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anarchy753

anarchy753

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anarchy753
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  • I asked a few patches back on reddit. From what people who understand this stuff better than me said; general incompetence and poor decision making in the structure of the game, meaning 100MB of patch are split over tens of gigs of compressed files or something that all need to be overridden or verified or whatever.

    It is absolutely an issue caused by BHVR, literally any other game you watch update on steam can do updates of this size in seconds, it's only DBD that wants to rewrite 90% of the game weekly.

  • I'd love a Slender chapter, mostly cos I was around for that craze and loved the story of the arrival and marble hornets, but I can also absolutely see why other people see it as cringey like FNAF and it's also a bit dated at this point.

  • And they doubted we could scrape any lower in the barrel for obscure requests.

    in 1 Comment by anarchy753
  • I think Nemesis and Pyramid Head's are seriously mediocre, but I've never been a fan of blighted skins in general. Pyramid Head's is worse because I literally wouldn't even notice that they're not using the Forge Born skin that already existed. It's default PH with a little splash of orange either way.

    Mikaela's makes her bearable to look at, like seriously did they add a completely different head model for that cosmetic or what? No rat face, eyebrows, no hipster glasses, no amish hat, and hair that isn't literally the punchline of jokes.

    Doctor's is alright. I think he has better. The muscle suit is kinda funny.

  • I don't see an issue at all. If a Nurse is godly, they aren't going to be reliant on that third blink anyway. If anything they'll just be more hindered by the longer cooldown. On the other hand if the Nurse isn't great, they probably won't get any better on the third blink than they were on the first two, and you have significantly longer to run away in their cooldown.

    The only people it really has an effect on is absolute middle-of-the-road Nurses, and those are so rare you can probably count them on one hand.

    If anything, this add on change was ONLY for the achievement where you blink 3 times into a grab, because since she only had 3 blinks when you needed line of sight, that was basically impossible outside of farming.

  • Camping just because you don't see auras is a great way to have 3 gens go off really quickly.

  • I sure do love when old intentional patches like "you can't spawn in line of sight of a totem" just completely break down for no reason at all.

  • As much as "ranks are only time invested," you pretty much have to get a 2k minimum to be able to progress in rank based on the Malicious and Devout emblems. As such, the MMR which cares A HELL OF A LOT LESS about your actual performance must be gaining substantial MMR when you hit red ranks each month.

  • Killer makes a mistake: "You should have put on more pressure" "You should have mindgamed better." "You shouldn't have had that window spawn there." "You should have predicted my 12 second chances."


    Survivor makes a mistake: "E"

  • Nemesis is incredibly strong. Like Huntress, everything that should give survivors security instead gives him a hit, windows and pallets are both deathtraps.

    On top of that, for the amount people complain about the zombies, they give mapwide information on where survivors are nearly constantly, and they pressure survivors off gens and away from unhooks with absolutely zero effort on the killer's behalf. I think people expect that the zombies should be smacking and downing survivors every 10 seconds, but that's honestly just a punishment for survivor mistakes the same way Pig traps slow the game down and aren't really intended to kill even though they can.

  • I think they need changing but this isn't the answer.

    Especially Circle of Healing you'd need to bless the totem every time you wanted to heal. At that point it's more efficient to just run self-care because the 14 seconds of blessing with the 16 seconds of healing means you'd have to be 2 seconds away from a totem for it not to be better.

  • Of course they do.

    And they're probably really enjoying the game now that they have no scratch marks, no aura and can self-care at full speed.

  • I swear every time I go down or go on a hook and look around, not one single Mikaela has ever been doing anything useful. They just wander the map like Nemesis zombies.

  • Were you:

    A. Blessing a hex totem. Because that is intended.

    B. Playing against Thrill of the Hunt, because despite the devs best efforts, that perk seems to still be in the game.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597387#Comment_2597387

    There is currently no data showing that Dead Hard extends chases more than Lithe, Sprint Burst and Balanced Landing. Even if it did, it does take more skill that Lithe, Sprint Burst and Balanced Landing just like Nurse takes more skill to use that Trapper. Plus you have Smash Hit and Head on that underperforms the other exhaustion perks. So not all exhaustion perks are equal.

    That argument is sooooo weak.

    It honestly doesn't matter if there's no data that it's statistically better. It's in 99% of games, if not more. It's something I loathe about BHVRs approach to balance, that they refuse to tweak anything without a full rework. If something is in 90% of games, it deserves to be weakened at least a little, and I mean this for both sides.We keep seeing "oh we reworked Deja Vu!" "wow Babysitter is marginally less terrible!" It means absolutely nothing and doesn't shift the meta in the slightest. It's an annoying perk to deal with, and killers have to be conscious of it and play around it in literally every chase even the early ones with a player who doesn't even have the perk.

    It doesn't take skill to use. It is literally just "press e to extend the chase." It gets you to pallets and to windows super easily, and now thanks to the new patch it doesn't even take the slightest bit of skill to anticipate the killer swinging, because all you have to do is see the animation start and it will guarantee you can't be hit.

    On the other hand Balanced Landing and Lithe both require positioning yourself better on the map so that you can actually use it in a better manner than just beelining for somewhere it can trigger, and both can trigger on places where they don't even help like a window where you take a hit, or in a jungle gym where you can't make full use of the sprint because you're forced to run parallel to the killer rather than away. Dead Hard is only wasted when you as a survivor actively make a mistake, which is legitimately hard to do now.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597387#Comment_2597387

    Bold to assume what the intention of the Perk is. Because, in fact, the Dash is mentioned first in the text, so if there should be a primary and secondary effect, the Dash aka the Distance would be the primary effect.

    Also, only because DH is a commonly used Perk does not mean that it should not be functional, lol.

    Yeah bold of me to rub together the whole two braincells it takes to work out what the goal of a perk is. I swear if this is gonna be like DS where they just pretended it was never intended as anti-tunnel.

    And it wasn't "not functional," it had rare times where it appeared to not work properly because it registered the killer's hit over the survivor's perceived dodge. They just flipped it so now those exact same rare issues are going to happen, but now it will prioritise the survivor's dodge over the killer's perceived hit. Every time someone would be exhausted on the ground there's instead going to be a killer listening to screams and watching blood spray as a survivor runs away uninjured. And as a consequence, they took it from a perk that required even the slightest bit of thought to one where you just have to turn your camera to guarantee that you will get 3 hits in every single chase.

  • I know it's a "fix" and not a "buff," but the thought process behind it baffles me.

    It is probably the single most used survivor perk in the game, and it exists in a category of perks (exhaustion) which are meant to compete with each other but it so completely outshines all the rest that I haven't even seen Balanced Landing or Lithe for the better part of a year.

    On top of that it's continually complained about because of how much it gives OVER its intended purpose. It's a perk that was always intended as a brief moment when the killer swings that you don't take damage, and instead is more commonly used at high tiers as "a dash you can use on demand to extremely lengthen the chase by reaching a window or pallet safely that you wouldn't have otherwise."

    Now sure, it wasn't working perfectly in every situation, but it is the top tier of top tier survivor perks, and what do they do? Change how it functions with the servers so that the only counterplay which exists for it now no longer works.

    It's like if they just decided "Oh hey guys, we're just making it so that you can't cleanse any totem EXCEPT the totem undying starts on first, because it was in every match but it just needed to be more painful to deal with."


    Personally if I had my way, it would lose the dash forward entirely. Make it consistent to use in the swing animation if you must, but remove the option to use the perk in a way it was never intended to be used.

  • I never use it, and I agree with some of the others here in that it's by far the most overrated perk in the game.

    First. It is spawn dependant. Whenever I see people discuss it or youtubers try to praise it, they show graphics which are basically "Oh look, you spawned on Azarov's Resting Place and one whole side of the map is blocked." Sure in that 1% fringe case of a long narrow map, it zones out the map. In reality most maps are more square, and your spawn point isn't reliably at a far edge or corner. When it blocks the three most distant gens you COULD get a nice side of the map blocked off, or more likely you get 3 distant gens blocked with 4 still pretty spread out and scattered between them.

    Second. People like to say "it's great for setting up!" Ok sure. Who likes to set up? Trapper and Hag. So this is you, you just spawned.

    https://i.imgur.com/9AiDFrj.png

    Now it's wonderful, you get to place your traps around the shack at the center there, and around some of the jungle gyms with unblocked gens because they want to do them right now as they're the only ones available. You know what happens later in the match? Your game goes to absolute #########. Because the same killers that want to "set up" want to do so because their power needs placing and they want to control a specific area or web of traps. Now because you used corrupt, you got into a chase eventually, and the other survivors had to do 3 of the 4 gens that weren't blocked because that's their only choice other than doing nothing. What do you have left? 3 of your last 4 gens are in distant corners of the map because they were the most distant at the start, and your power absolutely hates split up gens. Sure, you COULD play around an area like the basement, but that is completely independent of corrupt.

    Third. In realistic practice, it doesn't "slow things down" for more than 5-10 seconds. You physically can only chase one survivor. I know the gigachads of the forums like to talk about how they keep all 4 survivors off gens while simultanously injuring all of them AND pleasure their girlfriend with the other hand, but we're talking reality here. One survivor will be in a chase, the other 3 will be on gens. Corrupt simply moves which gens they're doing.

    Fourth. I hate temporary perks. 2 minutes into a game, no matter how wonderful you think it is, corrupt is gone. Granted that's a longer lifespan than most hexes, but even if it were a great perk, it's time-limited. I know it's personal preference, and I can see from the hoardes of people running Ruin Undying only to see both break in the first 30 seconds that people still overvalue temporary perks, but I would much rather a perk that provides me a tangible benefit for the entire match, over a perk which is guaranteed going to be a dead-weight empty slot in the match. It's the same reason I don't run noed. Yes, it's strong, but I'm going to have more better games by running a reliable perk before endgame than I am going to have running 3 perks and hoping I get the 4th at a good time to secure something with it.

    Fifth, and I know this is a very minor benefit, but it still is one. Survivors work out your perks. There are some like Devour Hope, NOED, Spirit Fury, and countless others that come out at an unexpected time and catch them off guard. From the word go, any half-decent survivor is already working out your perks (and probably calling them out to SWF.) It's only a small downside, but there's no question in Corrupt. You can see it, it can't be something that happened by chance like aura reading, and it can't be mistaken for another perk. Once it's seen, 25% of your build is known and there's less to be careful about.

  • I don't think they should be one-time use. However, I think the killer should have the option to destroy the totem rather than just blow out the candle.

  • It can be from Brazil all it likes, that doesn't make that garbage look good.

    You know even BHVR think the set looks like crap when the art alongside the rift has Trickster in his tome set and Yun-Jin in default clothes.

  • I want it nerfed. Not because it's too strong, but because I really despise being left to go second state while I watch a Mikaela wander the map, bless a totem, and then self-care, and THEN come get me.

  • @fogdonkey said:

    What to do in bloodweb:

    If there is a perk you want: Go for it.

    If there are no good perks: Go for the perk with the highest tier, so that it disappears ASAP from bloodwebs and you get a chance to see other perks (hopefully perks that you like).

    What wonderful advice that doesn't apply in the slightest, as you don't get to choose perks nor avoid them in the case being discussed.

  • @Lycidas said:

    Good

    I'm not crazy

    I tried to explain to a friend of mine what kept happening in the bloodweb and he said it was just RNG, but at some point you have to admit, RNG shouldn't be this consistent

    Something changed at some point: I can compare characters I didn't level up for a VERY long time with newish ones and the difference is very obvious, new characters usually only have 2 pages of perks, which is not a lot tbh

    Exactly. I'm honestly surprised because they've said so many times in the past when they rework perks that they want to decrease reliance on needing higher tiers of perks to be worth equipping them, so why am I being forced to level a bunch up when I absolutely don't want to use them? If perk tiers aren't important then the priority should be giving us as many different perks early on as possible. Once you get to 25+ where there's a choice, then they can be split between new perks and higher tiers and it would make sense as a decision.

  • Nah, the only way you'll get it at the moment is if they change it to "survive while other survivors DC."

  • It's simple.

    First off, not many people actually enjoy slugging people 90% to death before hooking them.

    Secondly, it's really fun to run around as Victor, pounce at people, and attack them from a long distance. Then you have the other 90% of the match where you're plodding around as Charlotte, the most default of default M1 killers, who has to track down the person who Victor is riding to actually get a down, or to pick up the person 10 minutes away on the ground that Victor just downed. You lose SO MUCH TIME just slowly walking across the map to pick someone up, and if you're especially unlucky, they can Unbreakable or be picked up in that time.

    Lastly, it sucks that you make one mistake and you get instantly kicked, and suddenly you're half the map away and the survivors just have zero pressure on them at all.

  • The license is being revoked so that they can compete with their own Stranger Things games, why on Earth would they go "yes we'd like to end our contract, but let us just approve more skins to give you game even more power to pull in ST fans before it ends."

  • I was playing solo survivor and we just happened to have 3 people with Shadow Step on Hawkins. The entire damn map had no scratch marks, it was disgusting.

  • Really simple fix they've ignored for years, because the issue with changing them is because of console achievements not being able to be changed as long as they're possible.

    Rename "No One Survived" score event to "Merciless Victory." This makes more sense as sometimes you can get "merciless" after giving someone the hatch and literally giving mercy.

    Then just rename the double pip literally anything else.

    There, a merciless victory is now a 4k in any way.

  • I mean, the most likely perk she's going to have makes it really annoying to find and chase anyone else if you leave her unchecked. It makes sense to try to get rid of her early.

  • I still wish challenges had a pop up to show progress. Nothing obtrusive, just like the bloodpoint score events. There's a lot of them that leave me questioning if I'm doing them right like hiding within a specific range of the killer, the ones where you have to point at the killer. There's a lot where I'm sure I end up doing the challenges way more than necessary just in case some of the time I do them they don't count. It would be great to see them progress to know they're working.

  • A toggle would be so nice. I don't care if someone says a bad word that BHVR doesn't want 3 year olds reading, I'd rather see what they said. And that's before considering that it filters half the english language for literally no reason.

  • Velvet Buzzsaw.

    The VVitch.

    Midsommar.

    Holy god I just wish "artsy" people would stay away from horror. There's slow burns, then there's literally nothing happening for an hour. "Unsettling atmosphere" is part of the setting, it shouldn't be considered the entire plot for a movie.

  • Keys are in a much better spot now. They can still save your ass in a bad situation and get you an escape even after the killer found and shut the hatch. They also have add ons that give some pretty decent aura reading, except nobody used them before because the value of multiple survivors escaping was way higher so they only ever used "don't lose your key" add ons.

    Multiple escapes for not getting your objective done just because you brought an item or found one in a chest was beyond unbalanced. They're still in a much better place than moris which are now just a cinematic option which often loses you more time than just picking someone up and hooking them anyway.

  • The worst part is that they've heard the feedback EVERY SINGLE TIME. Nobody, NOBODY, likes those garbage wooden-to-red charms, nobody uses them, and yet they give us 10 that are just duplicates of 2 over and over and over. They have to be able to see the stats of the literally zero people who equip them because they're just junk.

    But they give zero shits and just keep putting them there as a big middle finger to the players.

  • I agree with what he says about kills because I've been saying it for years while people have argued over "BUT KILLERS HAVE NEARLY 60% KILL RATES."

    It is incredibly easy to get a 1k, and much harder to actually get 0 kills because as long as you hook one person you can always keep hitting the unhooker and swap them until eventually one person dies.

    It is also very easy (less so since the hatch is hidden this patch) to turn a 3k into a 4k. A 1v1 situation is significantly harder, and playing around the hatch and gates well pretty much gets you that kill.

    When 0 usually gets bumped up to 1 and 3 gets bumped up to 4 just because of the dynamic of the game, not the performance, the kill rates are always going to be higher than 50% in a relatively balanced scenario.

  • If hoarder gets nerfed for him, his power needs a buff so that there's at least a 0.00001% chance a chain hunt ever goes off in a normal match.

  • @bjorksnas said:

    You shouldn't be able to select which killer you go against since there are too many perks and items that provide strong counters against certain killers especially if you can do it as a swf

    Trapper, maps that track his traps

    Wraith, flashlights and spinechill

    Billy, indoor map offering

    Nurse, no body will pick this one

    Huntress, indoor map with ton of los breakers

    Myers, spinechill

    Hag, no one will pick this one but if they did flashlights

    you get the gist, people will select weaker killers to go up against and bring items and or perks that are strong against them

    if you really want to play / practice against a certain killer try a kyf lobby and have someone go the specific killer

    Rofl, can you imagine trying to play doctor when all four survivors have calm spirit every match?

  • I can't wait to make a cool 1,000,000 bloodpoints this month off apology points alone.

  • Even though I love playing her, her power still largely boils down to being an M1 killer if the survivors don't choose to cleanse, and people don't tend to enjoy playing that much. That and a lot of her game is still dependant on survivor choices over her own. So even though she's stronger now, I don't see her play rate going up too much, so she probably won't get too complained about.

    That said I almost never saw a Deathslinger and he got neutered.

  • I don't care that you can't bodyblock the unhook, but I really hate how hard the game prioritises hitting the person being unhooked over the one unhooking. Feels like a 1 degree cone where it will actually accept that you're behind the survivor and not swinging all the way around them.

  • @Superyoshiegg said:

    The directional audio makes way more of a difference then I thought it would.

    Playing against her actually feels manageable and fair now, and maybe even... enjoyable.

    My favourite part so far is hearing the noise when she's near you. Had one last night who obviously didn't read patch notes and just kept standing still behind pallets, it was great fun.

  • Haha are you kidding? Stopping survivors saboutaging doesn't prevent them doing their objective, maxing points etc. It just removes one tiny aspect of the game on certain hooks so they can't intentionally ruin the event for killers.

    Preventing gen regression on up to 6 of the 7 generators is literally just handing survivors a four man escape every match.

  • I mean, if I'm playing killer and I see people that keep going back to one gen over all the others, it's definitely a good move on my behalf to keep going back to that gen and get them off of it.

  • It seems pretty rude to be honest. They think it's necessary to disable perks because they're having issues, but they won't disable add ons that they know people are excited to use, and they're willing to let them waste 7000 bloodpoints and probably have a much worse game seeing as they're using only one add on.

    Not everyone reads up on every single bug that happens, and there's a LOT of them at the moment.

  • It's currently revealed by aura reading like BBQ, so you can usually find it pretty easily, though it moves fairly quickly. The trail it leaves is like bright purple blood trails.

  • I main Quentin. QUENTIN DAMMIT. I don't want to lose the option to run perks I like just so I can run a character I like.

    Also it would be really gross to have a Bill/Laurie/David meta just because they're the ones with the meta perks.

    It would be less of an issue if they'd done passives for survivors from the start, but you can't tell people who have one charactrer p3-50 with every perk maxed out "Oh, by the way, your character is objectively worse now, and you need to spend several million bloodpoints to be at the same point you were already at."

  • @jesterkind said:

    Because too many auras would be confusing even for established players, and completely unapproachable for newer players. Maybe one or two more for niche effects, but honestly, the three we have are pretty decent.

    Yeah, because you know what's not confusing? Running Surveillance and Trail of Torment, then working out what a yellow generator means. How about adding in Discordance too.

    Or for survivors, that gen just lit up yellow. Now is that because my teammate's working on it with whatever they renamed Better Together? Is it a gen someone just got off with Blast Mine so I probably shouldn't head over there? Or did the killer use Trail of Torment and I should be aware that they're undetectable until I touch it? Hell, it could be the gen I put Red Herring on and then forgot.

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