Timmylaw
Timmylaw
About
- Username
- Timmylaw
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Comments
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I had a game earlier with survivors blinding me at every pallet break on Eyrie
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Her default volume is essentially zero, so maybe the new skin has all the outfits missing volume added.
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@Ginnypig said:
Auto dead hard is very common these days. and its very very frustrating... Youll see it alot as killer but as survivor try to follow the match when you are dead and you follow some of your teammates.
You have teammates that try to heal you when you have no mither, or predrop every single pallet without doing anything else. Its ussually an epic games account with less then 5 prestige and THEN see him do the PERFECT deadhard in the middle of nowhere.
It boggles my mind, its such a small hack but gamechanging. Its fair to say that 1 out of 3 uses auto dead hard in this game.
You cannot deny if you play survivor without auto deadhard and you try to deadhard, it almost never work like you want too
You think a third of survivors are cheating? That's quite the claim....
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All these people claiming 40%+ solo escape rate.... Why are you lying to people on an internet forum 🤣🤣🤣
Your solo escape rate is not higher than the full average that includes swfs and doesn't include dc
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It's so frustrating. He has so many bugs and I doubt any will be fixed this year.
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@jokere98 said:
https://forum.deadbydaylight.com/en/discussion/comment/3278726#Comment_3278726
*cough cough* Situational awareness *cough cough*
I was so hyped for situational awareness, then in typical fashion nurse ruined something else.
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I'll straight afk as killer on that map. Not worth it, idk why it's not been kill switched when it's clearly bugged.
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I am baffled they were so happy about their kill switch and this map hasn't been kill switched.
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@Cyber_Atlas said:
It is surreal. IT IS ALMOST A MONTH
I sadly expect zero compensation. This is 100% stopping me from getting iri 1
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@Sharpefern said:
I do wonder how many people will lose bloodpoints on rank reset due to this. Having an almost always downgrade to devout does make it much more difficult
I'm pretty frustrated with it countless times I've barely missed a pip or even depipped by one point.
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I've had many days where my ping is well over 100 since Wesker dropped, I'll switch to fortnite and it's 30 so it's definitely something dbd related.
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@WindowsXP said:
https://forum.deadbydaylight.com/en/discussion/comment/3243911#Comment_3243911
It isn't. I tested it, and made another thread for it today since it wasn't fixed.
So much harder to pip when you're permanently down some points
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@Sharpefern said:
I did want to test this and after looking at the data I still don't know how I feel. If anyone wants to look/check my math they can do that here. https://docs.google.com/spreadsheets/d/1wmxWjp7aO_uvjb63-RCOmNXzVJL692TqW3Qlr0qPz_o/edit?usp=sharing
I guess the reason I don't know how I feel is it still looks to me like the main issue is toolboxes and that built to last will give more value than the stakeout/hyperfocus but that doesn't get near the attention. You can get 39 seconds shaved off a gen (without hitting skill checks or lose another 12 seconds if you hit them) with built to last and you dont have the restrictions of hyperfocus. I recognize the downside of needing to spend 12 seconds in a locker on the recharge but this is a simple task in between gens. Brand new parts are crazy with how much they give (granted no longer fully completing a gen but still 22.5 seconds).
By itself hyperfocus can save ~15 seconds with perfect accuracy on a gen by yourself from start to finish. If you are extremely lucky you can get ~20 seconds. This is a obscenely large amount however being interrupted by any means, working with someone else, or starting a gen with any progress dramatically decreases the value gained from this perk. Meaning the value of the perk is going to decrease throughout the game. The bonus given by stake out gives and addition 1% per skill check whether a token is used or not. This allows for the perk combo to be significantly more powerful throughout the game because it doesnt require the high streak for value. Even the first skill check will give double value. If they changed this to only give the bonus when a token is used like it states on the perk I don't think people would see near the value.
I guess I think that the restrictions on hyperfocus are sufficient but I would adjust stakeout to only give the bonus when a token is used. Anyone who is using hyperfocus without stakeout is wasting a perk slot atm IMO not because just because they might break a streak, destroying the perk, but because stakeout will double the value of hyperfocus as it is now. I still think BTL is better and gives an additional perk slot but does require the bringing of a toolbox which med kits are very valuable so I understand it not being as popular.
The issue isn't hyperfocus, it's the synergy with stake out. Toolboxes exacerbate the problem a ton but I'll focus on perks only atm, stake out doesn't add 1% in this situation, it increases the base by 1% so each token of hyperfocus increases 2% base bonus by 30%. It's a very minor difference that makes a huge impact. It's 5.6% of a gen per skill check and at max tokens the skillchecks are coming at you damn near like merciless storm.
Now a toolbox can get you to 6 stacks pretty quick and that's how survivors are doing gens solo in sub 40 seconds. The fastest I've seen was 34 seconds and it wasn't even that clean of a run, they missed a skill check at 25 ish seconds and if they'd have hit it, it would have been a sub 30 seconds gen. Solo. That's a third of the time the games balances around.
Hyperfocus alone is fine, it shouldn't stack with stake out the way it does.
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I absolutely hate Ormand. I hate loading in with lethal and seeing all 4 survivors on different gens knowing there's zero chance of being able to play fair and win against any half decent team. So many safe pallets, so many good loops, main building is nuts, kill shack is always connected to a very strong loop with a ton of filler pallets. It's a miserable map.
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Sorry to necro, but I absolutely hate Ormand. I hate loading in with lethal and seeing all 4 survivors on different gens knowing there's zero chance of being able to play fair and win against any half decent team. So many safe pallets, so many good loops, main building is nuts, kill shack is always connected to a very strong loop with a ton of filler pallets. It's a miserable map.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3217147#Comment_3217147
55 seconds. 12 skill checks. 10.8 was due to normal skill checks, 10.8 was due to stake out. and 13.77 was due to hyperfocus. And again I would state that stake out was the big one there because yes it gave 3 seconds less than hyperfocus but it allowed for hyperfocus to stick. Hyperfocus alone would have finished the gen in 78.5 seconds if he did the skill checks exactly like he did or if he hit all of the skill checks it still 66 seconds with hyperfocus 79 seconds without perks and 69 seconds if it was just stakeout. Like its not hyperfocus that is the issue.
You wouldn't get 12 skill checks in under a minute without hyperfocus, you say stake out is the big one but it's not. You might get half those skill checks normally without hyperfocus. The synergy is the issue.
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Still no fix
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They're actually nerfing his bp gain in the next patch too🤣
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3188367#Comment_3188367
Definitely not that much. I don't have the exact numbers handy (and our MMR wizard is still off), but to give an idea, the distribution of players across MMR is a bell curve. Very few people are at the low end of the spectrum, most people are near the middle, and very few people are in the highest end as well. The soft cap will pull in some people who are already close, but not that many.
Are people who haven't played in a long time counted for that? Or is it only active players.
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It just needs better validation, so many times I'll be in the DH animation and still go down as if I never used it.
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I'm so glad to see everyone is having this issue, it's just dbd for me too
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I've been advocating for a system to buy a prestiege, pay 1 mil to get prestiege worth of random items.
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I really think it was better when it was 16% but slowed down healing as well as gens.
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I think it should be a permanent trap on a gen, it's there until the gen is finished or kicked. I feel that'd be a nice happy medium if they really don't want to revert it. Bonus points to add the ability to disarm it or scrap it by spending 5 seconds to take it off a finished gen for half the blast mine progress back.
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@NoOneKnowsNova said:
If you're playing with bad Internet then you're ruining the game for four other people. You absolutely deserve to be punished with a dc penalty if you disconnect cause you selfishly decided to play knowing you could ruin others games.
I'm a fan of one single freebie. Sometimes connections drop for a split second and you get dropped thru no fault of your own, sometimes you get disconnected from host but you never actually lost internet, it's happened to me before while I'm actively in a party talking with people. Bhvrs servers aren't the best, but not so bad it should need more than one in a cycle.
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I read that and thought it just screamed basement camping
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3182113#Comment_3182113
Every second of a match kinda matters for killer, so getting stunned halfway while kicking and then having to kick it again is kinda annoying. I would be totally fine if it blinded at the end of kicking
4 seconds for an entire perk slot, totally worth
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/345805/both-blast-mine-and-wiretap-need-buffs
Wiretap is fine, the last thing we need is wall hacks every gen a killer goes near.
Blastmine honestly is annoying since there is 0 counter to it and no indication of it. Either kick the gen halfway to get blinded and waste time or leave the gen to not be able to regress.
It is such a minor stun and if you were in a position to kick a gen it's really negligible. It's practically a meme perk, it doesn't need such strict rules.
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Happening similarly on xbox series x.
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Hopefully this is a bug.
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I have about 4K hours in the game, every achievement before this latest update, and about 50 games as Wesker. All that and I'm confident he might just be one of the worst killers in the game in his present state.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3085131#Comment_3085131
Doesnt matter, their anticheat should instantly track a killer or survivor teleporting rapidly across the map. Game was over in less than 30seconds, any simple system could track that and instant ban it
THIS!!! How are there not ways to at least track someone moving at impossible speeds or flying? Huntress threw 30 hatchets without reloading? Instant ban!! Ghostface threw a single hatchet? Instant ban. Survivors have more than 2 add ons on an item? You guessed it, ban.
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@EvilSerje said:
At first it looks like not a big deal, but I got my first 0K with it since patch release. Funny thing is that on next pages it is promised to be more severe 😊
On the other hand, it's a challenge. Challenges and achievements have to be hard.
There's a difference between challenging and physically painful.
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I'm also very curious and can't find anything
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@VioletCrimes said:
The constant noise is incredibly unpleasant and combined with the constantly-moving rings on the screen, it gave me a migraine. It's not difficult--it's physically painful.
I very nearly went afk, this challenge physically hurts
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The reveal mechanic has always been awful and inconsistent and they can't seem to fix it.
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Found a breakable wall upstairs like my 10th match there, only noticed it because I bumped into it chasing a survivor and noticed the prompt to break a wall. You cannot see it at all
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3 month necro, it definitely should
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@Marc_123 said:
Cheaters are only on PC, and they can get as many accounts as they want. Every cheater surely got some on Epic.
Sorry about double comment. I don't think I can delete it
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@Marc_123 said:
Cheaters are only on PC, and they can get as many accounts as they want. Every cheater surely got some on Epic.
Not true, ps5 has already been hacked over the past few months where groups have found ways to jailbreak it
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@Marc_123 said:
That is way too dark - it is not that dark for me on PS4 and PC.
If I go to RPD anymore I just hang out near an exit gate and play on my phone. Nearly everywhere inside it's that dark.
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@MrCalac123 said:
Why bother? They'll just get another account and start cheating away to their hearts content as usual
It's like trying to put a band-aid on a malignant tumor, until the Devs care enough to give the game some chemo, expect it turn terminal.
Because BHVR is doing hardware bans for cheaters. I know it might seem like they don't care, but they do.
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I noticed it when I escaped with Jonah and didn't get the adept.
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Well it's 7 months later and I swear he's even more quite than he was. Devs just want him to be a stealth killer
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Not just switch, I can't see in any of the new maps on xbox either. Watching streamers PC is really dark too.
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I literally can't freaking play. Maps are way too dark.
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@carnage4u said:
There are multiple 3rd party apps that are white listed by the anti cheat system to help make the game brighter. It is really lame, many of us that can't see well have to resort to use them, but I would like to play the game, and the pitch dark default mode of this game might be cool for you young kids that can see, but I'm old and broken, but still want to enjoy games.
I wish there was something console could do about it.
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That's a big reason why I stopped playing so much. I can't freaking see anything, pc players can turn off shadows and turn down quality so it's much brighter and easier to see. Consoles it's like playing with the lights off. Turn off cross play and wait half an hour a match.
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It's legit so much worse after the update.