danielmaster87
danielmaster87
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That's not the only spot on that map where it happens.
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@whereismykebab said:
https://forum.deadbydaylight.com/en/discussion/comment/2397891#Comment_2397891
Providing it's not a team where someone is following the killer and disabling all the traps. So other than nurse there is usually no other way than to wait until the entity blocks the window and you can't keep abandoning chases against an efficient team
And if that god window is by a gen, and it's 1 gen left time, what can you do really?
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2397710#Comment_2397710
Trapper and Hag can use them to their advantage. Nurse doesn’t care. Ranged killers can deal with them a little. Everyone else nothing
But survivors can trip/disarm your traps at those windows very easily.
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@WishIcouldmain said:
Hag likes god windows
I'm talking about killers in general.
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@Steel_Eyed said:
Haddonfield is the only god window. They just recently made updates with the licensing so this map should receive an update. All the others are not god windows.
They are god windows. If I want to catch the survivor, I have to follow them on a loop that they're guaranteed 3 vaults at with several seconds of running time in between, coupled with whatever other loops it connects to. Then, even if I've downed them, they can use it again and again. You spend more time holding forward and knowing what the survivor is gonna do than actually playing and being able to use strategy.
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If it's that bad then don't play, because you're gonna DC anyway.
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People typically don't like killers who are good.
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I got it. Just use your yellow bottles as often as you can.
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@Zozzy said:
you forgot the little window in the groaning storehouse.
I just brought up 2 examples. There's many more sadly.
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I've noticed this only when opening the vaccine box. It shows a greyed out medkit, like you showed, for a split second. Then again, I haven't searched any chests this patch.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2390619#Comment_2390619
It cancels the grab when the survivor has already let go on their side, which means they didn’t commit to the unhook.
No, I mean when it shows the grab animation for a second, but the game says you interrupted them too late or something, takes it away, and gives them a free unhook.
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What I've seen is that there's a delay, when you spawn in, before it actually gives you control of your killer. Also, Dead Hard makes the game lag, so that's still not fixed!
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@xenotimebong said:
I don’t see what problem this is intended to address. If you know they’re faking, you just have to call their bluff and wait for them to commit. The survivor on the hook is on a timer, they have to commit at some point.
But when you do that, it cancels the grab anyway.
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Stridor was an already bad perk because when people didn't have Iron Will, they became too loud. Now the 1 perk it countered, it doesn't even counter anymore. Total, total shame.
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Y'all don't need to destroy your left analog stick to wiggle. Don't go left and right with it, spin it. The speed at which you wiggle the stick doesn't matter at all. Only do it fast enough so that the meter doesn't pause. If you do all that, that's all you can really do to wiggle, no extra work needed.
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@[Deleted User] said:
I've never seen such an overlooked console port game
XCOM 2
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2385873#Comment_2385873
I don’t think overheat needs to be wholly removed. Buff dissipation to the released amount (5.0/sec) and I completely agree, rework those addons to more fun addons.
- Pighouse gloves could be the yellow engravings without a charge time penalty.
- Black Grease could be a combination of Dad’s Boots and Steel Boots.
And so on. He needs more fun.
Overheat is a stupid mechanic that punishes the killer for using their power.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2388543#Comment_2388543
Spirit mains say Iron Will is OP because it gives no info, but then they say Spirit is fine because "just learn to counterplay 4Header"
Can you not copy my sentence, swapping out a few words here and there?
I'm not a Spirit main, but she has counterplay for sure. I'm able to mindgame her just about every time I face her as survivor. If I can learn how to do it, so can everyone else.
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People say Spirit is OP because she gives no info, but also say Iron Will is fine because it gives no info.
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I don't know. They're made of a special kind of glass that dissolves on your skin.
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I don't hate them. They look way better than the old maps. I was expecting them to be better balanced, but that didn't happen, so I'm just a little disappointed in them for that.
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@WexlerWendigo said:
I wish I had games like this, I’ve lost games because the zombies are harassing gens with ruin.
I've felt that too. It's crazy.
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Spirit is mostly fine. Hatch is stupid and needs to go. The game is and probably will always be survivor sided.
I do play both sides. It's just that those are all I could think of right now.
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@Shirtless_Myers said:
A lot of killers are red rank because it's very easy to reach compared to playing as a survivor. You can get rank one primarily from camping and tunneling.
I disagree.
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Spine Chill.
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I have no clue. It's a bit early to be thinking about that anyway.
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The weakest they've ever been. I think their last nerf was a kick in the teeth to both survivors and killers. Victor's pounce is not as easy to land as people say it is. If you're pouncing from afar, the survivor will dodge or the game will make you whiff. And if you're pouncing point blank, either the survivors will abuse the bad killer fov and you'll have to wait or miss, or the game will make you hit an obstacle that's next to the survivor instead of the survivor. If you actually land it, they can kidnap him, or if you downed with him they can kick you and pick each other up before you can get back there. Even when you do successfully down someone with Victor and nobody is there to kick you, you have to wait an obnoxious amount of time before the game let's you switch back to Charlotte. They're slow, unpolished, and still need to slug and camp to win. I've got all of this and more to say about them.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2383977#Comment_2383977
It was designed almost 4 years ago
times change
addon designs change
in 1.1.2 trapper had both honing stone and iridescent stone doing the same thing, the only difference is that honing stone had a 50% change and iridescent stone had a 100% chance
much has changed around the addon its a thing of its time
but also there were addons with the same principal which were nurses additional blink addons
brown reduced blink range 10% and chain blink window 8% for +1 blink
yellow reduced blink range 10% for +1 blink
and green just straight up gave +1 blink
also a purple with 10% reduced blink range and +2 blinks, same downside for double the bonus
Interesting.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2383989#Comment_2383989
This. Those backstories are the only lore for me, as I completely disregard everything the Tomes give to us.
It's not canon to you or what? To me, it's just extra information.
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Keep playing and you'll come to the same conclusion some of us have on a certain popular sentiment: For some reason, anything bad that happens to a survivor in the game is the killer's fault. Keep in mind, 1 survivor knows how to loop, and the killer loses. But no, if the killer gets kills, they must have tunneled, or had a certain add-on, or it was a bad map, or getting exhausted on the ground because you waited too long to DH. There's no admittance of survivor mistakes.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2383961#Comment_2383961
So how come DbD grew and F13th stayed in that near-dead state for months on end?
I don't know. Magic. DBD should not be as successful as it is with all the problems and setbacks it's had in its short life. I guess they got lucky securing a bunch of licenses for popular horror icons, combined with competitive players like myself getting invested (or is it addicted?) to the game. I'm sure that any other big online game that gets an update which renders its console versions unplayable for a month would probably die.
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Lore is one of the things I care about the least in this game. The backstories you can view in the lobby (by pressing left arrow button because I'm on console) is all I need in terms of their lore.
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Usually things tied to a killer power can't be affected by blindness. Pyramid Head's cages and Pig's boxes are shown to you no matter what.
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@bjorksnas said:
The first one increases the timer by 20 seconds (not decreases) from 150 seconds to 170 seconds
I still don't like the design. It's the same add-on basically, but because one is a lower rarity, it needs a downside? That's like there (theoretically) being 2 chainsaw add-ons for Hillbilly, a green one that reduces charge time but generates more heat, and a purple one that reduces charge time without any downside.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2383201#Comment_2383201
Not "nearly", the expression "two cents" literally means "opinion".
https://forum.deadbydaylight.com/en/discussion/comment/2383214#Comment_2383214
https://forum.deadbydaylight.com/en/discussion/comment/2383240#Comment_2383240
F13th was DOA. It lost a massive percentage of its population after just 4 months, long before the lawsuit. It sucked for most people.
You're always gonna have a bigger player base at launch that gets smaller after the first few weeks/months. One of the few big updates the game had was making Jason immune to most stuns during rage mode, and hastened his progression to rage mode each time he was stunned, which was a step in the right direction. I feel like if they were allowed to continue balance changes like that, the game would have been much better than what we see now. And that's not even going into DLC or other new content.
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If Friday hadn't been screwed by legal issues, it would be almost on par with DBD at this point.
Last Year has the same balance problems DBD has, but with even less variety.
Identity V is like DBD but only on mobile.
Predator Hunting Grounds hasn't grown for some reason.
Resident Evil Resistance is mostly for RE fans.
Home Sweet Home Survive has boring objectives and chases, like DBD.
Basically, for one reason or another, none of these games can hold a candle to DBD. DBD! So I wrack my brain every time this discussion comes up.
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@MadLordJack said:
Victor has never ignored Dead Hard, people just use it wrong. He moves slow enough that a poorly timed and aimed Dead Hard isn't long enough for him to pass through, but going to the side or timing it better is still a free escape.
But how is it poorly timed if you do it exactly before he's about to hit you? You literally can't time it better than that.
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It's a shame that people can't say a killer is strong without it turning into "this is OP". If Wraith 1v1s you, he loses against teams who know how to do gens. It doesn't matter if you get downed if 3 gens get done in exchange. Learn his lunge distance and you'll be mostly fine. If he's smart and plays hit and run, medkits will cause him to lose, because he's aiming to injure but not down (until later), and your healing before he can come back and interrupt you puts a wrench in that plan. He's nowhere near the level of Nurse of Spirit.
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20 minute match limit. My suggestion.
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The map plays fine. No additional lag , crashes, or freezes. The size of the map and map balance is debatable.
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Eventually, they should have 2 music choices in the options menu.
Option 1: Character chase themes. Chase themes specific to each killer.
Option 2: Generic chase themes. The handful of generic chase themes that exist in the game that can play for multiple killers.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2381541#Comment_2381541
They're still easy asf. They were only trash in the ptb.
To op, I'd be OK with a longer respawn if Victor gets kicked after a missed pounce.
After a succesful pounce, they also have the longer stun, which is janky in itself and it shouldn't warrant a longer respawn on top of that.
Practically no map pressure, have to slug and camp to play catch up, killer ability can be taken hostage, or cancelled out as long as long as survivors travel in pairs. Victor can't even hit over windows or pallets anymore. What am I missing here?
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2381532#Comment_2381532
That's partially why one of the best strategies as Killer is to take advantage of that weak link and try to get them out of the game as soon as possible. Since someone dying early is usually a death sentence for the other survivors since they can't be as effective anymore.
But that's what I'm saying. Some games, there are no weak links. No way for the killer to win, basically. Nobody falls for mindgames, nobody wastes pallets, everyone's pushing gens, even while injured. It's just one big "what can I do?" moment for the killer.
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There is nothing easy about playing Twins. Not anymore.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2378998#Comment_2378998
Pressing X harder than pressing space?
Space is a key on a keyboard. Controller buttons over time have less give when you press them. They get stuck. Not like they don't come back up, but they rub against the sides of their slot that the button itself sits in. Unless it's a brand new controller, the buttons aren't gonna be consistent, especially when you need a knee jerk reaction. That's why we have so many console players complaining about Dead Hard's uselessness, not just because of dedicated servers, but also because it's a button and not a key.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/2379794#Comment_2379794
God pallets aren't invincible. Once it's down the loop is done.
If you can't catch a survivor that is always on you and your skill. Killers are meant to catch survivors and the game is weighted in the killer's favor when it comes to chases. It takes a huge gap in skill to consistently outclass a killer in a chase for more than a minute.
But the problem is you don't even have to loop god pallets. You just drop it from one side and the killer can basically never get you unless they break it. Breaking it takes time, in a game where time is precious to the killer. And then you have maps like The Game and Badham that have multiple god pallets, which east waste a guaranteed amount of time for the killer, with minimal effort or skill from the survivor.
And no, I don't think so. A gap in skill would be a survivor running a killer for 5 gens because the killer was too stubborn to drop the chase. It's pretty easy to run a killer for at least a minute as long as there's a few pallets and windows nearby. Not being able to get a survivor can't always be on the killer's skill alone. Survivors can literally drop pallets instantly, playing completely safe, and their teammates will do all the gens if the killer doesn't drop chase. And the killer can drop chase, but what if everyone plays like that? Killers winning is generally dependent on there being a weak link on the survivor side.
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I think most people DC because they're pretty and won't play the match out after something unfortunate happens to them. People have pretty much abused and lied about their intentions in DCing, too, in order to get the DC penalty turned off permanently. "Oh, my Internet went out. Devs, turn the DC penalty off. This isn't fair." They're either genuine but stupid because they keep trying to play the game that they know they get disconnected on, or they rage quit, which is more likely.
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Kiss my grits.
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People still run hexes?
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@Pishabruno said:
https://forum.deadbydaylight.com/en/discussion/comment/2379166#Comment_2379166
I have usually been around rank 5-4 for a while now.
There's actually a big difference between rank 5 and rank 1.