Avatar

dwight444

dwight444

About

Username
dwight444
Joined
Visits
1,504
Last Active

Comments

  • who plays this game with pips on their mind outside of doing some sort of challenge???

    just play the game and try to have a good match

  • killer-wise, my matches are mostly fair and I don't feel like I'm being mismatched. I don't expect to get out every match or to be able to loop every killer, some players are just better.

    however, I don't escape much and it's usually related to my solo queue team being as inefficient as possible and playing in a manner that's flat out detrimental to the macro of the match

    so for me, solo queue sucks

  • this should have been a given when they released this or at least shortly after tbh lol.....

  • why do ppl assume 4 man SWF = god tier team all around......could just be 4 friends who enjoy playing together?

    high mmr is a diff story but ppl see or assume it's a SWF and immediately think that's why they lost

    probably not

  • nah

    played my first game this morning only for a healthy Meg to:

    1)run in front of my pathing to shack

    2)bodyblock shack pallet entrance until killer was behind me so I could get hit


    typical dbd solo w/ idiots

  • majority of knight chases it becomes painfully clear the killer player has no idea how to perform in an actual chase; dodge their power a few times and force them to engage in chase mechanics and they are mostly terrible. Not surprising but it's something that I've noticed enough that it stands out

  • losing cause of bad teammates and then being dropped into mmr w/ even worse teammates

    that is something

  • ain't no way bro said perks gotta go

    this the guy tunneling you off hook

  • @tyantlmumagjiaonuha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644331#Comment_3644331

    I played Survivor, and you can see who is chasing you on the HUD and see if their heartbeat is close, and you can also see the killer's stain. Can't you see the posts above? Survivors are not incapable of action and are equally given visual information.

    seeing someone in chase on the hud is useful but outside of knowing the killer is on someone it doesn't do much else.

    seeing the stain? well, I'm already in chase at that point so it's not telling me much that I don't already know or can't figure out

    killer seeing all of the gen auras? well, that's pretty useful information cause now you know where to go or even where to set up and wait for someone as has already happened a few times in my games. Have had killers just wait in the vicinity of a gen and get a free hit. Yes, I look around but it's a lot easier to be surprised in this mode.

  • def a flop mode and personally the novelty wore off fairly quickly but to be fair:

    yes there are chests but that's a time waste in itself and you're not guaranteed anything useful. It's not like all 4 players are coming across chests and doing them and getting medkits

    the progress is minimal and it's probably just so you can hear the gens since you can't really see that far. Wouldn't call that 1% or w/e of progress an 'advantage'. Definitely not more of an advantage than the killer still seeing the gen auras so they know where to patrol

    def feels rushed as usual tho

  • def a fair expectation to think your game mode would be compatible with all available killers within said game. as usual seems like half effort on their part and just wanting to push something out just like the player cards

    it being a limited event and serving as a test is prob the only reason I could see them not fully fleshing it out before release but still, it's disappointing cause it follows a clear pattern at this point that's hard to ignore

  • would be nice for killer to not see hooks either which I assume is not the case since I see them walking directly to them

    seems fair since we, survivors, see nothing

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644021#Comment_3644021

    I agree that chasing a survivor for 3 minutes or something is a poor decision. Still I don't think he should get a reward for not even activly contributing to the objective.

    A very high pick rate means that this perk is strong if not overpowered. It is however everyones choice to bring whatever they want. It may be boring but its theri chase. At least thats what I would say about solo-q. Teams with 4 adrens can kick dirt.

    If you put your life on the line on purpose then sorry you are not going to get a free escape. People are way to cocky because they rely on adrenalin so much.

    So I don't think having them to at least contribute a small amount to the objective is a bad thing.

    but he is contributing to the objective - if it were not for him wasting so much of the killer's time then the others would not be able to work on gens uninterrupted. He is in chase and not going down meaning 1) we can do gens and 2) we don't even have to go and unhook him because he is looping effectively (this is in a perfect world, because most times in solo q the other 3 are NOT doing gens or 1 is just going around wanting to be the hero with his flashlight or he's doing nonsense like totems)

    high pick rate doesn't make it op if you can't last til the endgame. You can put it into a new players hands and it could be meaningless. You also get 0 value til the end. If you make it to the end then your team is doing something right.

    If you are focusing 1 survivor and he is looping you for 3, 4 or 5 gens, that is on you. Adrenaline did not help him escape, he did that all on his own, adrenaline did not get him there.

  • @BugReporterOnly said:

    I'm sick and tired of 6 second swapping. Once in a lobby they shouldn't be able to swap anything except perks.

    hell yeah, damn that Nancy-turned-Dwight last second!!!!!!

  • @Atom7k said:

    I kind of disagree with everyone.

    It is absolutely demoralising ot get hit by 4 adrenalins. I think the main issue with this perk is the same issue we have with WoO. It's the high pickrate.

    But even then it is a really strong perk. The point I think where its unfair is, that it will activate no matter what youve contributed to reach the objective. So even someone who was just edge map camping half the game will benefit from it.

    Mostly the survivor you have been chasing for way too long gets a free huge second chance if not escape.

    The only change I'd like to see is, that you have to have at least repaired 1 1/2 gens (in %). Which means you complete one solo and one with another then you get your adrenalin.

    what does high pick rate even mean here? everyone in the player base could pick it, doesn't mean you're going to see it activate on everyone

    as usual, if you're spending 'too long' chasing the same survivor then that's poor decision making on your part and that type of player is exactly the type of player who deserves to be rewarded with this 1 perk during the end game after wasting so much of the killer's time w/ only 3 perks all game which may or may not contribute to his lengthy chase (meaning he could have brought deja vu and gotten 0 value).

    also if you're getting hit with FOUR adrenalines, well, sorry to break it to you but you lost the game a long time ago...

  • this is why we have pallets and loops

  • @Pulsar said:

    I don't think he should be Blight-lite. His power is EXTREMELY oppressive at all loops.

    He's also extremely difficult to see and I often find myself straining to see him. Likewise, at a lot of loops, it feels less like I'm being outplayed and more like I genuinely can't see him, like old Spirit.

    I like pretty much everything else.

    indeed

    mind games feel less like 50/50 & more in his favor. Even if you see him I think you just react a lot slower than someone of normal height, it doesn't register as quickly imo

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624803#Comment_3624803

    Yeah but here the killer isn't even bleeding them out. He just knocked all four of them down then went back and hooked them

    yeah ik,I was more so piggybacking the other guy's point that bhvr wouldn't take action either way as they see slugging in a vacuum w/o any context

  • @tippy2k2 said:

    ...you realize you can't report someone for bleeding four of you out, right?

    Well I guess you can but it's not against the rules and therefore nothing will happen

    which is absurd

    I'll have a killer on video humping me under a hook til I bleed out and will get the usual 'slugging is not a bannable offense' ok but I think this beyond slugging, it's just flat out griefing and keeping me hostage

    bhvr has bots for support who read the same prompt

  • @LeFennecFox said:

    Why are people upset about this? They could now buff the gen kicking perks while keeping them from being abused to afk in 3 gen.

    because he prob is a 3 gen main

  • not op

    boring? sure

  • ^^^^ but also why would they need to killswitch a survivor

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614842#Comment_3614842

    Looping? That's so 2020.

    WoO turns many (if not most) survivors into pre drop and Shift + W machines. This makes the game extremely boring. You cannot mind game Shift + W and it reduces the interactivity in chase (arguably the most fun part of DBD). The killer plays more against the map and perk than the survivor themself, while the survivor stops thinking and follows the glowing yellow boxes. Truly riveting gameplay. Zoning doesn't work in this situation either.

    If WoO went on a cooldown every X seconds, it would actually encourage looping because that would eliminate its other use. You would still know where to go and buying yourself a bit of time by looping would reward you with more information.

    I mean these guys are pre dropping and running away anyway, woo just helps them stay informed as to where they can do just that

    the people pre-dropping and not being efficient with loops and resources are exactly who benefit the most from this perk: beginners

  • to not be sent to swamp or rpd

  • lame

    left/right on a pallet until you get your power, use it to hit survivor/force to another loop

    repeat

  • @coco_shotz said:

    I actually really like him and think he's a great killer with a surprisingly fun design for this game! However, I will say that as a survivor I've experienced mostly hard tunneling while playing against him and maybe this is where alot of the negatives come from.

    yeah tbh. Most of them have played like that at 5 gens + pain res & pop and it just makes for an exhausting experience after a few games. Granted, people play like this anyway but this has felt more common with this killer

    looping has not been fun considering he can mind game even the smallest objects; dodging his charge feels like I get more success when they're on console

    I used lithe in a match yesterday and he closed the distance immediately and got the down; feels like as a survivor you have to play perfect whereas he can make mistakes and just power through

  • this isn't a big deal so much as the fact that spending BP is still cumbersome and the 'fast' option isn't available til you prestige once; they could do away with some of the redundant animation and speed the process up some more

    otherwise, what's the big deal with just unlocking a T1 perk for all and just getting it to T3 via the blood web? Seems like you're going about the path of most resistance by going for P3 on every character

    who even goes for doing this for all characters?

  • @JPLongstreet said:

    Is anyone on PC going to wait for fourteen minutes while I painfully try to type out a single sentence with my controller??

    lmao

  • I mean it's really slow in these cases, at least in my experience. I don't think I've ever unhooked due to the mechanic. Once a teammate is in the vicinity it just becomes irrelevant imo

    but also, just go push him off the gen and chase him ??? If you want to stand there guarding both then that's on you

  • @Dogma_loki said:

    Adding new characters is doing nothing for the multitude of core issues this game has.

    I don't get why they don't just take a step back from chapter after chapter and just work on bugs, reworking problematic killers or subpar ones, add-ons, existing perks, etc

  • @BooperDooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592752#Comment_3592752

    You still need to be able to hide in certain situations, coordinate in helping your teammates survive whether thats taking hits or being able to time hook rescues or picking up downed survivors or distracting the killer, making sure you don't end up 3 gening, making sure gens are completed in a timely manner, survivor isn't just purely m1 and being chased.

    Like ofc you can boil it all down to holding m1, but survivor is more complex than just holding m1 and there's a lot more survivors need to be aware of to escape consistently. And this is 1 point in my argument of which you pointed out, the other reasons are still very much valid regardless and points to why this is a valid issue that needs change.

    sounds like being in chase is the learning opportunity you seek. Learn to loop, lose the killer, mind game , etc -- all stuff you will pick up more quickly while being in chases as opposed to just observing from afar as you do 5 gens. Trial and error.

    I guess you 'learn' how to take hits but it's mostly a bit of common sense & situational awareness - gates are 99 and your teammate just got unhooked and is gunning for the gate, you are healthy, you take hit if it's clear that hit will get him out. You can pick up on this during your end games where the situation arises and just see how other players behave (sometimes anyway). The part you can't learn is actually being willing to take the hit, some people will absolutely refuse to lose a health state for anyone, you don't learn that part, that's just the type of player you are and your awareness

    timely gen completion and 3 gens will likely be out of your control beyond your own actions. You can't dictate whether or not your teammates are efficient or their level of awareness

    with that said, being able to loop has benefits that trickle down to a lot of the gameplay you mentioned. If you can loop then you're buying your team time to do gens, hook save, pick up, reset, gates, cleanse noed, etc

    I'm not a great player but I do recall starting out and disliking the game cause I would die instantly. It wasn't fun but it's a learning curve and eventually you'll get the hang of it. You might just die a million times before you get there tho lol

  • I find I end up being altruistic during EG to save my teammates and very rarely is it reciprocated

    hell, some matches I will go and save someone and that guy bolts it for the exit. No thought of resetting, nothing, they are straight up out

    long story short, sometimes it is best to just leave. Solo queue is not meant to be fun

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591451#Comment_3591451

    They have said that about many things, including facemaping. Yet, they are working on solutions to improve those issues.

    Talking about a solution: Base kit DS (conspicious actions disable DS) or just a regular DS buff to 5 second stun so the perk becomes very powerful again. Tunneling should get punished, and thats a great way to.

    they just bring pop & pain res each game now

  • @mizark3 said:

    It certainly is annoying, but is super easy to deal with in the vast majority of circumstances.

    1. It can't be used if the Survivor is injured, so spreading pressure protects the Killer from an unwanted pickup.
    2. If the rescuing Surv is shadowing the chase the entire time, the Killer has 33% gen slowdown. That's better than Pentimento.
    3. The rescuing Survivor has to run during the hit CD of 2.7s, or reach ~11m distance. Outside of Ripley's Light Step, they can be seen and heard (only seen with Light Step), and most times give a free hit in the attempt (either during or prior).
    4. Even in the worst case scenario of the combo going off, the Killer still gets to hit one of them to prevent any other Endurance effect, and the FTP user can't heal for 60s to use it again. As such, simply hit the originally downed Surv after pickup and down them in chase normally again. Alternatively bodyblock windows/pallets/chokepoints and get a free hit or 2. If a Killer is taking ~80s (Broken+Heal timer) to down a single health state in chase, they have greater problems than this combo.

    Should it exist? No. Is it a problem? Also no (assuming the Killer has a modicum of skill/functioning brain).

    ppl don't consider this and just look at things in a vacuum

    they throw a tantrum that their long chase has to restart and it will take them another million years to down a survivor and it's not their skill blah blah blah...

  • good perk w/ the right build

    useless in solo q cause your teammates are unreliable when it comes to gens. Or unreliable in general when it comes to efficiency during the match

  • mfs just be wanting everything nerfed

  • wth does it mean to escape less than 1 game

  • has its pros and cons but I think now I'll just have that Meg who is snuffing every dull totem telling me to mind my business and worry about myself

    ######### teammates will remain just that

  • what exactly is a bannable offense in relation to unsportsmanlike play, if any?

    I feel like anytime I submit a report I get the usual 'this is not a bannable offense' response; like what else does the rep think a Ghostface is doing when he downs me as the last survivor, picks me up & drops me in front of the hook, and then teabags me til I bleed out?????

  • people really want Chucky?

    bit underwhelming if true

  • @HugTechLover said:

    Instead of just giving up, how about trying to learn something from your matches against blight?

    Learn some skills and counterplay against him.

    there are some where it's a gg tho, can't lie

  • @Coffeecrashing said:

    Why on Earth was this map re-released before being rebalanced? This was one of the most miserable maps, with it's outdated broken loops, and it didn't get updated?

    this is the BHVR way

    push now, fix later

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576408#Comment_3576408

    Last time I checked survivors were almost uncatchable with that 3% boost? that's still the same.

    First of all if you can only pull of dh once that's on you. If that was the case then Dh would have never been a problem. You use it in scenario's where the killer loses if they decide to delay aka right before a pallet. but even putting that aside there are more ways to get in deep wound. Styptic agent medkits for one. Getting tunneled and hit on unhook that i thought was everywhere. MfT has a build in way even. OtR has 80 seconds of endurance who's only downside of being able to turn off by hitting of hook early are countered by this version of MfT

    Standert killers move 0.6m/s faster then survivors and have a 2.7 second cooldown on hit. Survivors have a 1.8 second speedboost of 65% (or 6.6 m/s) on hit.

    So you make (6.6*1.8) + (4*0.9)= 15.48 meters of distance before the killer can move. Then they catch up at 0.6m/s

    That means that if you dead hard and only run in a straight line it takes (15.48/0.6)+2.7= 28.5 seconds to catch up after hit

    Add MfT to this now. The standert killer now only moves 0.48m/s faster and still has 2.7 cooldown. That survivor also now moves 68% or 6.72 m/s for 1.8 seconds

    So you now make (6.72*1.8) + (4.12*0.9)= 15.8 meters of distance. Killer catches up at 0.48m/s so it takes them (15.8/0.48)+2.7= 35.6 seconds

    That's 7 free seconds with no looping, no pallets, no window. Just straight line till hit again

    For comparison let's look at Overcome

    It changes the on hit speed boost to 3.8 seconds. So you gain (2.7*6.6)+(1.1*2)= 20 meters of distance which takes the killer (20/0.6)+3.8= 37.1 seconds to catch up. That's 1.5 seconds longer for something that's gone after the effect. literally a single loop and MfT comes out on top

    Is it as strong as before? Ofcourse not. Can you still make good use of it. Yes, unless you're the biggest of meta slaves. This version of MfT is still better then 75% of survivor perks. It's not that hard to get in deep wounds if you want it. And if the killer decides to not follow after you deadhard then they aren't tunneling and you're already forcing them into misplays.

    Any half decent player could get good vallue out if this. Not as much as something like sprint burst ofcourse but that doesn't mean it's "useless"

    There is a big gap between busted and useless that you are refusing to see.

    bro you had to do all that math to try to justify that it's still worth running.........slap on SB or lithe and save yourself the trouble, less computation involved

    too situational to be a better choice than running another perk that gives you better control of when you use it

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576057#Comment_3576057

    I think MfT will be fine for solo. Slap on Dead Hard and you have a neat combo.

    Will it be the absolute best way to guarantee victory? No, but it will be a fun combo that you can pull off effectivelly pretty much every match.

    Dead hard is still in the top 10 of perks so a lot of players enjoy it and this perk fits perfectly with it. It doesn't need to be a powerhouse to not be bad.

    Don't get me wrong, it's nerfed a lot. I don't think it will be meta anymore.

    But there is a very large margin between meta and "obliterated into uselessness"

    It's fine, it will still see play.

    I think it's just a lot of kneejerk reactions of 3k+ players who forget that they don't represent the game as a whole. Mayority of players will 100% still be able to play well with this. It's still as powerfull as it was, just more tricky to activate.

    it is useless my guy

    who wants to waste a perk slot to maybe get use if they manage a successful dead hard once? Not twice cause once you use it that killer is gonna wait it out the second time and godspeed if the killer swings and misses

    once you do get mft, great, now you need to run around with a dark, bloody screen hampering you and if the killer leaves you well, time to mend

    it was better off with a timer or something, this is useless and is immediately out of my rotation

    juce is not worth the squeeze

  • introducing broken stuff and then fixing it is not very cash money

  • @Nazzzak said:

    Speaking from only personal experience, any time I'm tempted to let go it's because of team mates. Nothing to do with trying to avoid a DC penalty. I played with two P100s the other day, evidently a duo, and another solo player. One of the P100s was getting tunnelled, so I jumped in and took aggro so he could get away. I ended up downed and hooked, and you know what the P100s did? They spent the whole time pointing at me from a distance and tbagging. The other solo player was in chase and ended up getting downed. I naturally just let go on hook. I then spectated and watched them do the same thing to the other player, who also eventually just let go. I'll bet the killer had absolutely no idea why I let go, and probably assumed I was salty. Nope. Just bad team mates.

    ditto

    if I let go it's usually after my team establishes that we are not escaping or at least I have no chance because I'm on hook and can see 1 guy running around cleansing dull totems or just hiding while the others don't do gens, hide, ######### about, etc.

    I think at some point it's clear you're dead and there's not much you can do about it (besides loop killer for five gens) so I just call it quits

    this is just a normal solo experience tbh

  • idk but this is so stupid

    even the current system is slow albeit it's still an improvement over the old system, waste so much time having to see the new level I reached as if it's not already clear

  • how do u stealth 'skill' getting chased right off of the hook.... ?

    you're already at a disadvantage with -1 health state, any non bot killer is just gonna wait out the endurance and you're going to take the hit at one point or another, the entire game is predicated on that

    expecting the average solo queuer to loop 5 gens after first hook is a stupid expectation to have

  • well, I never knew about this

1 … 5 6 7 8