Avatar

VomitMommy

VomitMommy

About

Username
VomitMommy
Joined
Visits
0
Last Active
—

Comments

  • I wonder if they didn't figure out, how to fix the "distraction" for guards, so they decided to call it a feature.

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762615#Comment_3762615

    Honestly I'm getting so sick of this game now. I normally play solo q or play duo with my friend occasionally, we aren't toxic, we don't use flashlights or tool boxes or bm the killer and EVERY single killer plays like thier mom's life is on the line if they don't 4k quickly as possible.

    The devs don't care about the state of the game. The bp bonus is on survivior 90% of the time where I am which indicates to me that survivors are switching to killer or just leaving the game but I don't blame them.

    Maps are getting smaller with pitiful loops and survivors are told "just don't go down" yeh sure let me loops this crappy pallet in the middle of a deadzone for 10 minutes.

    The bp bonus is on survivior 90% of the time where I am which indicates to me that survivors are switching to killer or just leaving the game but I don't blame them.

    Isn't it interesting that BP bonus is on killer's side every evening/night?

    It's almost as you get to need more killers when people actually want to play most.

    It was always like this. Most of the day you need more survivors, then evening/night you need more killers.

    I usually get to play around 21:00 and have bonus on killers...

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/420202/let-me-disable-spectator-mode-i-don-t-want-swf-players-to-spectate-me

    There should be the ability to disable the spectator cam and your aura. Like you should be able to switch it on and odd during match.

    The amount of times where I've got saves and been the only ones on gens to then get ratted out is insane.

    Would be funny if Distortion worked on teammates too :D

  • @Sarrif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762635#Comment_3762635

    I'm just not interested anymore as these are just verifiably untrue to anyone with experience actually playing survivor. Circle of healing actual time saved is going to be a lot less in real games as it takes multiple survivors being there healing together. So instead of two survivors healing somewhere else they have to run and move into the boon to get value out of that and that's assuming they aren't far away enough for it to be a net loss in time save as they then also have to move back to objectives from the boon.

    Anyway, have fun but this is kinda boring at this point and I've made my point so peace out. Congratulations you win the internet argument I'm done.

    I'm just not interested anymore as these are just verifiably untrue to anyone with experience actually playing survivor.

    Just because your experience is different, it doesn't make it untrue...

    Anyway, have fun but this is kinda boring at this point and I've made my point so peace out. Congratulations you win the internet argument I'm done.

    That didn't take long. So you like your discussions as your games? Short

  • Tasks in first page shouldn't take more than one game.

    Even later I would just prefer more difficult to do, but still possible in 1 or two games.

    I hate easy challenges but with high quantity like kill 8 obsessions, destroy 50 pallets etc.

    Obsession challenge is not so bad with Game afoot tho. Not really for survivors, because I need to tunnel with it...

  • @Sarrif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762627#Comment_3762627

    Yeah the fix is still simple, even if you don't like it.

    Second, I can see there's no hope for any productive conversation here and any amount of evidence or examples will be brushed off or ignored. Take your mention of using boons for example, they are more or less hot garbage and not worth the time investment to use in most cases due to how easy they are to counter and how little value they give in return.

    So I'll digress, we have different wants for the game, I prefer a fast pace game where things are happening and you prefer something more akin to chess. I respectfully dislike that kind of game.

    Yeah the fix is still simple, even if you don't like it.

    It's not a fix, if it breaks another things.

    I can see there's no hope for any productive conversation here and any amount of evidence or examples will be brushed off or ignored.

    They just need to be good ones, but you don't have that.

    they are more or less hot garbage and not worth the time investment to use in most cases due to how easy they are to counter and how little value they give in return.

    We still use CoH in SWF and most games I lose is because of Exponential... Well, that's more about the type of groups that use it rather than perk itself.

    CoH is 8 seconds saved (so 16 in total) for each heal there. It's amazing for bodyblocking against tunneling.

    So I'll digress, we have different wants for the game, I prefer a fast pace game where things are happening and you prefer something more akin to chess.

    I want good chases from my games. Your idea of game limits that a lot.

    Wanna fast paced game? Alright, let's see how players would like remote hooking basekit. We could lower overall gen time with that change. That's definitely going to be fast paced, basically nothing but chase.

  • @Archael said:

    I would remove ability to fully remove players from the game:
    1. Trial should have time limit.
    2. Hooks makes survs immobilized and usless for some time or untill someone unhooks them; Mories removes survs for some more time without ability to help them.
    2a. If hook time is up, Entity removes surv from hjook, to a random place at least 30m away from killer.
    3. After times up, either survs done their objectives and escapes as a team, or they failed and are sacrificed (good if whole trial is in nighttime, with slowly rising sun untill end of trial times, so that survs can be dead by daylight)
    4. Rebalance of objectives of course, with abiulity to introduce new objectives.

    Sounds like alternative game mode, but I really wouldn't want this to even touch base game.

    It would be boring to me. There is no risk, no pressure and playing seems little without a reason. It would be incredibly monotone.

  • @Sarrif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762606#Comment_3762606

    Then have some basekit unbreakable features, again you are creating issues with very simple and obvious solutions. Anyway, I mentioned several other basekit mechanics killers have to catch up, why are you singling out only one of them?

    Then have some basekit unbreakable features, again you are creating issues with very simple and obvious solutions.

    Hell no, that just creates even more issues. As long there are things where slugging is only counterplay, or there are powers requiring slugging to be effective, nothing as basekit unbreakable should touch basekit.

    "Fix is simple, just give meta perk basekit". What an idea...

    Anyway, I mentioned several other basekit mechanics killers have to catch up, why are you singling out only one of them?

    Alright

    resource depletion via pallets breaking

    Not a catch up mechanic. That's simply progression of the game.

    Survivors get to deplete generator charges, is that catch up mechanic because of it?

    for every gen popped there's no need to patrol another quarter of the map roughly speaking.

    For every gen popped there is bigger area where survivors can run without worrying about hindering teammates.

    If I chase killer there, then killer is screwed. Even he hooks me there then there is very little pressure from this, because he can't stay unless he is planning to lose...

    So it's not like survivors don't get any advantages from finished gens. They just created "safe" area for them to chase/heal/boons.

    So again, not a catch up mechanic.

    And basekit 5% gen regression.

    To some extent yes, but at cost of nerfing all meta slowdown perks and 3-gen feature was introduced.

    But it works whole game same, so what exactly is about that to catch up. Catch up mechanic should increase in effectiveness, or be used only when needed, no?

    So you wanna butcher all gen speed perks for few % increase when survivor dies? I highly doubt survivors would accept that.

    3-gen was basically catch up mechanic / playstyle for killers and that got nerfed.

  • @Choaron said:

    Nothing in DBD ever required an "insanely high" amount of skill ceiling.

    Mainly because if it is required then it is skill floor, not a skill ceiling.

    Skill ceiling is optional, but it simply displays how much you are able to improve on that single killer.

    Like I can waste way more time on Blight, Nurse, Artist, Singularity etc. than on Wraith and still be improving.

  • It's funny how many survivors need a validation and get killer to witness their heroic escape.

    I never understood that mentality, no reason to wait but they just don't get to leave, teabag the killer, but then are not really toxic in end game chat. Like is that some basic reflex players have?

    When survivors manage to actually escape unless I need to push one survivor out to deal with slugs, I just don't go there and start doing something on second monitor instead. It's funny how much time I manage to waste for survivors.

  • If I would consider myself any killer "main", then it would be probably Legion.

    Legion is definitely weaker than Plague, because Plague is quite strong killer imo.

    But they are not same and Legion is not as weak as some try to claim.

    Legion is solid killer until you get a team, where mending survivors go for bodyblocking. That's pain to play against, but it is really rare to see, or they are bad at it...

    You definitely need to use some chase perks to help you get downs. My favorite is Spirit Fury and Enduring.

    Enduring overall is an amazing perk on Legion, because it gives good chance for instadowns.

  • @Sarrif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762306#Comment_3762306

    Bloodlust is a catch up mechanic dude, literally there for killers that can't chase properly. And yeah if there's four survivors with little to no hooks I'd be okay with having gens go slower or giving more to the killer. I don't know why you think I would not be okay with a balanced and fun game.

    Second yeah some people do DC or suicide on first hook but from what I see most of the times that's from the other survivors just kinda wasting time watching paint dry while they were in chase.

    I don't know why you think I would not be okay with a balanced and fun game.

    Because it's terrible idea

    Slowing gens down means 3-gen and slugging on rise. I don't think anyone would enjoy that.

    If you increase speed whenever survivor dies, then there was kinda no point on killing that survivor, when it often increased survivor's efficiency on gens.

    Bloodlust is a catch up mechanic dude

    Catch up mechanic for chase, which many killers can't access. It's there literally only to fix weak killers and broken loops. It's not something to be used in every game no matter what.

    What you are talking about is catch up mechanic for the result of whole game, which would be kinda difficult to not get use of.

    You think it would improve behavior SWF and soloQ? If they feel like survivor wasn't good enough when he gets hooks, they actually have valid reason to let him die on hook. That sounds as terrible idea to me.

  • Damn, trying to stun sprinting Billy in overdrive. Definitely ambitious...

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762264#Comment_3762264

    Aven_Fallen already posted this, but here it is again. This is a thread with a status report of the most commonly reported bugs and their ETA's.

    https://twitter.com/DeadbyDaylight/status/1813627755311034785

    https://us.v-cdn.net/6030815/uploads/TOTAW25EV6E3/image.png

    As for this being the worst patch… Not by a long shot.

    Thanks, I don't have Twitter acc, so wasn't able to open the thread.

  • I really hope this is simply some massive mistake in spaghetti code and not just accidentally revealed catch up mechanic :D

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762290#Comment_3762290

    as a person who literally has more singularity playtime than all people here combined, I can say that he wasnt even made "stronger" in a common sense of it, he was rebalanced to be more accessible and less addon dependent.

    singularity's overclock is balanced around 3% haste rn (it literally runs out just before you get within hit range if survivor is running away from you in a straight line, you cant bullrush free hit every pallet), his abilities overall were made smoother to use and less clunky.

    people who complain about him out themselves as incompetent players who become neuron activation meme from seeing "buffs" in patchnotes and conditioning themselves to think the killer was overbuffed. he wasn't, they just always sucked vs that character and got carried by the fact nobody really bothered to learn the killer on the proper level, therefore never providing enough of a resistance to make these people learn the advanced counterplay.

    all they know is how to waste EMPs and predrop.

    What's your favorite build on him?

    I kinda enjoyed games I had with him yesterday, so might give him a try.

    So far mostly copied my build from Skully.

    Rapid brutality, Bamboozle, Surge, Corrupt

  • @Sarrif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760655#Comment_3760655

    Catch up mechanics or alternative win conditions. There's no way two survivors could repair gens against a competent killer and god forbid there's more than one gen to fix. This is what causes people to hide for a half hour hoping the other will die because the match is objectively hopeless except for the hatch.

    If you reduced the gen times per survivor dead that would not only fix the tunneling issue but also solve situations like this where the only real option is to wait for your teammates to die or sandbag them.

    Catch up mechanics are already in the game for killers. They have blood lust for when killers are sucking at chases, resource depletion via pallets breaking, and for every gen popped there's no need to patrol another quarter of the map roughly speaking. And basekit 5% gen regression. So there's not really any reason not to have catch up mechanics for survivors as well at this point.

    You fundamentally misunderstand the situation, people tend to want to play the game. If there's no chance at winning the normal way then they resort to stuff like this, not the other way around.

    Bloodlust is killer specific thing, bloodlust doesn't really work for most killers and waste tons of time to use.

    Your catch up mechanic equivalent would mean slowing survivor's repair speed for each gen finished as long they are all alive. 3-gen would be back on menu...

    You fundamentally misunderstand the situation, people tend to want to play the game.

    Amount of survivors to DC or suicide on first hook suggests otherwise...

    You fundamentally misunderstand the situation, the situation where SWF snitch on soloQ has nothing to do with gen speed.

    Even if you would finish all gens for them, you would have groups to do this. It's not about escaping for them, it's about that survivor not escaping.

  • Try Chucky for this...

  • I don't think those changes made Singularity really that much stronger. Yeah, to some extent mainly for EMP change.

    But most of it was just bunch of QoL things that made him so much better to play as.

  • With how common Sloppy Butcher is

    Say what? I can see only new players use it, simply because lack of options...

    I would agree with this change before they nerfed Sloppy.

  • @dvveet said:

    There's been worse before, and luckily we have an ETA on when these will be fixed. That's the best outcome.

    When?

  • @Mooks said:

    what does PTW stand for in this case?


    can’t be Pay For Win after all when it’s the exact opposite..

    Ultimate sabo squad skin :D

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761910#Comment_3761910

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761943#Comment_3761943

    It has no impact on balance or delay because if you hold the ability button down the entire game, it will always auto aim. Since the button is always down, no pressing is required, so there is no delay with pressing or input.

    Wait, how do you expect it to work?

    You control biopod with Ctrl, right? So if you hold Ctrl you get auto aim, if you tap you get it manually.

    Basically exactly same as M1 attack/lunge. You can't really hold it in advance, no?

  • @Ohyakno said:

    Yes jailer can chase you for a long time. And? Knight has to do something with that or else they're just chasing as an m1 killer while half the team is on gens.

    It's essentially the same thing as taking Victor hostage vs twins, which was considered optimal play. Is it worth two survivors off gens to make the killer not have a power? Absolutely. Knight has to commit to who is being chased or he's playing optimally on behalf of the survivor.

    Coupe might be valid perk for him now... That's basically secondary power for chase.

    Yeah, when I saw how Jailer is going to affect the gameplay, my first thought was on Victor hostage situation.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759972#Comment_3759972

    Actually, that's not true anymore. Illumination grants the user, and only the user, bonus speed to cleansing and blessing totems while Illumination is active.

    Oh, you are right. I completely forgot that perk exists...

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761845#Comment_3761845

    That is irrelevant to my suggestion. Your suggestion is about balancing auto aim while my suggestion is about quality of life, which is negatively impacted by constantly pressing the ability button.

    I would expect it to work like lunge attack. That's not an issue, no? Either tap or hold the button.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761765#Comment_3761765

    Your only argument against the default being auto aim is the potential extra input delay. If you just permanently hold the ability button, there is no delay. Therefore, you have no argument.

    My argument would be there should be delay if you skip manual aiming. It makes sense for me..

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761824#Comment_3761824

    no that is terrible. there is no version of skull merchant that would be good with said change. it is like saying trapper traps should disable when your in a loop. the whole point of traps is to use traps in the chase.

    I just want pallet breaking back....

    This is big enough nerf for me to get it back.

    I think she would be actually valid trap killer with my changes.

    Could be a change about 10 meter rule that you just can't deploy them around a survivor?

    Or give some delay before traps get disabled when you get into range, so there is still chance to trigger like 5 seconds

  • Could work with rework, but you would have to buff everything else about her to work.

    • Prevent drones from rotating in stealth mode
    • Remove that yellow circle around the drone
    • Disarm gives lock on stack
    • Pallet breaking on claw trap
    • Aura of disarmed drone is red
    • Patrolling drone is yellow
    • You can't recall disarmed drones

    Btw you should learn what QoL change is, this change alone would be a massive nerf.

  • I wish BP in later levels would gradually increase.

    5k is nice at start but for 200 level?

    in Rift Comment by VomitMommy
  • Not really end, just free to DC for everyone

    Probably with 3 bots+

  • @BurnedTerrormisu said:

    also various animations are bugged.

    the short T-Pose after getting hooked is badass.

    You just need to sometimes assert the dominance... I consider this a feature

  • Survivors also sometimes just don't get endurance of the hook.

    What a fun patch, I wonder if they will finally get something to fix asap, or we are going to wait few weeks.

    Well, I think after UE5 change, they fixed bugs quite fast, no?

  • Giving away extra information is also under pay to lose for me.

    Mainly for killers tho, like when you have higher model than usual etc.

    This skin can definitely make a difference if I find you or not.

  • Definetly one of my most favorite rifts.

    Great skins, 200 levels, iri shards…

    BP could be way above 5k tho

  • Didn't really notice it before, that's really good for sure.

    If this patch didn't have so many bugs and Knight wasn't nerfed I would actually really like this patch...

  • @Dreamnomad said:

    That is objectively funny. I don't think players use a skin like that with any delusions that it will improve their chances of winning.

    I want something like this on Jeff.

    It definetly improves their chances of winning against me. If they use it in some funny way, which is very easy for this, they are going to live.
    I have a rule if survivor makes me laugh, they survive….

  • Killers just have to expect they play with 4 gens for like 2-3 weeks. What a lovely patch we got.

    Like really, how can you allow this get live? This is such a massive fail. Is there no testing done at all?

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761386#Comment_3761386

    question did you have deadlock equipped by any chance? just asking cause this might confirm something

    No, different killers, different builds, different maps.

    None of them was Deadlock, didn't have any of your perks.

  • @Krazzik said:

    It looks like a hacker, though someone else did make a thread with weird insta-gens so might be a bug.

    It's not a rare bug. Happened twice in 6 games today for me.
    Survivors also sometimes don't get endurance after unhooking…

  • @OrangeBear said:

    Just as i feared… i was really looking forward to this skin from the banner reveal but this is a huge disadvantage and i'm already ######### at survivor.

    I am Jeff main, so not really type of person to care about this.

    I consider this a reason to play the skin. This is bad only if you want to play stealthy, which I really am not.

  • Happed twice already in 6 games.


    Thompson House as Ghostface
    Ormond as Freddy

    Both just skipped last gen (from 2 to 0 left)

  • I have enjoyed playing him a lot and I wasn't really a fan of him before.

    What improved my gameplay probably most is remote destroying of cameras, so when survivors finish gens around it, then I don't have to walk there and can just get rid of it instead of removing random cameras, which I would otherwise keep (limit).
    That just feels so good.

    Killer instinct upon infection also helps a lot.

  • @Gmoore23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761129#Comment_3761129

    Not today but I did on PTB. I know that isn't the same as live but from everything I've seen, the biggest thing is the shared cooldown. Besides that, I loved what I saw.

    the biggest thing is the shared cooldown.

    That completely changes how you approach the killer and how killer feels to play tho.

    On PTB it was fine to go for scouting patrols, because you had option to call guard of you found survivor. Well, you get punished for it now.

    Cooldown is twice as high compare to previous (live) version.

    With increasing hunting duration, you can be without a power for very long time.

    24 seconds patrol, 18 seconds hunt, 10 seconds cooldown (Jailer)

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760973#Comment_3760973

    Under "Public Test Build (PTB) Adjustments" and under the section about lara's perks and dc bots within that

    Yeah but this is different for old and current version.

    Previous cooldown was like 5 seconds, I think. So it's not just a change from PTB.

    It should have been stated as:

    Increased the cooldown for guards to 10 seconds. (was 5 seconds)

    Then just mention bug fix in PTB changes, because that is what changed.

  • I rarely farm from start, but quite often let survivors farm after I "won" unless they annoyed me during the game, or just go afk and let survivor find a hatch.

    Funny is I had few survivors which instead finished all remaining gens solo, it seemed really funny to me, so I let them. One survivor actually finished 4 gens solo, I was wondering why game wasn't ending....

    If they don't want, they can just point at hook and I kill them.

  • @Gmoore23 said:

    I really don't think Knight's that bad, you just can't place guards right at your feet anymore.

    Have you actually played him?

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761106#Comment_3761106

    I'm not going to say they're trolling, considering I've seen the same opinion said about SM, Sadako, Blight, Nurse, Wesker, Xeno, Trickster and Billy.

    There's no reason we should celebrate content being put in a terrible state. For example, I dislike SM for her visuals and lore, but I'd never celebrate if they nerfed her to a state where it's an uphill battle to even do the basic function of a killer. I think it needs to be said, regardless of trolls or not, because I know people think that way.

    If someone shares such an opinion, no matter what you say is not going to change it.

    There is nothing rational going behind that. It's such a waste of time and you just invite them for follow up.

  • @ReverseVelocity said:

    Jailer keeps them occupied for way longer, and has a larger patrol radius. He can potentially get a hit with a max length patrol path.

    Basically, use Assassin if you know where they are, Jailer if you need to find them or want to keep them stalled, and Carnifex for breaking pallets.

    Jailer has an issue it locks your power for very long time. So good luck chasing as M1 killer without a power.

    You can be up to a minute without power I think.

  • MMR is not a reward.

    Instead of not giving MMR for bleed outs, I would double the value.

1 … 8 9 10 11 12 … 39