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Warcrafter4

Warcrafter4

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Warcrafter4
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  • @[Deleted User] said:

    Yes, because I used to run balanced landing every game and that is the only spot to use it on Lery's, lol.

    They aren't the upstairs vaults those are at the bottom of the image.

    They circled ones are in the roof itself.

  • @Mew said:

    i mean, they ARE eventually gonna change keys (since they’ve said it). but we all know how slow BHVR can be to implement changes lol

    These are also the same devs that promised that console optimization was bring prioritized for years and it has only gotten worse and worse with them completely ignoring the issue when brought up.

    Their words ring hollow because they never back them up with action.

  • @Objectively_speaking said:

    Believe it or not a LOT of people FALSELY report people which only weighs down how long it takes for legitimate concerns to actually be answered. They are doing their best but because of improperly done tickets, understaffed support, and more. They are taking action but I guarantee you as soon as they ban this guy there will be more posts of <why did they not ban this guy he cheats too>.

    You will never be happy... and that is ok.

    Given that they don't do the industry standard post match data points(Forget if it has a better name) is a large part of the issue.

    What it let them see is the data of the match but not a video recording to let them detect hacks.

    So they could see how fast everyone was going(Speed hacking), if an impossible XYZ coordinates(Flight hacking), impossible objects spawning(huntress hatchets without a huntress), if impossible status changes happen(Infinite status hacks/instant healing) and so so many more.

    Effectively they lack what is the industry bare minimum for checking for hackers unless something has changed.

  • They don't bother to fix her bugs as that would make people want to play her which her gutting was expose to stop.

    No seriously they outright refuse to even acknowledge the Nurse's bugs because at this point them not wanting her to be played is probably the reason.

    I mean look how much people still complain about the Nurse when she barely works. Just imagine how much complaining would happen if they fixed her.

  • You mean in a DLC were:

    The main attraction is a lone killer who has bugs that crashes people games on a regular basis.

    Maps being disabled...Again.

    People losing DLCs due to glitches to the point that a post explains it is pinned.

    Game breaking glitches like unbreakable pallets.

    Lunge bug that negatively effects killers.

    Being honest with all these game ruining issues I am surprised the numbers are as high as they are.

  • @Johnny_XMan said:

    Can't killers just look around lockers for the person with the flashlight? lol

    Not in a double locker set up as one flashlight survivor is in both so grabbing either gives them the flashlight save for free and there is literally nothing you can do about it.

  • Its uncounterable, Illogical, and is mainly used for Trolling with 2 lockers.

    There is literally nothing a killer can do about locker grab blinds as unlike normal blinds they can't control where their camera faces.

    Illogical as your blinding them through a door. A solid object that makes a wall...

    Trolling as 2 lockers next to eachother and 2 flashlights literally forces a killer to grab and get blinded X number of times by each survivor until the killer can actually actually down one of them.

  • @Shaped said:

    Fun for you but what about the guy on the bottom lol.

    He got a 2-2 draw.

    Also its not like the survivor team was planning on playing nice with those load outs lol.

  • Given that escaping the map and walking to the exit gates early. by an exploit was the previous reason it was disabled.

    So it makes sense since they need to fix survivors escaping early that they'd joke about survivors breaking out.

  • @violetcherries said:

    If survivors have time to do hex totems, then killers have time to do boon totems.

    Killer mains have gotten off too easily with "jUsT dO tOtEmS" every time someone complained about OP hex perks, and now that they have to do totems themselves, we are witnessing meltdown after meltdown.

    That logic quickly falls apart when you realize theres 4 survivors and only one killers.

    Each survivor can take out one of the 4 possible killer totem perks at the same time meanwhile the killer physically cannot do the same against a theoretical 16 survivor totem perks.

  • @BadMrFrosty said:

    The Pinhead Dream Patch:

    • Iridescent Box Add-On becomes base kit.
    • Chains require an additional .50 seconds each to break.
    • Number of chains spawned on successfully hit survivor increases by +1 per 10M the hook travels.
    • Pinhead no longer breaks his own chains.
    • Chains can no longer spawn in too close to walls/objects that would cause them to instantly break. They will now spawn much closer to the survivor model instead to secure hits.
    • Reduced effectiveness of environmental chain break by 75%.
    • Survivors that break the chains of other survivors have new chains spawn and target them instead.

    Start there.

    I'd also add to the list that extra chains spawned from the manually aimed chain instantly attach to the survivor and cannot miss nor be blocked/broken by the environment.

    Its really stupid that you can land a manual chain then have the rest of them flatout miss.

  • This isn't an issue with the box as it is an issue with bad teammates and pinhead just being new.

    SBMM should hopefully fix this.

  • Given the nature of the community I full expect people who are forced to play the role they don't like would either troll or afk those games.

    The community is too far gone for this to ever work.

  • Yep and the sandbagged survivors probably blamed you instead of chris too I am guessing(Even if they didn't say anything in the lobby).

    This happens so often when I am playing as survivor or killer that it is actively becoming hard not to feel angry at the survivors who constantly do it regardless of which side I am playing as.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476551#Comment_2476551

    I wonder why on other games I change resolution and I see exactly the same but not on this game

    I think shadowborn(and to a lesser degree M&A) FoV increase is the answer.

    No seriously I do genuinly believe it is as the advantage of the perks FoV change is to allow the killer to see past what is normally on screen.

    So something tells me that those two perks effect resolution instead of proper FoV as a development shortcut to allow them to see more then normal but it also means the game has to show more at all times to accommodate the possibility of the increase especially with M&A's FoV being conditional.

  • Of course survivors are angry!

    It actually makes pallets remotely fair again and they don't like that! /s

    But in all seriousness this is a long time coming given how many broken interactions it can cause including ones that can get survivors downed despite successfully stunning the killer.

    Ex. Stunning a killer with a pallet only for them to teleport to the side your on and hit you before you can react because of enduring.

    Aka this should make it fairer for both sides as it shouldn't be vacuuming killers to the otherside of the pallet anymore and it should also prevent illogical rollbacks.

  • @GrimoireWeiss said:

    I'm going to give the same response everyone gives when somebody complains about NOED:

    Do bones :)

    Yep and if boon totems are any good everyone will be playing the best killers for getting to said totems:

    Sprit, Nurse, Wraith, and Blight.

    So much fun making a mechanic that makes more people play spirit am I right?

  • I want an aggressive beckoning emote like DS2's:

    "I won't Bite" at 1:40

    https://www.youtube.com/watch?v=5WuBZX94mGw

    Also Trickster doing the "Duel Bow" at 0:58 would be amazing too and would fit his character.

  • I feel like they are in general outdated.

    The game speed and controlling it has become an increasing issue with the game which this item directly effects.

    Moris got gutted because they made the killer's game speed too fast and toolboxes also got a heavy nerf for the same reason.

    I would not be too surprised if toolboxes eventually got cut all together much like how moris are planned to be cut.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2469700#Comment_2469700

    People really overestimate the amount of time it takes to give him stalk to infinite tier three. It really isn't that long

    Please stop acting like survivors need to be out of LOS permanently against Myers when that's unrealistic. They're going to be seen and it's dramatic to pretend that it takes ages to get infinite tier three when it doesn't. Especially putting on slowdowns as Myers makes infinite tier 3 a walk in the park unless it's a map like The Game or Léry's

    He literally needs to get half of the total stalk available(20 out of 40) in the game for perma T3.

    He has to fully stock 2 survivors or half stalk from all 4 or fully stack one person and half stalk 2 others.

    That is 3 Tier threes worth of stalk to get it online and the game should be long over vs an M1 killer by then.

  • I'd mainly run utility perks such as franklins, lightborn, or Sloppy Butcher.

    Or if its clearly a SWF with 4 toolboxes a 5th slowdown in a vain attempt to actually try to stop it...

    Like that would even save me lol.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472900#Comment_2472900

    Because it’s a dumb add on that turns clown from a C tier killer to a high B tier killer?

    Even with it he just becomes a bad bubba whose power can't break pallets and can be dodged even when point blank if your good at juking along with being unable to hurt let alone insta down several survivors like bubba can.

    He also has a 1 second cooldown on his bottle throw with a 1.5 total second cooldown before he can throw again(The same as a missed basic attack) because of his prep/throw animations.

    So if he misses even a single bottle he is in theory(I know its not in practice because of the post hit speed burst) losing time over just basic attacking you twice let alone how many throws most clowns need.

  • Clown sucks so badly that it can exist and not effect his kill rate in any significant way.

    Think about that for a minute then tell me again why it should be removed.

  • I'm not opposed to the idea of indoor maps its just most of them are horribly designed in in general like the Game, RPD, and Midwich.

    Lerrys for the most part is fine as a map and for survivor players but it just doesn't work a lot of killers(Chain saws/Ranged/LoS/Blight/Oni).

    So people who main killers, that suck on the map(Which is a good chunk of the killers in the game) will end up hating it a lot because its hinders their ability to play.

  • All killers should be fun and if they are not fun even for their niche then they aren't designed properly.

    There's simply no point in playing with a killer who can never beat survivors who are actually trying.

    Its why people see so many of the same killers is just the fact that there are too few viable ones.

  • The irony is that to the developers people not talking is what most are truly scared of more then criticism/complaints.

    As people complain because they care.

    They stay completely silent when they don't.

    Silence is deafening after all.

  • @dspaceman20 said:

    I don't understand this mindset. Some survivors were terrible to me so now I have to make every survivors experience terrible.

    I get if you want to be toxic towards those that were toxic to you but what about the innocent ones? Why be toxic to them? Leave them alone

    Same thing can be said for bully squads and solo survivors who are toxic to the killer for no reason or for the actions of previous killers.

    The community itself lacks self-awareness of its own actions which has caused most of this to even happened to begin with.

    If people were self aware about the consequences of their actions they'd behave much better but we are long past that point.

    Then again people hate camping/tunneling/slugging even when the killer is forced to do it by their own power such as Oni with slugging or by circumstance(Like when the gates are powered).

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466300#Comment_2466300

    All the killers are affected by the "hit validation tech" at pallets, that should be considered a bug.

    Its working as they intended it to. The only drawback is you will hear the hit and see blood splatter. But look at the alterative. If killers had to wait for the server to report verified hits you would be hearing the hit and seeing blood splatter shortly after the actual hit animation ends. Wouldn't that be more jarring?

    Given that it can roll back hits that it should such as hitting the survivor in the back as they drop a pallet in front of themselves.

    Its also been proven to have brought back a form of pallet vacuum too so yay...

  • Wraith, Spirit, or Billy.

    Wraith was tricked into doing horrible things and was taken by the entity shortly after he began to redeem himself denying his redemption.

    Spirit is literally mind controlled into thinking that the survivors she's killing were responsible her and her mother's deaths.

    Billy was just wronged since birth and if the entity allowed probably would be great friends with at least Claudette due to her borderline supernatural ability to empathize with the injured/Hurt(He has holes in his skin on his model).


    Runner ups would probably be the Hag or the Plague:

    They were both saved by the entity but were forced to become what would have killed them if it hadn't intervend

    The hag was slowly tortured and eaten by cannibals and is now turned into a hag monster which eat humans.

    The plague prayed for salvation for herself and her people but her gods didn't answer for so long the entity took over and saved them but forced her to spread the plague eternally.

  • Oni is the ultimate Feast or Famine killer in the game along with having a very high skill floor(Minimum skill needed to succeed).

    He's either killing everyone at 4-5 gens remaining or he gets shutdown extremely hard by survivors playing as safe as possible early game and proceeds to lose with 1-2 hooks.

    Remember not only does missing with his blood frenzy give survivors an insane amount of distance but it also costs you your power to miss(either at a normal rate or accelerated if you were demon rushing).

    Plus the longer you hold his empowered lunge the further you go causing a lot of misses along with giving survivors even more distance making min charged lunges best but very hard to time.

    Also against survivors who know how to play specific generic tiles he becomes WORSE at things like TL walls while empowered due to the lack of a normal lunge.

  • Given that some challenges outright ask you to sabotage yourself such as "Self Deprecating Joke"...

    I think its intended to cause chaos.

  • Given that the only thing of note about his gameplay is his teleportation sound effect...

    Ya he's not wowing a lot of people especially when you can lose any possible distance gained from your power by walking to the survivor as you break your own chains by walking through them for some stupid reason.

  • She needs her game breaking bugs to be fixed before you can really judge her.

    As it currently stands her power barely works and desperately needs a rework to function properly on dedicated servers.

    Why a technical focused rework is her power works insanely weirdly, rapidly shooting out deathslinger like bullets instead of a stream with graphical illusions to try to fake a stream along with massive hit detection issues.

    She would work better on a technical side by simply making it a proper stream.

  • @xenotimebong said:

    Make it so that Tinkerer doesn’t proc over and over again on every gen unlimited times with no prerequisite, I guess? Maybe a small cooldown (and I mean small, nowhere near other killer perk cooldowns). That wouldn’t affect lower mobility killers much since they can only get to one gen at a time anyway, but would stop a killer like Blight from going gen to gen every time the perk lights up.

    "Unlimited times with no prerequisites":

    Meanwhile tinkerer:

    Literally can't proc more then once perk gen without direct action from the killer to get the generator to regress below 70%. Thus has limited uses unless the killer pressures and regresses generators which is a prerequisite for extra uses.

    It has no cooldown as its activation is purely caused by the survivors working on generators who can control when/where it happens. So survivors working a generator for long enough to reach 70% is the prerequisite to activate period.

    Have you ever played with Tinkerer?

  • Given your team's load-outs its not surprising that the killer went all out and its part of the issue when multiple people bring items is that it makes the killer go all out.

    That being said you could have done nothing that game due to a lack of communication from solo queue but the game also could have just as easily gone in your favor.

    This is NOT directed at you at all as I don't know you but:

    I find it ironic that survivors find getting T-bagged by killers to be offensive while also doing it themselves to the killer all game especially when they win.

  • The better question is: Does Billy need buffs in general?

    The answer is: YES!

  • MMR is currently off.

    I forget if they have announced if/when it will return.

  • I don't bring items often(Or I do it they are mainly browns/yellows) as they tend to be far too powerful.

    I could bring a bunch of commodious toolboxes but when I play survivor in DbD I don't want the game to end in two minutes for the same reason I don't want like two minute games on killer:

    Its just plain boring even if I am winning.

  • @EntitySpawn said:

    Honestly the green key should always spawn with addons.

    However the other keys should never spawn in chests. Especially until they're rebalanced (or nerfed if you prefer)

    Agreed as having it at least spawn with a minimum of a eroded token to let you use it as a limited bond would make it so much better.

    Or just have the eroded token effect being on all keys and just rework the eroded token add-on to do something else.

  • @lauraa said:

    id like to see it lose its self-healing restriction, if anything. its fairly well balanced-ish as it is right now.

    You can self heal with Inner Strength and if I am remembering correctly Second Wind without losing DS.

    Just not with a Medkit/Selfcare.

    Aka conditional self healing is allowed just not generic self healing.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463901#Comment_2463901

    You have to sneak towards the survivor and uncloak before they see you. You'll likely get the free hit most of the time.

    Then you successfully stealthed as a stealth killer.

    Aka doing that gets you a free hit on EVERY SINGLE STEALTH KILLER IN THE GAME!

    Being able to sneak up on survivors is part of the skill needed to play stealth killers.

  • But the downside of situational totem mechanics means survivors will still ignore them.

    Also this would mainly buff Nurse/Sprit since they can both cross the map fast enough to reach the totem and interact with it while getting back in time while being able to use the exposed status.

    I don't think we need to buff those two to borderline auto 4k the moment the generators are done!

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465119#Comment_2465119

    I'm not pushing for killer nerfs. I'm only warning you what the developers will do.

    One your still avoiding the question.

    Two you are actively pushing for nerfs earlier in this discussion using the Kill Rates as your reasoning.

  • @[Deleted User] said:

    My suggestion:

    Totems have a 4m radial Whispers+screen border effect for all Players. But Totems are much more hidden with less chance of distant LoS spotting.

    All Dull Totems become Hex Totems once the Exit Gates become Powered, the Killer can Crush these to Expose Survivors for 60s.

    Killers don't have time to go out of their way to interact with a totem.

    Let alone during once the generators are done lol.

  • Please stop avoiding the question.

    If you want to use the dev's own words to push for killer nerfs you also have to accept that it will also cause a massive Nurse buff.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465106#Comment_2465106

    I'm not beating any drums, I'm telling you exactly what the Developers do.

    So do you accept a Mega Buff/Full Revert to Nurse because of it?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464554#Comment_2464554

    It's whatever keeps the kills/escape rate close to 50%. Adding a second object would increase kill rates, thus the Developers would institute a nerf of some sort.

    So we should buff Nurse as she has historically been under 50% since her gutting?

    Remember if you want to beat that drum we'd have to buff Nurse by its own logic!

  • Its probably the fairest meta build killers have ever had.

    Ruin/Undying can both be cleansed.

    Tinkerer is entirely controlled by the survivors to where/when it goes off.

    This also takes up 3/4ths of the killer build so the killer will only ever have one un-interactive perk with this combo.

  • That looks more like you got de-scynced then anything else.

  • I like the idea behind them but I feel like they are currently implemented horribly.

    They are a mechanic that only the killer can interact with and are always in someway in the survivor's favor:

    Either not breaking them helps the survivor by creating an infinite loop.

    Or breaking them gives the survivors an extremely powerful loop...Or creates an infinite loop as the saloon upstairs missing breakable wall has shown.

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