Avatar

bjorksnas

bjorksnas

About

Username
bjorksnas
Joined
Visits
12,188
Last Active

Comments

  • Nah it just needs a tiny one

    prove thyself is a decent perk but its main flaw is that it forces survivors to stack up meaning when you disrupt the gen more survivors are pressured

    however the main flaw I see with prove thyselfs power level is that it works with toolboxes which is just too much, so id much rather see the change if any that makes prove thyself inactive if you are using a toolbox (still gives other survivors the speedboost or you the speedboost if the other survivor is using a toolbox but they don't get the effects of the perk)

  • Bubba doesn't need a nerf he is in a good spot right now, in spite of that we have nerfed greninja

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2313718#Comment_2313718

    I can't because then I don't get a game. I meant turn off PC cross-platform so the consoles can all cross-platform. Sorry for not clarifying

    I see no reason why this should be done

  • This is one of the lower tier ones again, you gotta dig deep and pull out a real winner here

  • But it punishes the survivors for being lazy or rewards the killer for applying enough pressure that the survivors didn't have time to do totems

    its perfectly fine in its current state as it has plenty of counters and comes at a big cost to use, since you only get to play with 3 perks for 80% of the match

    just pick a perk to counter it or tough it out and prepare for it

  • I like the new coldwind because I can actually watch videos of dbd on that map, some other maps make it so dark you can't watch the videos of them out and about which just sucks

  • This is an old clip but hit validation isn't meant to cover small scale to medium scale desync it was meant to counter large scale desync where players on 3k ping could hit survivors from eons in the past for an easy win from abusing ping, this stuff is medium scale at most and not something it would cover by a thin margin

    I don't get what this is trying to prove, but if its trying to prove that hit validation doesn't affect the low - medium ping I guess its proved, since it was never meant to cover that in the first place

  • @HaunterofShadows said:

    https://forum.deadbydaylight.com/en/discussion/comment/2312444#Comment_2312444

    was that also the patch with the massive desync ######### up

    This wasn't the patch with the massive desync that was the patch with the first usage of the new ui, if you see a clip and the survivors are in the top left you know its scuffed for them

  • @SilentPill said:

    Maybe if they gave survivors a viable way to break out of a chase entirely instead of just looping until they go down.

    There’s no reason not to get as much distance as possible, since plenty of killers are borderline uncounterable once they close the gap.

    You can't give survivors a way to break out of chase since most of killers pressure is by winning a chase and downing a survivor, giving a survivor an out especially on demand just diminishes the efforts of killer and puts the game heavily in the survivors favor especially at high levels of play, since you can waste a large portion of the killers time which they devoted to getting a survivor down being able to take away the pressure that killers would get while still wasting that portions of the killers time would just be unfair

  • it would be like adding a third health state to the game for free, its just not a balanced perk as shown by its prevalence why anyone would want it to be basekit is beyond me especially since it counters well over half the roster and erases mistakes made against them

  • @Lliart said:

    Basically as the title says, I feel base generator regression should be increased from what it is. The reasoning behind this is that generators take too long of a time to regress for how much time one puts into kicking a generator. I can't remember the full statistic, but I once saw on the forums here that in order for a 99% generator to regress to 0 it would take 9.5 minutes.

    I'm open to suggestions for numbers, but I feel bumping up regression to around 140-150% would help out exponentially. Of course, we would also need to nerf pop a bit, probably around 10% would be fair. Again, open to suggestions!

    Well heres my take

    Base Regression becomes 1.5x speed

    0.375 c/s (gens take 80 charges)

    but ruin + pop the two most popular regression perks are nerfed accordingly with the new changes

    ruins numbers become 100%, 116%, 133% (or 0.375/0.435/0.5) (that way the perk doesn't benefit from the change its the same effect

    and pop changes to include a stipulation that gen regression is decreased by 33% for the first 20 seconds of the gen regressing so the regressing gen doesn't benefit unless survivors abandon it for an extended period of time

    now base regression is better which means that other perks benefit but these perks don't become stronger because of the changes (except when the gen is abandoned with pop)

    but also another change survivors have to work on gens for 3 seconds to end regression, no more tapping a gen to stop its regression making kicking a gen meaningless a lot of the time

  • How to ruin proxy chat for the killer, play blaring loud noises that drown out everything else until they have to turn it off

  • Its possible but its more consistent to win with slowdown then without slowdown

  • Huntress can't play around those loops unless survivors make mistakes or you make survivors make mistakes, otherwise suck it up and blood lust it, wouldn't take longer than 10-20 seconds and then its gone

  • Yes but that doesn't mean its bad it just means its more balanced, its still a large maps with plenty of tiles, some of them even doubled up next to each other with nasty configurations, a strong main building, and shack, when it had a sea of pallets on top of that it was majorly unbalanced but now its reached a more fair middle ground

  • Honestly its gotten really bad, ive seen survivors just kill other survivors they could easily save on a whim one of them I questioned had the excuse that why should they do anything else, and maybe the other survivors wouldn't do it in return. Like what kind of an excuse is that not to be nice to others.

    Moral is this is a bad mindset to take and doesn't improve the experience for anyone

    that or bring like kindred or something + open handed to really drive it in that the killer isn't camping so they should go for the save to help reduce frustration

  • This is how I would change keys

    1st there is only 1 key that can open hatch now the skeleton key, it can also no longer be found in chests and has a specific model in lobby to distinguish it from other keys its usage time is decreased to 10 seconds of use

    2nd you can no longer quick switch to skeleton key in lobby, keys will be locked in at 30 seconds to prevent shenanigan's

    3rd hatch is now opened with a 10 second animation, progress resets upon being hit or stopping the interaction, hatch closes behind a survivor as they jump through it

    4th, change the other 2 keys and key addons, broken key now has 20 seconds of duration with a basekit 20 meter survivor aura reading (without channeling) and dull key now has 30 seconds of duration with a basekit 20 meter survivor aura reading (without channeling)

    (the without channeling effects still work if the key has no durability you just need to hold the key to get the effect, all effects work with open handed basekit and addon ones)

    5th addons changed to as follows

    Prayer rope, extends the basekit aura reading by 4 meters

    Prayer beads, adds 15 seconds of use to the key

    Scratched pearl, extends the basekit aura reading by 8 meters

    Eroded token, While channeling see the auras of injured survivors and they see your aura, if this is the only channeling addon increase efficiency by 50% (item lasts 50% longer)

    Gold Token, Whenever you are hooked all survivors see each others auras from 10 seconds and the closest healthy survivors aura is highlighted white they gain a 25% increase to heal speed for 20 seconds if they white highlighted survivor unhooks you

    Wedding ring, Whenever a teammate is hooked all survivors see each others auras from 10 seconds and the closest healthy survivors aura is highlighted white they gain a 25% increase to heal speed for 20 seconds if they unhook the survivor

    Milky Glass, Removes channeling abilities with key, Whenever your aura would be shown to the killer block it and remove 1/3 of key durability

    Blood Amber, (maintains current effect)

    All effects that affect other survivors have a pop up in the bottom right of the screen (like kindred or other perks) so that survivors affected know they are being affected

    Keys are now a powerful aura reading tool that can block your aura, see the killers aura, or help coordinate teams with kindred like effects and speed increases for utilizing them, hatch escapes from a chest are no more and keys in lobby now have a clear sign if they are for hatch or if they are just for auras so killers can ease off survivors who like to bring broken keys

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2309014#Comment_2309014

    That's weird, I usually play for about 1-3 hours a day average and including the rift fragments from the first tome and a half I only got to level 30 something up until a few days ago. I've been playing more survivor so my queue times are more like 5-10 minutes and xp averages more like 400 but I also mostly play soloq so I die a lot lol

    the largest portion of xp (which counts for rift fragments) come from duration within the match

    killers since they have to always spend the full duration in match earn more xp and usually queue faster


  • Well its just math, each match gives around ~600 xp (500 bonus for first match of the day on each side), which equals 1.2 rift fragments, you only need 690 rift fragments so around 575 matches not counting the daily bonuses which could reduce it down to 460 matches including 138 matches of one match each day on both sides

    if each match takes 10 minutes, and 3 or so minutes for load times this is about ~90 hours, or a very manageable task over the ~70 day period

  • A rule of thumb is just don't buy the rift pass unless you are either extremely close to finishing it or have already reached tier 70 since on tier 70 you spend 1k auric cells for 1k auric cells and a bunch of cosmetics, I learned the same lesson, but you can grind out playing the game and challenges if you have enough free time, just keep trying and do the easy challenges when the hard ones deter you

  • On paper it sounds ok but there are some factors that make it annoying especially for both roles

    Since chase and hiding are the only aspects of the games many perks would need to be reworked, and hiding players would never have a reason to not hide meaning all the pressure would be on their teammates and tunneling would be common depending on the playstyles in each match

    Map gen becomes more important since even if there is a bad map gen survivors could pressure gens for a way out now because of a time limit they take longer and die

    Survivors have no reason to not run as soon as they hear the terror radius making starting chases take 20-30 seconds on larger maps

    its just not dbd anymore since a lot of what makes dbd fair is that survivors have an objective that forces them into a weakened position so that killers can be viable without gens dbd would stop being dbd

  • no, its a perk to deter tunneling not a perk to throw the entire match because you weren't paying attention

  • @BenihimeWrath said:

    Honestly I think the most hilarious part of this is that old Undying was supposed to be the band aid solution for these terrible spawns, and they nerfed Undying before fixing them. You can clearly tell where BHVR's bread is buttered.

    old undying was also an example of why secondary objectives wouldn't work for survivor since they would be complained about into the ground

    undying caused people to not be on gens since they have to look for totems

    they complain

    now more time spent on gens less on a secondary objective, same thing will happen if they decide to make a secondary objective for survivors

  • When it was updated in 4.1.0 it also changed to trump all aura reading perks

  • I think the reason they can't let us play old maps in kyf is because of the way that kyf is based of the live match making servers map pool, since they said some people might run into RPD on live just so it can be available in kyf im assuming they don't want old maps on live so they would need to update an old system for something they don't make money on which means it would probably never happen

  • 16 charges = 1 heal

    33% + 20% = 53% bonus from perks

    16 * .53% = 8.5 bonus charges

    16 + 8.5 = 24.5 charges

    24.5 / 16 = 1.5 full heals

    I don't see the problem here

    oh and streetwise adds 4 more charges for 1.75 full heals

    just use selfcare to finish it off or something the math is correct this isn't a bug

  • Just have all traps within 8 meters of a hook automatically dissipate if the survivor is unhooked that way you have to be careful going for the rescue but are now safer after the rescue since they usual trap right under hook is destroyed, oh and don't show hag the range of where her traps will be destroyed that way even if its only an 8 meter range its as effective as the hag is bold enough to try

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2298850#Comment_2298850

    Actually, I kind of agree with the OP. With Billy or Oni, you have a chance to dodge insta-downs in deadzones. Bubba on the other hand, has a guaranteed insta-downs in dead zones. The only way to outplay him as survivor is with a window or an extremely well played pallet, otherwise you wasted a pallet on a chainsaw which goes through them instantly.

    Bubba can chainsaw through loops. Bubba ignores pallets unless it is well enough timed to stun him. Billy and Oni both cannot one-hit down through a loop.

    oni can one hit down through a loop, just ask any good oni player

    the trade off for bubbas lethality in dead zones is that in comparison to billy and oni he lacks mobility from his power

    unless bubba suddenly became able to sprint across the map like billy I couldn't see bubba getting nerfed any time soon

  • @xerav said:

    Well or you just play Killer and get those "easy" bloodpoints.. nobody is holding you back. It wouldnt hurt most of you to play atleast once to redranks with a Killer.

    You know to learn how the other side thinks.

    (not like some Killers require addons to be playable which costs you 12000k each game not to mention how many bloodwebs you have to search for to get em).

    I never said I didn't play killer, what I meant was I feel survivors should earn more bloodpoints

  • @Pilot said:

    You get tokens for WGLF by the amount of gens done.

    4 gens done? Ez 4 stacks.

    Someone gets chased all game ? Ez 4 stacks.

    not bad

  • Personally there is a big reason for why I use the same build day in and day out with blight

    I enjoy focusing on playing the game and using my power well rather than balancing power usage, with perk usage, with x y z usage, it limits the amount of factors I need to balance while playing a relatively easy to learn complex to master killer

    my general gameplay loop as blight is use my perks for information and play nice (to a certain extent) based on how the survivors play and the perks somewhat protect the survivors since they slow gen speeds and tell me where to apply pressure usually I don't feel rushed to kill survivors and gen to enjoy a lot of 12 hook games where hopefully everyone got to participate and while it would be nice to reach this goal without perks I just don't see it feasibly happening anytime soon, on top of that still need to compensate for time losses to survivor meta perks I see it as a fair compromise to bring some perks to extend game time as they bring perks to also extend the game and chase time

  • Auto haven and macmillion are solid but on a 1 - 10 scale of perfect blight maps no maps are really an outright 10 since they all have their own quirks that make them both good and bad so a large potion of maps stick around the 7-9 range while another portion is around the 2-3 range with lerys being a prime canidate for bad blight map

    but this can be counteracted since a majority of what makes a bad blight map bad is line of sight so using for example compound 21 can turn most 2-3 blight maps into more of a 4-5 which at that point makes them a mild nuisance but playable or a break even

    just use compound 21 a good amount it solves a lot of blights map problems

  • up to 100% on the final totem with counter force

    9% from resilience

    6% from spine chill

    6% from object

    25% from leader

    so up to 2.46 c/s on a 14 second interaction

    or about 5.7 seconds in ideal conditions

  • There is a few reasons that passive effects and buffs or perk abilities for survivors tied to individual survivors don't work in dbd

    1st if there are effects survivors would just find the strongest effects and use only them, making a bunch of characters that they might have played or leveled before at best worse and at worse useless in comparison to the better effects

    2nd if the effect was a perk especially such as David having dh or Laurie having ds then you run into more problems since now you just pick a survivor with a meta perk and stack 4 more on top of it or lose a perk slot and force survivors to play a meta survivor just to complete their meta build which leaves behind a large portion of the player base if only 4-5 survivors have a viable meta perk attached to them

    3rd they weren't grandfathered in, many survivor mains throw all of their eggs in one basket and have one survivor that is absolutely stacked with perks, addons, offerings, and addons, even suggesting that their character they put maybe 3-4 years into becoming weaker than all the other survivor options would be an absolute spit in the face of all their years of effort and playtime

    4th if it was only a small effect then there would be no point, like a 1% gen speed or 5% healing speed, there would just be no point to having the effects at that point since their effects are so small they wouldn't actually matter and while it might be neat there would just be no point to them, which is why they need bigger effects but those won't work for reasons above

    which is why I don't think passives or even extra perks tied to survivors should ever come to dbd they just don't work and don't have a place in dbd

  • @van9684 said:

    A 4K for the killer across ranks? The stats show the majority of games are in favor of the killer, and that over 70% are 4k rounds. How can people say the game is at all survivor biased when the data shows otherwise?

    its survivor sided at a high level because high level survivors are good, its not survivor sided at lower levels which make up a larger cumulative portion of the stats which pushes the kill rate above what is considered average

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292645#Comment_2292645

    It’s 70% for most. Outside red ranks it’s majority 4K killer sided games. Why should we all suffer because someone living in their moms basement plays 12 hours a day to stay at rank 1. Who has the time? Games should be fun.

    I understand games should be fun but doesn't that just sound like undermining the effort of killers who put time into being good enough to 4k consistently and undermining the effort of survivors who practiced really hard to be good by just tearing wins out of the hands of one and handing it to the other

  • gameplay wise its fine, performance wise, its bad

    I think their problem was the entire game is only really run on the drive and storage alone not relying enough on other computer parts to do much of anything but demand that the storage does all the heavy lifting

  • 4 more blight bugs


    (this bug assumes the game runs at a solid 60 fps) if you attack during blights 1st and 180th (last) frame of rushing you will not do a lethal rush attack instead you will do a normal lunge and have a normal attack cooldown afterwards no fatigue full wasd movement in the lunge and on top of that your power starts cooling down immediately

    sometimes after hitting a survivor and rushing again using alchemists ring you instantly enter stun again by rushing you will rush for 0.1 seconds and immediately fatigue

    sometimes hits will do the snappy auto aim as if you were going to hit a survivor even turning your camera 30ish° in one sharp turn just to whiff, this can happen at any point in the lunge and guaranteed screws over the rest of the lunge can literally happen at the start and you get to watch another half second of lunge where you no longer have input and the game refused to hit the survivor

    sometimes I think it might be another 1 frame window so ill just assume its on the 2nd frame since it only seems to happen on early attacks lethal rush attacks will have no hitbox you physically cannot hit a survivor


    clip of the bug https://youtu.be/4bJHPG_Tz18

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289993#Comment_2289993

    There are but in solo q, I see nobody countering it. It creates a snowball where killer hooks, uses bbq to go to next person, hooks them, comes back for person first hooked. Rinse and repeat. If it wasn’t a good perk then why do all killers use it?

    but it also stops the killer from patrolling around the first person since they are usually away within seconds counteracting the amount of pressure they would have gained camping / proxy camping one person and shifting into a more acceptable pressure that survivors are ok with unlike camping which is just chasing another survivor

    restated in that format do you still think it should be nerfed

  • Survivor: glass bead, beacon of light go brrrrr

    Killer: Alchemists ring, I love my pile of 680 alchemist rings

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289744#Comment_2289744

    Killer’s already have a 5th perk. Their power.

    The characters that come out all would get their 3 perks and their exhaustion power. Everyone would be happy with it.

    BHVR would have to create a quality exhaustion power for each character. So the ones I mentioned would need to have a new perk created for them to compensate, or a new exhaustion power created to compensate.

    Reducing survivors perk slots to 3 would aid killers a lot.

    Being able to know what exhaustion powers you are up against before the match would aid killers a lot.

    As I said, it’s a bit dramatic to want to quit the game instead of offering helpful ideas.

    If david had dead hard almost all survivors would just play david then because muh meta perks

  • @doitagain_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289706#Comment_2289706

    There is this thing called a “flashlight” you can use against zombies.

    it stuns them for 15 seconds, were talking about killing zombies

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289652#Comment_2289652

    https://forum.deadbydaylight.com/en/discussion/comment/2289662#Comment_2289662

    That’s a little dramatic.

    Survivor perks can be reduced to three easily.

    But a better idea would be that each killer selects a hex as their 5th perk.

    Nah its just the right amount of dramatic

    if survivor perks are reduced to 3 survivors still pick their favorite meta perk survivor skin and 3 on other meta perks nothing has changed and survivors who main characters like ace for example but don't use any ace perks are out of luck that their main has effectively become a dead character

    survivors should just be skins since there is no way to add this effect to the game in a way that makes anyone happy extra perk slot = upset killers that survivors stack more meta perks, 1 less perk slot many survivors become unplayable at high ranks since you don't have access to the same amount of tools as anyone else

    while interesting its just not a good idea to implement

  • I think its because survivors are dying

  • Still happens, although im pretty sure its a frame perfect window to miss a hit which means that 3/180 frames of blights rush are bugged

1 … 45 46 47 48 49 … 102