Trashmaster
Trashmaster
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- Trashmaster
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1965775#Comment_1965775
I've been playing for three.
It isn't even close to the worst state the game has been in.
Wake Up bug where Wake Up gave 15% to ALL ACTIONS.
Infinite Legion Mend.
Original Legion.
Pre-Clown Vacuum Pallets.
Oh lets not forget the double windowed killer shack, near instant vaults, old sprint burst, permanent sabo...I dare say that things have improved
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You need to hit all the survivors, and then you can just stab the last target again
It's also possible to do with 3 survivors if the first target starts mending instantly
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- No mither
- Iron will
- Resilience
- Spine chill
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Last time I saw any value in that ######### piece of garbage was when old freddy was still a thing, and you really didn't need any perks against that
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@savevatznick said:
https://forum.deadbydaylight.com/en/discussion/comment/1959427#Comment_1959427
Even the ability to hide momentarily, or escape the killer's gaze for a split second is powerful. Blendettes can win not by sitting in a bush all game, but just by crouching in a dark corner when the killer looks to them, and since the killer doesn't have time to search or look closely, they get an intrinsic benefit.
Is it balance?
Yes, this can be done with any character as long as you're not wearing actually bright colors. For example a p3 dwight can be really difficult to see, while a cheryl will be very noticeable unless you're on Ormond
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@Leachy_Jr said:
Title.
What if dead hard prevented you from dropping/vaulting a pallet or vaulting a window for 3 - 5 seconds after you used it?
I remember seeing this suggestion somewhere in a dead hard thread, and thought it was a good idea.
Current dead hard is pretty strong but horribly unfair as it has no counters WHEN USED FOR DISTANCE and it just removes a survivor mistake in a loop. A time where you would've caught someone you now don't because the survivor dead harded to a pallet.
This would promote using it in a way that requires lots of forward thinking (such as dead harding super early) or to avoid a hit where this change will have little impact.
Other than that I think it would be in a fine position. Maybe also remove the ability to dead hard over traps along with it but keep the partial invincibility. If these changes made it too weak it could have it's exhaustion timer reduced to 30 seconds.
I didn't wanna do another nerf dead hard thread, but this idea seemed pretty good so I wanted to see others opinions on it.
In that case the speed/time should be increased (or maybe make the buggy curved DH we saw earlier an actual feature), because the perk would be completely destroyed by this.
The perk is hard to balance without a full rework, really shows how terrible it is in design
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Pretty sure that they weren't trying to change the gameplay of the asylum much, so the old issues would naturally be present
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/228596/coming-soon-emojis
If getting a chat filter means I don't have to report anymore racist, sexist and homophobic comments from the post game chat because they are going to be automatically detected it's a more than welcomed feature, idk what you are complaining about 🤷🏻♂️
Clearly this is what the devs should be spending their limited time on, and surely they won't be breaking anything
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While people may think that it is an intentional design choice, the devs probably just ran into 300 awful and hard to fix bugs (most likely resulting in players getting completely stuck) so they simply made actions block other actions on the same object
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Just don't do it, you're basically playing with the killer if you actually waste your time saboing
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1947728#Comment_1947728
#########
I literally haven't died on that map. Once. All you need to do is hold W and drop pallet after pallet and your team has more than enough time to do every gen and win. Almost every single pallet has to be broken and the breakable walls ######### over the killer too.
That map is genuinely now one of the more survivor sided maps in dbd.
Since the game rework, I haven't had a single non-4k in it as killer. It was especially easy with nurse, though I guess that was obvious.
As a survivor it's very rough, and only once have I seen other people than myself escape it. Rest of my escapes were by the hatch or by sitting on an exit gate.
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Let's go.
Literally everything for hillbilly except the chains and boots is garbage, the iridescent add-ons make a fun combo but yea that's about it.
Chains and bottles for deathslinger. The purple chain increases your charges by...10%, some survivor literally said to me that it exists to waste your add-on slot and I couldn't agree more. Just take the damn brown rag or something, it will do more.
The bottles, what the ######### are they even for? Camping?
Survivors actually suffer harder from trash gear.
- Alex's toolbox, does less than a yellow toolbox but sabotages faster wow
- All sabotage add-ons for toolboxes, with old sabotage they were pretty good but now...
- The regular map, and it's godawful tracking add-ons. The killer item tracking is good though
- All bulbs for flashlights are pretty damn bad
- Sponge and gloves for medkits, they are incredibly weak even for their rarity, especially when compared to any of the charge add-ons or most healing speed add-ons
- The abdominal dressing, why in the hell does this reduce the charges? Even if it didn't it would be pretty damn mediocre for a green add-on
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1947624#Comment_1947624
The Game is killer sided now? I hope you mean survivor sided because a minimum of 25 god pallets is not killer sided.
Always has been, probably always will be unless they reduce the amount of breakable walls.
Killers now have a lot of control in the map until generators in the first floor get done and the big doors start opening
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I am fairly sure that I have seen more pallets right next to eachother, which probably isn't intentional. But the pallets in the game probably are, it's an extremely killer sided map now
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If I see 2 or more items that aren't firecrackers, the chances of Franklin's being equipped increase a whole lot. Damn is it enjoyable to waste survivor's time with it, and some morons will actually get back to their trash during a chase
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By playing more, obviously. There really is no other way to complete the damn challenge
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Run, cut chases. Looping against a good clown is a bad idea
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1944611#Comment_1944611
What about the safe pallets and safe balcony’s? House of pain?
Safe pallets are a thing on every single map. Most pallets in haddonfield are on the weaker side, and they tend to have quite a bit of space between eachother.
Balconies are weaker than regular windows, in most maps you just vault and gain distance but here you have to take a fall as well (compare to badham or groaning storehouse). Additionally they're not safe against ranged killers, and can be trapped to block them completely.
The house of pain is, well pain. Often you just don't go to the house because it really isn't worth your time, because your killer's ability doesn't help with it
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@[Deleted User] said:
After a dev said it's actually a strong killer map according to sTaTiStIcS and what they said on the last Q&A I lost all hope on Haddonfield being balanced. Just expect to see minor changes and more breakable walls.
Haddonfield is a strong map for killers. One of the best maps in the whole game for trapper, full of fences that can be hit over and used by both huntress and deathslinger, easy 3 gens, accessible and dangerous basement with a guaranteed generator in the same house, tight and straight paths that work great for clown hillbilly and leatherface, deathtrap pallets for doctor and nurse...
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The brand new part for sure
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Head on has never been 100% reliable but that's mostly because of latency, it isn't broken at all
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Oh you can actually have 3 of them, they really are some fun when also right next to a tile with a window
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The absolute amount of pallets on the game is just for balance, the map has very few windows and half of the doorways are blocked by breakable walls
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All EAC does is ruin your matches by detecting modified game files, and sell your data to China
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The engine was updated so that might affect some people, I haven't noticed any performance changes
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So I guess you think clown is op as well because you can't just outrun him?
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The hit was pretty much guaranteed, hitbox desync or no
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Probably coming a bit late with the mid-chapter mess, but there may be a trailer very soon
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Skins? Trash, like every year.
Every single hook and gen giving the event bonus? Good stuff, hope they keep this up with coming events
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Isn't bad ping only supposed to help killers though?
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No. Doctor has 3 effects that activate on madness that are not dependent on the scream.
- Restraint, shows your aura when your madness increases, actually makes you more visible with calm spirit. Also makes madness 2 illusion auras visible to the doctor
- Order, hard to use but fake pallets disappearing is sometimes noticeable
- Discipline, the fake red stain, very visible but only stops you from camoing
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Damn son that looks ridiculous
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Plague is already a really strong killer and doesn't need a buff. And unfortunately the puke is pretty much unfixable since you know, the servers
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The hag, obviously. There's so many things you could do with bullshit magic tricks but they just had to do instant teleportation to survivors
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They always will hear, they just may not always listen
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1933988#Comment_1933988
It is a canon that Dwight is a highly sensitive person. In tutorial he hides in a locker, he is characterized as a "nervous leader" taking the lead role rather unwillingly. His eyes are always opened extremely widely, this is how he scared.
It's not so easy to say what's natural in the game since the entity's realm changes those who enter, and not just a little bit
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Getting killed by EGC also seems to increase the hook counter, which might be intentional though you don't really see it for very long
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The swamp has been an absolute hell of fat shaming and barely workable generators for a while now. It's quite amazing that the devs haven't done a ######### thing about them since they bother both sides
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@TotemsCleanser said:
https://forum.deadbydaylight.com/en/discussion/comment/1930618#Comment_1930618
No dude, I get that dedicated servers are ######### and I sometimes get hit when I shouldn't be (and viceversa). But it's WAY worse right now I promise. It's like an every match thing. Maybe you got lucky, were you playing survivor or killer? Because maybe it's not easy to spot from a killer's perspective, although I've seen some killers mention that they have been landing hits that shouldn't have landed at all. I can say that, at least from the survivor's perspective, hits are completely off.
Something is absolutely going on. What that is, I don't know. Maybe there's a difference between what the killer sees and what the survivor sees, although killers' feedback on landing hits that they shouldn't have says otherwise. Maybe the hitboxes are ######### up or buggy or they have gotten bigger unintentionally. Maybe both. Maybe something else. But something is up.
I actually tried both, since I had whole 3 killer dailies and still have rather easy meg challenges to do.
So, naturally I fired up the legion, matched with the rainbow and proceeded to bully the survivors. On killer everything was actually quite clean today, no swings through people or hitting people I couldn't even see.
Next I got to experience the new game with a godawful team, only got hit once through a pallet so again things were actually working better than usual.
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Well it turns out they hit some serious spaghetti and couldn't actually figure out how to change open handed in time, probably related to the idea of making it not stack. If they just increased the range it would be a ridiculously easy change
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Third seal doesn't use tokens so naturally they don't get transferred
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@TotemsCleanser said:
https://forum.deadbydaylight.com/en/discussion/comment/1930536#Comment_1930536
This makes zero sense. The new animations didn't change the speed at which you run, nor the size of the survivors, nor anything like that. So how would it be an "illusion" if you're clearly getting hit from way further than you should be? People have been hit by killers from the other side of pallets and through walls. With no ping involved. Even some killers have said that they got hits they had no business getting. Something is up, no question about it.
Sounds like the average game on dedicated servers to me.
It is totally possible that there were changes to the servers, such things are often not in patch notes, but I sure as hell don't see a difference
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I really can't see the hitbox issue, everything is working just like it has been since hit "validation" was added. (And hit validation didn't do a damn thing, hit registration just got even messier.)
The new animations are definitely creating the illusion of hitboxes being different/broken for some people
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The issue is mostly the game engine and how it's resources are packed, but also for some reason Steam seems to have some corrupted packages for dbd.
Well at least that's what the Steam client sometimes gives an error for and then re-downloads something.
Can't really say who should be blamed for this but I suspect that it is Steam's fault
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Guess the community bullied him out?
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Good
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Servers get loaded and perform worse? Wow, who could have possibly expected that
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The lore is all over the damn place, but really what would you expect?
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Guess ace perks' fate is to stay in the trash
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The Hag