Avatar

Zraith

Zraith

About

Username
Zraith
Joined
Visits
424
Last Active

Comments

  • skull merchant. just 5 minutes ago I've finished a match where I gave a chance to a skull merchant and not quitting early and boy was I wrong to do so.

    He tunneled me out of the game cos I dared to keep a chase for 2-3 minutes several times unharmed, until she eventually caught up to me. Then it was facecamp till 2nd phase, chase after me after unhooked and killed.

    I cannot say that any recollection of mine about skull merchant players and their stlyle significantly differed. They are all terrible and toxic.

  • people on the forums cannot help with this, if this is a thing and someone knows anything about it they won't share it on the official forums. This is something you need to report to the devs

  • i just go for the next match

  • gee I main this killer thing and i never saw a killer cheat guys, its the survivors where all the hackers are..

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553793#Comment_3553793

    Again, IW created 50/50s the second LoS was broken at good tiles. That's bad design.

    How is it a bad design, it is a consequence of the only functionality old IW provided. IW had no other aspect than make you silent.

    If you assume a killer should always be aware of the location of the survivor they are chasing, then yes that would be a correct statement, but where does this requirement even come from, could you elaborate on it?

    I don't like the notion where we fabricate statements out of our own preferences then expect everyone to meet that standard, and it is now somehow part of the discussion. Its a 50/50 so what, you dont like it, but that does not make that a valid point others now have to refute. How about you back it up first with something more tangible.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553793#Comment_3553793

    Again, IW created 50/50s the second LoS was broken at good tiles. That's bad design.

    i fail to see the bad design in that aspect, that's a direct consequence of the primary function of that perk, it gives you a chance to escape a chase.

    If you assume killers should always know where the survivor is they happen to chase, then yes thats a bad game design. But that asusmption is quite ludicrous by itself, where does that argument come from in the first place, did you invent it and now we have to meet its standard or how does this work?

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553758#Comment_3553758

    Its not really random given that hiding (if done well) wastes a lot of the killers time you know the thing that the killer doesn't have in its favor. You don't appreciate how easy it can be to hide until you play in a first person camera.

    my point was that making a simplified, broad statement without at least an attempt to back it up in the above manner makes one's argument weak.

    For your point, this is only true if the killer's perspective is the only driving force for game design, and if my goal is to fix gens and escape preferably unharmed, then this (hiding in silence) would be the right way to play.

  • @sizzlingmario4 said:

    Being permanently silent while injured was not balanced.

    since we are just saying random things and pretend it is a valid argument, here is mine:

    Audio cues have no valid counter perk and are therefore are not balanced, killers should put more effort into finding survivors instead of just being guided to them right away.

  • i love being stealthy and not get hit

  • boil over is already a pretty weak perk, almost never helps you get what you want from it (wiggle out before hook), and you need to sacrifice a lot of other perks and teamwork to even have a chance for this. I understand killers are petty, but to complain over boil over on this forum is the least likely complaint i have expected.

  • originally all item add-ons that had an on-use effect consumed their respective items, mind you originally it meant only the syringe, the septic and the brand new part. Back then using a brand new part just instantly finished the gen (even from 0 progress).

    They have reworked brand new part through a few iterations that included not to consume the associated toolbox, and they have never touched medkit addons in this way. Maybe its long overdue.

  • often times the other players are in fact jerks so feeling upset about it is actually the correct emotional response. if more people were banned for unsportsmanship more often (or at all), then maybe we would not need to face these people this often in the game

  • there is also the lightweight perk

  • @rvzrvzrvz said:

    No all twins would be banned by now, even full timer is only 4 min is not hostage

    Considering when was the last time ive seen one, they might as well be

  • buckle up, no mither, soul guard, and this is not happening :(

  • its not that monotonic, i had two legions in between the endless weskers, its not that bad...

    (it is that bad)

  • "experiment" is the name of a/b testing scenarios in businesses, most applications and games download the current set of a/b buckets and values regarding your user experience at launch, this is probably the localization key for a message while this process is ongoing.

  • good, boil over is a pretty weak perk, it is nice to get some use out of it

  • You can use that to extend a yellow medkit (pre-patch had 1.5 full heal ie 24 charges) and use a bottle or syringe with the remaining few charges that would not produce a full heal.

  • maybe the killer just didnt do a good job finding these survivors

  • every 1000 bp earned in the match adds a token up to the max of 3.

  • @EngineerDispenser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261658#Comment_2261658

    People are welcomed to play whatever they want, as long it doesn't violate the rules. I may not like Iridescent Head Huntress when I go against it as a survivor, but I bite the bullet, play it, and move on. I know a lot of survivors still disconnect and get salty over the current Iridescent Head addon, despite being the weakest point its ever been. Hence, you can't make everyone happy in this game.

    if they do implement the mentioned auto-ban system, that's a clear sign the devs disagree with this statement to a certain degree, right? In addition to violating the rules there is now an additional path ahead to a ban: if you upset enough other players.

    If this is indeed a new system coming in the form you described in your OP, then you cannot point to the rules and ToS alone anymore, it will be a new system, and maybe the ToS will be updated to reflect this.

    After the 5th, 6th, nth basement camping bubba, iridescent huntress, whatever intentionally triggering killer setup is there out there, people might not want to bite the bullet one more time. Maybe the devs' intention is to create a community where a portion of their player base don't have to bite bullets over and over again.

    Personally I'm not sure if I like it, I can see the value of it and the disadvantage of it as well. We'll just have to wait and see.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1344879#Comment_1344879

    No, it’s simply 6 opportunities with a 13% chance of unhooking. That doesn’t mean it’s additive across all attempts.

    but that is what he said, the probability of failure is 87% per attempt, the chance of all of 6 of them failing is 0.87^6 ~= 0.43. So the probability of at least one of them succeeding is 1-0.87^6 = 0.57.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342466#Comment_1342466

    "The average number of heals I got out of it is maybe 1-2 heals per match."

    This is how many heals on average every should be getting at best. Any more and the hero is going to have to restart every chase with each villain and sacrifices too much time.

    "if we really approach the game with the sentiment not to ever add something that counteract or interact (even to the slightest degree) with some existing piece then they can stop developing the game right now."

    I'm just saying that this one perk not only counters four different perks designed for stalling AND tracking but also standard audio and on top of all of that adds the benefit of reducing the threat to heal time by a fourth(8 seconds of danger time vs 32, reducing threat time to only 1/4th). It's ridiculous if you think about all of its advantages and the only disadvantage it has is some other people might pop totems. Even so, like you said, it's common to get 1-2 heals a match, which is all you really needed to begin with.

    it actually does not stop the audio, in fact you can be heard moaning in the locker while you wait for its timer.

    Would you really prefer self-care and medkits be the only options for survivors to self heal? People wanted to have options for a long time, and it was mostly added with inner strength and second wind, that was the point where the meta really shifted, beforehand very few really took pharmacy over other options, and self care was nerfed to be too slow.

    It is difficult to agree with your point cos you take the best possible scenario one can get out of this perk and project it to its general use, and it is very much not the case (some maps you'll struggle to find a locker like large portions of shelter woods or the ormond ski resort). And of course, you still need to lose the killer before trying to use it. If you were unlucky with your totem senses and got hit before destroying one, then you have to run around the map hoping to find one injured, before you can take this perk for a ride.

    To really counter all those perks, the killer also needs to run them, and some of those are not seen too often.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342393#Comment_1342393

    "The absolute maximum number of times it can be used in an entire match is 5 times. And that is across all 4 survivors."

    How many times has this really happened to you? Occasionally I would get in a random team and maybe one other person has it, and even then we don't run out of heals. And if we do we just do what we did before- go get a fren to help us out. It's not that hard.

    "And 8 second heal really isn't accurate either. It requires that you both find and cleanse a totem. Both of which take time"

    It takes 14 seconds iirc to cleanse a totem. That means:

    A) You have it ready when you need it so when you need a quick heal you only spend 8 seconds in danger time, not 32 seconds of self-caring. Even factoring the totem time and assuming a nearby locker it is much quicker to use and this is really 8 seconds of scary time vs 32 seconds, since you'll be cleansing totems at full health. You're in a safe position using this perk as healing vs any other method.

    B) It's quiet. Self-caring is extremely loud. When a killer gets near I would have to stop self caring because it is even louder than wounded sounds. Hiding in a locker is quiet even with muffled wounded sounds.

    C) It bypasses killer stall perks, even ones designed to counter healing like Sloppy Butcher and general perks like the aforementioned Dying Light and Thanatophobia perks. This stresses me out as killer because I run those perks.

    D) It makes Nurse's Calling useless. I took off Nurse's Calling because a few weeks ago everyone was either healing so fast or just running this perk instead. It was useless in 8/8 games and in 2 or 3 of those it was because of Inner Strength.

    Yeah, but other survivors also cleanse totems even without Inner strength for points, and of course if the totem was active, then to get rid of it.

    The average number of heals I got out of it is maybe 1-2 heals per match.

    The game needs strong perks to shake up the meta, and make people compromise in their choices. Bringing inner strength might cause them to pick other items and perks to bring into a match trusting their luck to get some use out of IS. Which is a good thing.

    All the killer perks you mentioned have been out there well over two years ago, if we really approach the game with the sentiment not to ever add something that counteract or interact (even to the slightest degree) with some existing piece then they can stop developing the game right now.

  • So they have a 'leave game' button, but if you pressed it you're perma-banned.

    that'd be an amazing gameplay experience lol

1 2 3 ›