ad19970
ad19970
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Personally when playing survivor I haven't had too much of a problem with this, in the majority of cases when I drop a pallet early enough I get the stun but don't get hit, but when I do get hit it's mostly because I've dropped the pallet too late. There have been those occasions though where the hitboxes seem very whack though, both when playing survivor and killer, it does seem like this has increased just a bit for me as well. I've noticed the rare bs hit at vaults as well.
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@Fibijean said:
I believe it is referring to the flick. I'm pretty sure Peanits has said a couple of times that the flick was never an intended feature, so they'll probably be patching it out soon.
@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/110588/known-issue-about-oni
I believe it means the stack his flick gets. Rather than being a 90 degree flick, your keys for left and right movement stack and can give him a 180 flick, much more than intended.
Ok thanks for clearing that up for me. Then there is no reason for me to try and learn the flick with the bindings that improve it. I know some people won't be happy about that change, but I've been playing with him the last two days without that 180 degree flick and I feel like he'll still be perfectly viable. I do think that 180 degree flick is a bit much so I think it's good they'll fix that soon.
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So it's probably a bug then. Good to know.
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To be fair they are allowed to voice their opinions, but in most cases most people who reply disagree with the nerf the person who made the thread wants. And the devs don't just listen to individuals, but try to listen to the majority of the community.
I doubt DS will get another nerf, it's in a good spot now.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/894946#Comment_894946
"So a teammate survivor showing the killer in what locker you are hiding"
That is not what he said happened.
"is now a misplay of yourself"
And that is not what I was calling a misplay.
Then tell me what you think he said happened? I'm a bit confused right now.
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@Blueberry said:
Just so you know, the devs have stated that admitting on the forums to doing bannable offenses can get you banned. Idk how strict that is in regards to DC'ing but it's been said.
Also, that is no reason to DC. You made misplays and could have even run DS to counter that.
So a teammate survivor showing the killer in what locker you are hiding is now a misplay of yourself? What?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/892296#Comment_892296
what do you think about nerfing survivors by only giving them 3 perk slots and instead of a 4th perk slot they have an ability slot. An ability is like a perk but it is unique to its respective survivor. Each survivor would have 3 abilities but they will also still have their teachables.
Would be really nice honestly. However, if you are suggesting that survivors can equip three perks, and then one of their teachable as the fourth, exclusive perk, than that would indirectly nerf survivors since pretty much every meta perk is a teachable, which would mean you could not use any meta perks together. Of course increasing perk variety would always be great, but it would nerf survivors and at the moment I don't think survivors need any nerfs. So they would need a small buff to compensate for that.
I might be understanding this wrong though and you mean survivors should each have 3 exclusive abilties in addition to their teachables, of which you could equip one of them. That would work better, but I think creating three abilties for each survivor would be way too much. Don't forget there are a lot of survivors in this game now. To be fair this is wishful thinking anyways, I don't think it's very likely that the devs want to create an ability for every survivor. As nice as that would be.
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@Simulated_Hobo said:
https://forum.deadbydaylight.com/en/discussion/comment/892199#Comment_892199
Wow truly insightful.
https://forum.deadbydaylight.com/en/discussion/comment/892200#Comment_892200
So a worst billy is all I am getting so far.
Well no not really. Oni has multiple advantages over Billy. For one, he doesn't stop when he bumps into any object. Which allows him to dash around the map much better.
Onis one shot ability is much better since he can actually lunge at survivors, unlike Billy who has to charge his chainsaw in order to instadown survivors. Plus he can lunge out of his dash, Billy can't lunge out of his chainsaw sprint. So you can dash to survivors and hit them straight with the lunge. Or you cancel the dash, suffer a 1 second cooldown and lunge at survivors after that. Billy has a 2 second cooldown or something like that after using his chainsaw sprint, plus he also needs to charge his chainsaw after that to instadown a survivor, and he needs to be right on top of the survivor before he can start charging his chainsaw, otherwise it's dodgeable. The one advantage Billy does have is his curving at the beginning of his chainsaw sprint which can be good at some loops.
Also, Oni can strafe, which allows him to turn 90 degree if he gets enough windup time to strafe while facing in the direction he wants to turn. That combined with him being able to push against any object or walls can be very helpful in chases.
Take the main tile of Wretched Shop. Many killers suffer from the two window loop, but he can just dash around the loop no problem since he has enough time to face the direction he wants to turn in while strafing, wrecking any survivor who attemtps to loop that building multiple times. They will be forced to use the pallet loops which are all mindgameable. Although to be fair Hillbilly is good against these kind of loops as well.
I do personally think Billy is still a bit stronger than Oni since he doesn't have to spend time as a M1 killer who has no power other than a small tracking ability. But I would say Oni is pretty powerful as well. Honestly Oni to me is probably the strongest killer in the game while his Blood Fury is active, which is balanced out because he also has to spend time being an M1 killer without any real power.
The only change at the moment I might like to see is his footstep sounds getting reduced a bit so it isn't harder for him to mindgame certain tiles like Jungle Jyms.
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It would be interesting to have survivors with certain abilities. But as pointed out, it would probably lead to certain survivors being picked almost all the time unless the abilties are all perfectly balanced, which is really hard to do.
I read the idea once that every survivor could just have a certain small passive buff or trait. Like Dwight having a 3% higher repair speed and Nea maybe recovering from exhaustion 10% faster or so. I think that could maybe work, if the values are kept very low, but it might also lead to certain survivors being picked much more than others.
It would be nice to have survivors be just a tiny bit unique though.
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@DevourOfSalt said:
Im not sure about sound but the scratch marks i have notice have either delayed or are broken up making them hard to track even tho i see the survivor runing in straight line iv seen breaks in scratch marks that have made me lose survivors alot this all while they were sprinting and not walking around to break them.
Iv notice scratch marks thing for awhile now
Yeah sudden breaks in scratchmarks happen occasionally, and that's been a thing for quite a while. I actually don't mind that too much though.
I've been playing more games after that one match, and haven't had these two problems in any of those other matches. And I'm pretty sure the survivors of the other matches didn't do anything differently. Just that one match, I felt like scratchmarks had like a one second delay, and I couldn't hear any footsteps.
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He can definitely have a rough time since he's almost an M1 killer without a power when his Blood Fury is not active, but his power itself is really strong in my opinion. Loops do counter him, but the good thing about him is that he can break pallets faster than other killers, and after breaking a pallet, he can quickly catch up to survivors with his dash, which can be very powerful and prevent survivors from getting to another loop.
His dash can help at loops, but it's very loop dependent and it depends from what angle you are coming and how you are strafing.
Still, his faster pallet break animation, combined with his dash and his one shot potential makes him really strong in chases in my opinion. At least he's very fun to play as to me. And I feel like he's quite difficult to master.
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I find it quite frustrating too that these bugs made it into the game, something like this shouldn't pass the QA testing.
But acting like a 6 year old won't help your case, and won't get anyone to take you serious. Pretty sure they didn't know about these bugs before the live version released, so they haven't been in the game for a while.
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@Mr_K said:
Every engine update borks sounds. They try to fix them. Then comes another engine update.
Well I can only hope they fix this issue with the upcoming hotfix. It's amazing how often this has been a problem already.
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This is hypocrisy at it's finest. You've got another post called "One shots and movement Skill Killers shouldn't exist" where you made a response calling all people who disagree with you "killer mains that are trying to defend the broken combo of one shotting and high movement speed". That's not how discussions work. And your main post of the thread did not give any reasons or arguments at all for why you would think killers like that are broken, where as other people explained why they don't think these killers are broken at all.
I admit some of the responses are extreme and not very friendly, but that doesn't make your post any better for a discussion.
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@yikers said:
So many killer mains trying to derail and defend the broken combo of one shotting and high movement speed smh.
Maybe at least attempt to argument why you think these killers are in any way op. People are just telling you what you can do against these killers. Which is using loops against them.
The movement speed plus one shot potential makes them strong, since they can apply good map pressure and have the potential to down survivors faster, but they are far from broken, since strong map pressure and good chase potential is what killers need to combat the fast gen repair speed. Survivors still have their vaults and pallets to defend themselves against these killers.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/889820#Comment_889820
I think the plan is to revisit and rework each of the realms one by one, but they have to focus on one at a time for now in order to do a thorough job.
Well that will take ages then, especially if they only revisit a realm every four patches.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/889601#Comment_889601
There is not way to use it properly
Yeah there is. Healing yourself with Self Care takes 32 seconds in total, which means you are not doing any gens for 32 seconds. Being healed by another survivor takes only 16 seconds, but now it's two survivors not doing any gens. 2 x 16 = 32. Self Caring does not waste anymore time than being healed by another survivor.
The only difference is that you are healed faster, which means you'll be able to do other stuff quicker again. Self Caring is good whenever no other survivor is near you and you would have to waste a lot of time running around the map to get to a survivor who can heal you. Obviously there are situations where it's better to not heal and just rush gens, but often it's also better to get healed as fast as possible.
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I'm really hoping they'll be taking a look at more than just one map to be honest.
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They really need to fix this as soon as possible.
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Please no. Decisive Strike was fixed quite a while ago, it's totally fine now in my opinion. I could maybe see it not activating when getting pulled out of a locker, but I'd rather just have it the way it is now. I don't think DS needs to be 100% an anti tunnel perk and nothing else.
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@altruistic said:
”I am not doing well, it’s the Games fault!”
You’re not as good as you think you are
In this case it might be the game though due to his controls being bad on console.
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@MegMain98 said:
I like the dark atmospheres for aesthetic purposes, but gameplay wise absolutely NOT. Yamaoka was already Blendette heaven. She is practically invisible in some spots of the map.
I’ve always loved Yamaoka for aesthetic reasons, it looks beautiful. It’s one of my least favorites maps to play on though.
I feel like the lighting of maps should be different for killers. Like have the maps be atmospheric and darker for survivors, but give the killers the ability to see everything a bit brighter so survivors can't just disappear in certain areas.
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Wait does that mean your camera is blacked out even after getting unhooked?
Let's hope this gets fixed as soon as possible. Would be nice if they could really just disable the basement from spawning in a map as long as this bug persists.
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It's probably going to have its uses now, but it still is only good for endgame, which means while generators still need to be repaired, you are playing the game with only 3 perks. Bond during the entire match is still better in my opinion. I do feel like they could have increased the altruism action speed even more, but at least now the perk looks like a decent perk.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/886308#Comment_886308
Ask around...you'll find out fast
How about you just make it clear what you are talking about? This post makes 0 sense without context. What kind of purpose has a thread nobody even understands?
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Great, that's just awful. So killers can now hook survivors in the basement non stop. I'm not a fan of the existence of the basement anyways, so this is horrendous to me. Was really excited to see the patch going live today already, but now I'll wait until this bug gets fixed.
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Is this bug like in every match? Haven't played the game yet since the new update. Didn't know it was released today.
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Blood Echo should apply exhaustion to all survivors, not only injured ones.
Lucky Break has the problem of being pretty much useless when not running with Iron Will, so I would have it also silence your grunts of pain for the duration of the perk.
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@MaeRohZ said:
@ad19970 every killer requieres some skill, I agree.
The thing i wanted to show is the lack of informations during haunting.
Yeah you understood and i totally agree about an upgrade in return. I don't want Spirit to become low tier killer. I just don't want to be frustrated everytime i meet her, same for my opponents when i play it.
Yes that's totally understandable. I don't enjoy going against her as well since her counterplay seems to be purely luck based.
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@MaeRohZ said:
Imo, there is no way Spirit will be balanced after the upcoming update.
It will be a bit less powerful, but still too much to be balanced.
I can be wrong. Wait & see.
She really isn't op in my opinion, at least not after the upcoming patch. I do feel like calling her braindead is not fair. She does take some skill in my opinion, definitely.
Problem is her counterplay still feels very luck based, and when you are injured, that's when things can get quite unfair. I'm not quite sure if I understand your suggestion, but if you are suggesting that you should be able to see her for a brief moment every second or two while she is phasing, than I would honestly like that and agree, if she gets buffed in another way to compensate for that. Like giving her ability a slightly smaller cooldown. This way she would have more counterplay but could use her ability more often, allowing her to use it for better map pressure as well.
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Personally I think having it deactivate when missing an attack is good. Otherwise you can just spam his attack and that doesn't really take skill. I'd rather see him buffed in other ways.
I think the buffs he is getting in the upcoming patch are good, but they are sadly overshadowed by the nerfs he is receiving simultaniously.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/878101#Comment_878101
Which if they only fix his addons then i don't mind i don't think he needs the nurse/legion/spirit treatment though which is what im personally worried about he's finally in a good place base wise we don't need him getting destroyed.
Honestly I don't even think they need to adress his addons directly. I mean they could make them not stack but using one slowdown addon, Thana and Dying Light would still be extremely strong.
What I think they should do is add an action speed debuff cap. So multiple effects that slow down action speed can't stack more than up to that cap. 20 or 25 % I feel would be a good and fair cap. 24% decreased repair speed still increases gen time from 80 to 100 seconds, so I feel like 20 or 25 % would be fair.
This would also allow BHVR to add other perks or addons that slowdown action speed in the future, without having to worry about these new perks or addons stacking with other perks or addons, which is why I think this solution would be best.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/878101#Comment_878101
<Gets Nurse rework flashbacks>
Well Nurse was without a doubt still much stronger. She can just ignore survivor defenses. So I do have hope they won't change Freddies base kit in any way.
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Yeah hitboxes do seem a bit whack at times. Though they work good most of the times in my experience, there are those rare hits that seem quite weird.
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Yes people have been complaining about freddies slowdown potential before these stats were released. And it still is the only main complaint I am seeing right now about Freddy. I do think it needs adressing.
Pretty sure they will at first just try and nerf his slowdown potential. I don't think his base kit will be touched anytime soon. In my opinion it's perfectly balanced.
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@Mikey4Hire said:
https://forum.deadbydaylight.com/en/discussion/comment/873533#Comment_873533
No actually, I want a game to last a bit, but not 20 extra minutes just because we cant do any gens
If your team is taking 20 minutes to repair 5 gens, that's on you and your team. If you are well organized, you can still do gens fast enough in most cases. Freddy is a bit of a problem though.
Freddy, with his slowdown addons, Dying Light and Thana can reach up to 50% action speed slowdown, however, it does take some time to get the stacks for Dying Light and Thana as well as his slowdown addons can be removed by healing and waking up. So it's more an average of 25 or 30 % action speed debuff that Freddy applies. 30% repair slowdown results in a gen to take 114 seconds to complete alone. Can be boring, but that's not too op yet.
50% slowdown though means one gen takes 160 seconds to repair alone. And Freddy does have the potential to get close to or even reach that value. That is without a doubt in my mind too much. Way too much. Which is why this game needs an action speed debuff cap. 20 or 25 % would be good in my opinion. Meaning that if mulitple effects that slow down action speed stack, they can't stack higher than up to 20 or 25 %.
This would prevent Freddy being able to use insane slowdown buils, and at the same time allow the devs to add other slowdown perks or addons in the future without having to worry about them stack into oblivion.
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@humanbeing1704 said:
He really doesn't need nerfs tbh just don't allow the slow down add ons to stack
This would be good, but he could still use one slowdown addon plus Thana, Sloppy and Dying Light. I think an action speed debuff cap for stacking effects would be more effective. Have it be 20% or so.
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Only being able to have three Dream Snares at a time would be awful in my opinion. No need to nerf him at the moment in my opinion.
Only his slowdown potential needs to be nerfed. And Borrowed Time needs to work against him again.
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@Deadeye said:
@ad19970 Well, 50/50 is not really the goal. The game is 4 vs 1 and needs the killer to be in advantage, but with a possibility for the survivors to escape. Surely against the spirit you have the lowest chances to escape compared to other killers.
@ad19970 @Rinthespooki The first two points I would warn about. It is also common to just wait as spirit to see where the survivor is going when expecting a phase. If coming closer, it is an easy hit, if crouching left, easy catching up as you know the position even without scratchmarks. Also you can't specifically say if the Spirit used up all the power. You don't always know how long the Spirit was phasing, so the power might be back within 5 seconds. Just to keep in mind.
@All Everyone suggests Spinechill. But can you give precise examples how to use the information? Like Spirit is looking at me, so get away from the window or what? And walk away or run back over your scratchmark path? And what shall you try to do when spinechill is off within a chase?
No not in general. But I'm talking about one loop. If that loop is a 50/50 mindgame, that's good because it gives both players counterplay. This is not about the entire match.
If every loop was a 50/50 mindgame, that would mean you'd be able to down a survivor at the third or fourth loop in a chase at average. Which would be quite strong even with the current gen times.
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@tylerlogsdon1 said:
https://forum.deadbydaylight.com/en/discussion/comment/874996#Comment_874996
I run iron will usually, no mither will make you not leave blood if that's a trade-off you're willing to make. I personally like running iron will and quick and quiet, it opens up alot of possibilities to outplay many killers
Iron Will is good no doubt. I was just hoping for counterplay that doesn't depend on picking certain perks.
I do really want to start and use Quick and Quiet, but I don't think I even have it unlocked at level 3 for any of my survivors.
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I play both killer and survivor, and I am currently still enjoying solo survivor a lot. Unless I am getting camped of course. I'm surprised you pointed out how everything killers complain about gets nerfed, even though Nurse received a nerf last Patch, Spirit is receiving a nerf, and other killers before have also received nerfs already. Perks like DS and Mettle of Man were ridiculous and needed a nerf no doubt.
Personally, I think this game is in a pretty well balanced state. Neither killer nor survivor sided. And I am enjoying it in general. I don't think it's killer sided, not with the maps and gen times we have right now. If there is anything that should be nerfed on the killers side though, for whatever reason, than the devs should start with Hex: Ruin.
Personally, I am also not having any real issues with hitboxes at the moment. Except maybe for those very rare hits through pallets. Normally though, if I get hit while dropping a pallet, it's because I dropped the pallet a tiny bit too late.
I'm also surprised about your queue times. For me, in the evening at least, queue times for both survivor and killer are like 30 seconds at average, maybe even less.
However, I'm not sure if you are talking about solo or swf survivor experience. I will say this, even though I do enjoy solo survivor, I do think the devs need to start take bigger steps to close the balance gap between solo and swf survivors. The kill rate stats that were released just further more show me this issue needs to be adressed. I don't think the balance gap is as big as some people make it out to be, but still.
I am still hoping the devs eventually decide to add kindred into the basekit of survivors. I still think having kindred thanks to voice comms is the biggest advantage swf survivors have over solo survivors.
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@vossler25 said:
https://forum.deadbydaylight.com/en/discussion/comment/875040#Comment_875040
On a game with very good survivors Vs very good killer, the survivors tend to win, add SFW with that, GG 2 EZ killer bullied into submission, yes i main killer but I play alot of survivor too, and I can tell the difference, on both ends, I can drop mid match (example not literal) and I'll know if it's SFW or not now, they behave differently, mostly, they all almost always know your location and they move accordingly, doesn't always mean you can't find them but damn will it cost a bit of time
I feel like balance wise this game is in a good state right now. There are enough viable killers in this game now. Of course there are still a few that really struggle though.
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One problem I've been reading about is how these challenges encourage unhealthy gameplay that isn't fun to go against or play with. You know, tunneling, hook-farming, and so on.
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/874985#Comment_874985
like what? looping? try something new. your stuck in you mindset.
What? No not looping. I know you can't just loop her. I get that that's no counterplay to her. That's why I made this post. To find out what counterplay she might have that I am missing. At least when I am injured. That's pretty logical, or not?
So please, tell me the "something new" I should try. That's the entire point of this post.
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@Rinthespooki said:
If you see her standing still all of sudden , she is phasing no questions asked.
If she already phased and stands still all of sudden, just run the power is on CD, you have 20 seconds to make distance. (or less depending on addons)
If you have a safe vault, go for it and keep running, even when she phases she still needs to catch up.
If you dont know if she is gonna vault pay attention to the red stain, that moves while vaulting. (Well this tip gonna get redundant in a few days)
Quick and quiet and dance with me are also good choices (goes for every killer not only spirit) if you have lithe too then you can easily put some distance and even escape (well depends on the map and if she has los on you)
Another thing that the coinflippers ignore, EVERYTHING MAKES A SOUND, GRASS MOVING , FOOTSTEPS those also give you away the location if a good spirit (or other killer in general) listens for those. (I gotten soo many downs because the claudette wouldn't stop moving in the bloody grass after i hooked someone)
Also genrush, its very, very effective on a spirit that fails to win chases fast.
Thx for the suggestions. I still feel like it's very hard to have any counterplay against her while she can hear you when you are injured though.
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@tylerlogsdon1 said:
Ignoring the 50/50 people, it's really about thinking like her, but she's gonna know you're trying to mislead her most times. I once met a p3 spirit who did not hit me once during an entire match because I kept thinking like her. I ran her to a pallet, ran slightly past it, walked back(fixated works well for this tactic), slammed it, fast vaulted it, waited 2 seconds, fast vaulted again, then slow vaulted, and by that time, her power ran out and she swung, hitting the wall.
I mean, 50/50 is something that should be with all killers. More or less at least, since that means there's a mindgame at play that both the killer and survivor can win with equal chances. Of course the occasional safe pallet is fine. The only problem I have with Spirit is for one her counterplay is almost entirely luck based, and two while you are injured it doesn't feel like a 50/50 anymore. At least in my experience, which is why I made this post.
Does your counterplay example work while injured as well? I guess a Spirit can't tell on which side of a pallet or vault you are even if she can hear your sounds of injury. But once she brakes the pallet and you can't reach another pallet before she catches up to you by phasing while you are injured, the only thing you can do is try and juke her, but if she can hear you, that's not possible.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/874833#Comment_874833
There is no "do that and she's screwed" with spirit. That's why she's a good killer.
Yes I know that, I'm just trying to find counterplay so it's not "she does that and I am screwed" while I am injured. I do get that you have fair counterplay while not inured, even though it's almost purely luck based.
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@Kenshin said:
bring iron will and spine chill. both are great perks against spirit and any stealth killer. it works wonder trust me.
Yeah, it's just I'm hoping for more counterplay without having to use certain perks.
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@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/874836#Comment_874836
At red ranks they can go very fast. Spirit is one of the few killers that can actually keep up with thay pace. Best advice I can give is be stealthy and work through gens. Her power is at its weakest when you're healthy, so if she finds you, loop her and don't fall for the stand still mindgame.
I have gotten to rank 1 with killer multiple times, I know how fast gens can go. I don't necessarily think she is op, but I am having a hard time when I'm injured. And it does seem very luck based going against her. But yeah, fast gens can counter pretty much any killer, or at least give you a fair chance to win.