do I have good news for you. On Steam currently the base game and all character DLC (including the Expansion Packs, which include all original characters up to the All-Kill Chapter) up to Forged In Fog and DBD: RE: Project W are on sale for up to 50% off.

    https://us.v-cdn.net/6030815/uploads/0PKCXCVVH7AK/image.png

    Nice. Thank you. That is really great timing.

  • @GoodBoyKaru said:

    Steam has a better launcher and access to the PTB

    @CBT137 said:

    Steam, you get access to the PTB nough said

    Oh, i didnt know that. The PTB is really a good reason. Thanks.

  • @steezo_de said:

    I would go with the Steam version because it is by far the better gaming platform. Steam DBD goes on sale frequently. Unfortunately, you missed the last one by 3 weeks when the Ultimate Edition was $38.25. There will probably be another sale soon though because of the holidays.

    I know MS store is currently having a sale on the Ultimate Edition, and that's a good deal. If all you're going to play is DBD or play mostly single player games, then it doesn't matter, but if you have any inclination of playing other games, I'd wait and buy it on Steam because of its better features and benefits. Not to mention that some third party sites have more sales for Steam games than other platforms.

    If your friends are on Steam, it's pretty much a no-brainer. All of my friends use Steam and they make it very easy to find a game that we all have so we can co-op or team up in, like Squad, Arma, CSGO, 7DTD.. whatever.

    Thanks for the info. Maybe i should wait for a sale, atleast for the dlcs.

  • I like playing against wesker. He is strong, but has counterplay. Its interesting to play around his power and move accordingly.

    I dont like nemesis. I cant loop against him most of the time. I guess i need some more practice against him and need to change how i loop. Zombies are annoying. Most of the time useless, but it feels so dumb if they harrass your gen or make looping impossible.

    Trapper is a problem bc i have trap-blindness.

  • @Brokenbones said:

    Steam is where most PC players are due to it being the first platform DBD was released on, I'd probably recommend steam

    There's no real difference though, DBD has its own in built friend system so it doesn't matter what you pick, you can play with your friends regardless

    Yh i know. So aside from sales, it makes no difference?

    Is some launcher better than the other ones? I guess, i will have steam for other games anyway, so it would be the best choice.

  • To be fair there are many challenges where you need to stab your team in the back. Just do it. Some players kill their team even without a challenge.

  • But should the time be higher against specific killers? For example stealth killer suffer more from communication.

  • I thinks its fine bc its the first hook. If you never hooked the survivor, it shouldnt be an easy kill.

    Its sucks if the survivor is immortal bc of it, but this cases are pretty rare. Most of the time you can hook far away and bodyblock a bit, so the 10 sec run out or you can force everyone out, so deliverance doesnt work.

  • I have also 3000 hours and i disagree.

    Kills and sacrifice seems dumb, but it can be more easily optimized. Unfun or skilless strategy which leads to more kills. Fix the outcome. So its more or less just one variable. Bc its just the number of kills. Its still not easy, but better than a emblem system.

    With the emblem system you need to have every emblem in mind. From the killer and all survivors. And whats worse there were and will still be players, who dont care about emblems and go for kills/escapes. It always was "gg ez, i escaped you/killed you" not " gg ez i double pipped. Now you could say they will not get to high ranks with that. Yh but will their opponents pip? For example: Early slug means everyone depips. And if they downrank, they make the games for weaker players/beginners annoying.

    The old emblem system had also many problems and was just a sign for playtime.

    Easy to fix things like instadowns rewarding less emblems, but also harder things like losing emblems bc you get tunneled and cant do a gen. Or cant getting chased bc the killer camps. There are fixes, but if you dont watch out you create another problems. So kills are just so much simpler.


    The other suggestions are great but i would increase the base hook timer sligthly and increase the decrease through hooking to hurt campers more.

  • It sounds weird but i think scarecrow has better stealth. Not because of the looks but the sound. The things on the back of almost every ghostface outfit make a flapping sound and i think you dont hear it with the scarecrow outfit. But maybe im wrong.

  • Only problem would be selling grinding services. So three people will play with you and give you all the bp. But i dont think someone would pay for that, even when i have seen weird things for real money in other games.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239885#Comment_3239885

    I mean he would be able to 1 hit down everyone so there's that

    Like every other killer. And they would also have their power.

    Technically no mither forces Oni not to slug, so its a counter for his power, but its not really great anti-slugging.

    And the thing is no mither worked like that. Not even on the ptb, but in an earlier stage. The devs considered it and decided against it.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235144#Comment_3235144

    This should have been in the game since day 1 and I have no idea why they havent implemented it yet...

    https://forum.deadbydaylight.com/en/discussion/comment/3235146#Comment_3235146

    BP? I would assume escaping through gate gives significantly more BP than just waiting out EGC. Same way as hatch gives more points due to the increased risk.

    At the very least they could make it a draw - not a kill or an escape. That way neither wins.

    BP is always a bad incentive. Yh there are many people, who would do it, but others wouldnt. I mean camping gives less bp, but do people care?

    A draw would still be a bad idea. It still creates worse problems than it fixes. Slugging to bm doesnt get fixed with this change anyway.

    So we have a fix for the rare occurence of a killer bodyblocking someone in a corner. But instead we introduce the gameplay element of waiting the egc out. Something that will happen quite often. This option destroys the gameplay flow of the endgame, doesnt even matter if its an escape or a draw. If the survivor has the option to ignore the exit gates, it gets really boring.

    Just let the killer lose collision after 15sec. Fixed. Done. Its a far better solution.

1 … 11 12 13 14 15 … 54