dbd900bach
dbd900bach
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660987#Comment_3660987
I’m sorry but this just isn’t true.
It is biologically, mechanically, and logically easier and better to aim with your whole arm rather than your thumb.
There’s a reason aim assist exists in most console games where there’s minimal to none on PC for the same games.
I never said that at all. PC has the advantage plain and simple, but having the advantage doesn't mean everything. I was referring to skill. Console players have proven time and time again that their skill is on par with PC. Playing on PC doesn't make someone automatically better at a game.
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@humanbeing1704 said:
I swear didn’t they do specific changes for trickster on controller?
Yes, but that was a unique situation to Trickster and not ranged killers. He had recoil on his throwing knives and PC players had a much much easier time controlling that recoil which is why it was removed completely
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While it is more difficult to use ranged killers on console, that doesn't mean high level play is impossible. The misconception here is that there is a cap to how good a console player can be which is below PC, but that's not the truth. Console players have as good as, and sometimes better aim than PC players.
The only real advantage that PC holds over Console is sensitivity which is way higher and allows for more quick and unpredictable hits/reaction.
In terms of a sight, that is something that can be remedied on one's own. There are certain monitors that come with sights that can be toggled on or off regardless of the game. Realistically however, the only real solution is to play, play and play until you get a feel for where exactly the hatchet, throwing knife or spear is going.
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That's not how they work though? The Knights guards function by following the path set out by the Knight, a radious being set that if survivors step into while in line if sight, will then be chased by the guard.
They do not react or are suppose to react to noise based actions as it is based soley on if the survivors are in the guards radious
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If the anti-camp feature is active for endgame, you might as well just personally hold the survivors hands and walk them out yourself.
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Unfortunately this kind of system could easily be abused by survivors purposely getting slugged or using perks like Plot Twist to force it. They can even just use the base borrowed time off hook to force a down while hiding a corner.
Characters like Legion and Deathslinger would suffer the most since survivors can just let the deep wounds timer out.
Slugging is an issue, but messing with gen progress is not the way to fix it.
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I believe there are a few reasons why. The first obvious reason would be cheaters. Like every free to play game, there is a larger influx of cheaters because they're able to create accounts back to back and purchase the game free of charge and free of worry.
A second issue of going free to play is skins and dlc content going up in price to compensate for the main game now being free.
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Chucky's cap is meant for players to show better skill expression rather than mindlessly dashing in a survivors direction. Releasing his dash at the right time while also riding loops with good prediction on survivor location is essentially the point. That being said, it is a toss up on whether or not that cap is too punishing as it's a balance between being a free hit, or downright too difficult or useless to get a hit. If his cap is too restricting then it's more effort than it's worth to use the ability while if the cap was removed, then there's no effort being made to match the outcome.
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Sometimes I get pretty confused on a survivors position when chasing, but most of the time I can usually track them across the map.
In terms of sound, I often can find a survivor simply by listening for their breathing uninjured though there are times when it's proved rather unreliable in chases.
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That's not how that works. A lot of people are extremely quick to compare killers and survivors in either their actions or perks, but are even quicker to forget that both roles are different.
There is no such thing as tunneling gens. There is literally nothing else to do yet a killer can tunnel a survivor because they do have other choices. This is the difference in the roles. Survivors fo not have the ability to tunnel.
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/66JPS6UICIGL/image.png
Well we got a bugfix patch but this is the only change trickster got. I'm not sure what to think
It is a bug fix and not a hot fix. Two different things that focus on different things like bugs or some much needed changes for something that's causing a problem
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This is not a bug! Since Tiffany is still being carried by the spirit of Charles Lee Ray, he will talk to her when picking up a survivor. It's actually quite awesome and cute given their demented relationship
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Honestly I can't think of a better use for the perk than this. It's quite useless and very niche, but it also supports camping playstyles. Adding onto undetectable like Lethal would be fitting.
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@ARTRA said:
Nemesis, DoritoHead and Freddy have like the worst of the worst.
Followed by knight. This fella NEEDS map of the realm and somewhat call to arms. Also other addons ate literally detrimental.
Also, Ghostface have good addons. How is bad blowing with your mind and 40 meters away 20% of a gen? Or less CD in your power or instarecovery after breaking a pallet/wall. Even iris are good.
I bring up Ghostface because of his reveal add-ons. They're extremely gimmicky and his best add-ons are still his browns, though thay doesn't mean some of his purples and iri are bad either.
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Singularity is just a frustrating killer to play. Many people have described it quite well in sense that while he can be strong killer, the amount of effort you have to put in to make him work every match often doesn't equal the value you get back for it.
He's intensive and the definition of playing 4D chess, but it's exhausting and not for everyone. Plus much of that intensive effort is so easily undone by EMP's, especially since people carry them on standby so the moment you can even land a hit they've already cleansed themselves and you can't use his chase potential without wasting more time.
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It promotes a very aggressive playstyle while providing key information and has extremely good synergy with other obsession perks like Rancor, Nemesis and Furtive Chase.
The perk on its own isn't really too terribly strong because it's extremely predictable perk and it's not hard to guess if a killer has it. That means survivors can take measures to counter it such as going lockers before someone is hooked. Plus distortion and calm spirit counters the perk as well.
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It's not really a simple answer. That's at least what I'm seeing. Lightborn is a perk specifically designed to counter two specific survivor items which is flashlights and flashbangs. On top of that it punishes survivors by revealing their aura. Seems overly punishing towards a single effect until you consider just how busted flashlights can be, especially when synergized with perks.
Necessary evil essentially.
Then it comes to the issue that Lightborn requires no effort on the killers part except to equip it which makes it uneven to the effort and risk associated with going for a flashlight save. It's much like old Made for this which also required no effort on a survivors part to utilize.
This is also in comparison to other perks that cam counter flashlights such as Franklin's demise, Forced Hesitation, Two can play and Unnerving Presence which of course are all much less effective than Lightborn but are at the very least more creative and interesting.
I believe if any change is to be made to Lightborn, it should be an activation requirement and a limited active time. Perhaps even changing the effect entirely such as disabling all flashlights for x amount of time after x action. This allows survivors room to use flashlights while also still granting the killer protection from them. It also allows better synergy with other perks since if you have Lightborn, you don't need anything else to counter flashlights.
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@awustzdn said:
A killer actually following the "Survivors' Rulebook for Killers"? Foolish. There's zero reason to play nice when all it gets you is toxicity. Yeah, yeah, the cycle continues, blah blah blah. It's on BHVR to fix, it's their game.
Majority of people who play this way are doing it because they don't want to tunnel or camp. It's boring and toxic yet isn't being done for the sake of making survivors happy. It's mostly just a cherry on top.
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I'm not sure if it's really a Chucky problem or a lack of wanting to learn problem. I've been playing Chucky quite a bit and certainly survivors have been able to keep track of me pretty well even with stealth activated. I'm unsure if it's a perk but I do know it's not impossible. Also his slice and dice is easier to dodge and miss rather than hit. It's genuinely nice to have a real stealth killer be added than it just be a side gimmick.
All in all, I feel like people often make things much more difficult than it actually is when it comes to countering killers. They're quicker to complain rather than learn, but they're also much more use to killers they can see which makes Chucky even more unique in that regard.
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I don't really have a codex per say as I have a looser playstyle that focuses more on winning but still keeps out toxic behaviors in the sense that it's more viable rather than more friendly.
I do not tunnel people off hook and always exclusively go after the unhooker. I will even go to the extent of ignoring the unhooked person entirely should I find them again immediately after, though that only extends to games heavily in my favor.
I do not camp either as it cost me bloodpoints and I possibly might activate the anti-camp mechanic. Plus I believe my time is better spent spreading pressure to stagger the team rather than staying in one area. That is unless I'm caught severely disadvantaged during end game.
I also don't extend chases longer than necessary if it's costing me pressure, but I will commit if one person is already dead early in the game.
Lastly is an intolerance for survivors who sabotage their team. I will slug them and keep slugging them so they spend majority of the game not getting what they want which is normally wanting to die on hook early.
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@XshyguyX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596173#Comment_3596173
It's the speed I think. Yes he walks faster but he throws slow as hell, and now it's 2 more. His main event comes faster but it's short and very limited.
I was excited to see they worked him. I want to play him but just can't. He just feels so slow and clunky. I had times where the short main event shined but it was situational at best.
It sucks. I like him. His lore. His look. But playing him feels like your dragging around an anchor. And if any swf or any coordinated team is in the match it feels like your always one step behind.
Maybe it's his power in general. Idk. I can't pin point it. It just isn't fun. That's all I know. And it's a shame. I really want to like him
I feel the same. I'm in love with the aesthetic and theme that Trickster is meant to follow yet for the longest time remained unplayable. Even after his rework, he is still unplayable and is just as unfun. Everything he does feels unrewarding and like a hassle than a skillful play.
It's so annoying as well because looking at Chucky the devs can accomplish incredible things yet we get this. There are dozens of ideas out there for his power that are hundreds time better than what we have now.
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I honestly don't know. I played one game and he felt unplayable. His knives are unbearably slow and his main event is a joke that is no different from throwing regular knives. His gameplay is also even more boring and unengaging than before. Also the game heavily neglects to actually explain what a combo is as its tied to add-ons but I very much doubt anyone will actually notice it in game.
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I would like to say maybe the Demogorgans perks but then you'd be missing three, not two and that's under the assumption you don't have Demo which you most likely do. Honestly while it would be tedious, it'd be best to figure out what perks you're missing.
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@Devil_hit11 said:
i think furtive chase is 5% haste, not 18% haste.
18 seconds. My bad
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While I get being a little disappointed that there's no female skin for R6, It feels a little nitpicky and ungrateful to expect more when so much work has already been put in. With very few bugs on top of that.
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Would unfortunately give the survivors way too much control and power over the game. Imagine being in a three gen and on the other side of the map the survivors reset a gen. There is literally nothing to do in that situation because if you leave, the survivors complete the three gen, but if you don't they still get another gen and free endgame. This exact situation even happens in the game when there's two gens on one side and one on the other
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@Chaosrider said:
I dont see where that little puppet is fun to play against. Just another shrimp Blight.
It's a little small minded to instantly compare him to another killer, especially when his power is nothing like Blights.
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@DeVyre said:
Chucky is just broken and I've yet to see a game where the gates where powered up. In like 20 games he always gets 3x pr 4x kills and the best I saw was 4 gens... but hey, they TESTED it. I hope Behaviour is making big money to ruin the game like this
I think you're forgetting that Chucky is completely unique in regards to his size and being able to corner check survivors. People will struggle with his size alone when it comes to tracking and he has a decent dash on top of that. Is he OP? I very much doubt it and I also heavily doubt he's on the same level as Blight or Nurse who can murder teams 5 minutes into the game.
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They did nerf his scamper upon release and its actually doesn't guarantee a hit anymore. That being said it's still rather difficult still for a lot of people to properly track Chucky when he's stealth which makes it easier to land a hit after scamper.
It's also quite funny that a lot of people don't even know he can scamper to begin with and one person even reported his illusionary footsteps as a bug. I think people are definitely still adjusting and newer or less skilled players will infinitely struggle
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It's not a bug. That is part of his power. When Chucky uses his power he becomes stealth, that involves creating illusionary footsteps around the map that you can both see and hear to give the impression that he's nearby when he really isn't.
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@skylustv said:
just no... weak killer, tier C ~ D, basically a pig without traps and 4.4
Yet he has far more utilization than pig and her traps combined? Do you realize how much of an advantage Chucky has over other killers simply by being third person and small? I'm guessing not
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Honestly I'd prefer if she was a skin. Operating the same as Chucky except it's Jennifer Tilly as the spirit and Tiffiny as the doll with her own voice lines. It's not far fetched at all since they got Brad on board to voice Chucky. I hardly doubt Jennifer would shy from including herself as Tiffiny
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I find it genuinely funny that Trickster, Clown and Legion are the only original killers with knives. Like that is very small number for a game like dbd, especially when knives are among the more popular weapons when it comes to killing
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579394#Comment_3579394
Nah. I just don't like Chucky. I wouldn't buy him for the license. Maybe, if I was really interested in the gameplay but I couldn't care less about having Chucky in the game. And honestly, I am already a bit annoyed with the amount of characters with voice lines. It used to be extremely special for Nemesis to say "STARS". But now it seems every other killer has to have voice lines.
I think that has a lot more with do with budget and creative freedom than anything else. In reality it would make sense for most characters to speak.
Killers are able to show their joy and glee in killing survivors or show their frustrations while survivors can show their fear, horror and pain in more verbal ways. This is all more entertaining to the entity who feeds off their despair and pain.
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Unfortunately the recent teaser is nothing that could be related to Vecna. I highly doubt something with such strong abilities would plainly use a knife as a weapon
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Mtf requires quite literally no effort to use. You get a speed boost for free for getting hit and on top of that you get endurance for healing someone. It's overtuned and problematic, especially against weaker killers who have no anti-lopp
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@Firellius said:
When Skull Merchant was released and I saw the add-on that made claw-traps break pallets, I figured that's what she'd be. Entirely different power effects dependent on your add-ons.
I did say aesthetically so...
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@Pulsar said:
Oh fun, everybody on Switch, Xbox One, Xbox One S, Xbox One X, PS4 and PS4 Pro all have their consoles exploded.
Severly underestimating consoles which haven't had these kinds of issues for a good while, plus if you're somehow still playing on an old system, you need to upgrade regardless and shouldn't expect any game at all to cater towards you
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Spirit is visual and audio. She has clear audio indicators to tell you where she is and on top of that she disrupts the environment when moving through corn or grass. This is obviously harder in indoor maps but it's also more difficult for Spirit to navigate.
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The main thing dragging Dredge down is maps and locker placements, certain maps simply don't have lockers in the right areas, and certain lockers just aren't close enough to the gens to properly apply pressure. This is especially true in daytime as opposed to nightfall.
That being said, Dredge is still a beast when played very aggressively. There's no penalty whatsoever to using his power except a cooldown so being aggressive is your best friend. This allows Dredge to apply pressure better than most killers. The key part is the remnant he can leave behind which can be used at all loops, and in the right situations, can easily catch survivors off guard for quick downs. This makes up for his slow teleport in daytime.
Nightfall heavily enables this aggressive style, and with the right add-ons, you will practically have nightfall almost the time. Everything said before is amplified to the max when used properly. Mind games, aggressive teleporting, keeping track of every survivor and never relenting off of them. If you can down another survivor before the next one is hooked, then the survivors will be too pressured to properly do gens. One is hooked, another has to save them and theoretically you'd be chasing someone before that which leaves only one person to do generators.
Obviously this varies from game to game, and Dredge does more easily lose his pressure depending on the map, and if he runs into a competent team of survivors who know how better counter and loop him. Still not impossible.
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@grandpa_general said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559848#Comment_3559848
Bruh ever heard of PTB? 🤡
Did you even read the changes she got afterwards that weren't even tested in ptb?
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As mentioned already by other commenters, the devs likely had this idea ready to go before the ptb went live and had already coded sometime during or after the ptb.
That being said, the first idea was so obviously bad that I'm unsure why they even went with it to begin with. Why not just go with the rework in the first place?
This just shows the weird inconsistencies within the devs design process because they push out things that obviously don't work in the game but then push out things that are fantastic for the game.
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That's because vault locations and pallets are two completely different things. Vault locations generally mean windows only as per the games terminology. Pallets are exclusively called pallets when being mentioned in game despite being something that can be "vaulted." When it says other vault locations, it's referring to other structures like walls or fences that can be vaulted like windows.
So no, the perk is functioning as it should and would be incredibly broken if it also blocked pallets for no effort on the killers part.
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Singularity is already unplayable enough as it is so this won't be happening anytime soon. While it's true he can replace biopods quite easily, the effort required to replace biopods and the general macro playstyle required to play Singularity simply don't yield equal results. He already knows where you are well enough when the biopod is disabled.
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@Pavel_Ch said:
I swear to god I'm on the verge of deleting the game. just nerf him and make it so that the killers don't repeat. I am begging you
Even if they nerf his tunneling abilities which is the only thing that needs to be nerfed, Wesker should not be made unusable simply because a large majority of players enjoy him
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@Livion said:
I've been playing billy recently and I got nice results!, Sure he has flaws and sometimes he feels a bit clunky to play but the results were mostly 4ks, I was playing in red rank IV so maybe people weren't that good but since I heard billy isn't what he used to is he really that bad?
First thing, your red rank doesn't really mean anything. Secondly if you're just starting to play Billy then chances are your mmr is just really low for him.
To actually answer the question, yes and no. Hillbilly is a viable killer provided you put time in to learn his techs, add-ons and how to best utilize his map mobility. Sounds good but the issue is two things. Hillbilly's add-ons are generally garbage all around and his overheat mechanic is just downright pointless, something even the devs have recently acknowledged. The second issue is that several killers can do what Hillbilly can do but several times better at a lower skill ceiling.
Before this overheat rework, Billy was considered one of the best killers in the game because of his insta-chainsaw add-ons that decreased the time it took to rev. While not as busted as Nurse, Hillbilly was a genuine threat but because his entire kit is centered around his overheat mechanic he can no longer properly keep up with good survivors the way he use too.
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It's a hex perk? It's sort of the idea for it to be powerful and massively affect survivors should it remain in the game long enough.
Rarely does it actually happen though. More often than not it's cleansed before the killer even a gets a hook. Sometimes it's two stacks at most then it gets cleansed or more commonly to the killer only gets one or two downs with exposed before its cleansed.
If your team is in such disarray that the totem isn't cleansed by the time the game ends, then that's on your team for making bad decisions, not doing totems and easily falling apart
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Still not how that works. Separate people are working on at least three different chapters at the same time and usually licenses are planned well in advance.
She's kind of the filler to keep people occupied after Knight and Wesker until Singularity and Alien
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First of all, Call of brine is one of the worst gen regressing perks now. If you want good gen regression, perks like Pop goes the Weasel, Dead lock, Pain Resonance, and Dead man's switch are good options. Pop will annihilate gens that are almost completed but require you to hook a survivor
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@Xernoton said:
According to their data Myers is fine. I'm not exactly sure how that is possible because he really struggles against anyone familiar with the concept of looping but here we are. I can only guess it has something to do with the people that play him being pretty good and one Tombstone Piece addon.
I'm kind of scared what they would do to Myers if they decided to change him. After what they almost did to Billy and now plan to do to Sadako I'd rather they don't touch him. We don't need survivors running around the map and grabbing fire arms to temporarily stun him from a safe distance.
Thankfully Beverly has acknowledged how stupid the overheat mechanic is. In terms of Sadako it's actually a good rework, but there's certain specific flaws that make it seem so bad. Easy changes.