Avatar

jmwjmw27

jmwjmw27

About

Username
jmwjmw27
Joined
Visits
0
Last Active
—

Comments

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597721#Comment_3597721

    Ok so the lenses is what I should probably focus on then? They give me a better shot at aiming correctly at the eyes, at least more helpful than the grips?

    That's what I would suggest, yeah. Range add-ons usually aren't too helpful for aiming but rather if you find yourself not able to get close enough in time for the save, but wide lens is helpful in that it *should* make it easier to register your blind if you're slightly off.

    Maybe try out wide lens with the yellow grip add-on on a sport flashlight and see if it helps. If the grip isn't necessary you can replace it with a battery of course for more usage.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596803#Comment_3596803

    BHVR would find a way to detect if a survivor is purposely trying to bodyblock the killer, and deactivate DS if that is happening. DS would also deactivate if the survivor is under the effects of OTR, to prevent people from stacking DS with OTR.

    How do you suggest this is done?

    Say a survivor is unhooked in basement, and the killer starts blocking the stairs as the unhooked survivor runs up, waiting out the basekit BT. The survivor is technically bodyblocking the killer. If the unhooker is also trying to leave basement, then they are right nearby, so hitting the unhooked guy also counts as a "protection hit".

    If you want this scenario to NOT deactivate DS (which it shouldn't, as if it did it would defeat the purpose of the perk), then you need an incredibly advanced system based on more than:

    • Killer proximity to unhooked survivor
    • Killer/survivor movement blocked by their hitboxes
    • Unhooked survivor proximity to another survivor
    • Unhooked survivor taking protection hit

    I'm sure you could build a system around this, but it wouldn't be perfect and I doubt BHVR would invest the development time in something like that.

    A much simpler, and more effective solution for your problem is giving DS, OTR, and basekit BT collision deactivation. So the survivor can walk through the killer, and the killer can walk through the survivor, like demanifested Sadako. Boom, no more bodyblocking. Even if the survivor starts running right behind their teammate, you run faster than them, so you can close the gap and once you're phased through them, hit the guy you're chasing. If the unhooked survivor wants to follow you around, then they will be useless and not doing anything for the team.

    As for DS with OTR, proposing that it deactivates with OTR is just silly. That change hurts anti-tunnel builds unnecessarily and encourages tunneling players that use OTR.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597689#Comment_3597689

    Oh, so it literally has nothing to do with the accuracy that the light will blind the killer at all?

    Yep. It doesn't make you more accurate in that sense. You can use add-ons to increase the width of the beam to make it a bit easier (wide lens) or increase the range of the flashlight, but that's about it

  • The flashlight accuracy add-ons (as well as the accuracy buff from the sport flashlight) decrease how much the beam sways/moves while you are holding your aim still. If you've ever noticed, the beam slightly moves around (unsure if in a pattern or random) while you're keeping it still, the yellow and brown grips will decrease this. People disagree on how good they are, I would recommend trying them out in a game yourself to see if it is impactful for you. Unfortunately I have not played on the switch so I can't give any advice there, maybe another commenter who has can help you out. Best of luck.

  • Like others have said, tombstone piece in general unless the survivors you're up against are smart and use lockers to counter it, in which case tuft of hair is better. Against good teams I don't think you gain enough time in chase from forcing them to find and use lockers to make it worthwhile over the permanent T3 vault speed, lunge distance, and instadown, which is great for camping and securing kills

  • Usually no. If the game is almost over I'll stay to say GG and see the killer's build and add-ons if I'm interested, but otherwise I'm on to the next match.

  • Nice change, it was always annoying to have your camera swing away in tense moments where you needed to know where to run as soon as you got unhooked.

  • On the killer side I liked the ruin + undying meta better than the current slowdown meta (after the undying change, not where you had to cleanse 5)

    chasing players off gens is more interactive for both sides than gen blocking, tunnel, pain res, pop.


    Survivor meta feels pretty fresh right now though.

  • This achievement can be tough but here are some tips that might help:

    • Using crows in chase against injured survivors to deny pallets/windows when paired with the Baby Shoes add-on (purple rarity, shows auras of survivors near your crows) will help you to get downs in chase [depends on survivor playstyle how effective this is]
    • Using the severed hands (purple rarity, spreads crow swarms between nearby survivors) to "double hit" survivors on gens/healing off hook can get you a down if the survivor is already injured [survivors will catch on to this, works well for a bit with lethal/floods/discordance though, there are many videos on youtube]
    • Using the thick tar (brown rarity, increases repel time by 0.5s) and using only one bird to swarm a survivor gives you time to shoot multiple crows at the survivor after that before they can repel, excluding lockers
    • Don't go for birds at melee range in the open, they are super easy to dodge

    if you find a survivor that does not play against the crows well and gives you multiple downs, try to down and slug instead of hooking where applicable so you can down them more times and get more progress for the achievement

    that's about all I can think of, good luck with it

  • @WilliamSN said:

    I'll always have a problem with built in mechanics that can potentially erase mistakes for pretty much free or in certain cases, make the "mistakes" the best play.

    If they prevent 3 genning, all it will do is encourage survivors to slam out the far out gens that the killer can't reasonably apply pressure to, because they won't be punished for it.

    We seriously don't need more basekit mechanics that reduce brainpower requirements from the game.

    The issue with this is that it becomes very hard to distinguish cases where survivors misplay and 3 gen themselves, and cases where the killer notices a 3-gen off the bat and defends that (so survivors can only apply pressure outside that area). Players have figured out during/after the chess merchant era that if a killer is defending a 3-gen from the start, it's usually best to do the rest of the gens beforehand anyway, as you might not have time to do so afterward (exception being multiple Potential Energy users on the team). If we try to implement a solution that you wouldn't have a problem with, it would need to distinguish these scenarios based on where the killer is patrolling (or lack of chases/hits, which punishes killers that are just outmatched/doing poorly) and reply accordingly. Not really feasible imo.

    I would rather a solution be a rebalancing of generator spawns as a whole, so that there are no possible 3-gens and also do away with gens where the killer just has to give it up for free because going there loses the game. Maybe adding more generators but changing safer generator spawns, like moving the Dead Dawg Saloon main generator to the first floor in the bar?

  • @ryokoryu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595941#Comment_3595941

    Not true on legion, time and again I predict it spin around in place and swing only to hit the pallet as they sail across it lunge or fast swipe

    Unless something's changed with legion in the Chucky patch this isn't true. The survivor gains the ability to interact with the pallet at the same time the legion regains control of his character, so you can just 180 and hit them if they try to instantly vault.

    Wesker's power is supposed to prevent survivors from vaulting the pallet after you do by hitting anyone who's too close after the bound, but there's a bug (or tech, not sure if it's intentional, probably not) where you can avoid it and dash back through.

    Wesker's bound is also good for pallets that have long paths around them so the survivor can't make it back to vault again or is forced into a 50/50.

    As for Chucky, I haven't played him yet but his situation should be the same as legion's. I don't think you are able to vault back over safely without being hit by him.

  • @Habil_K said:

    Please eliminate 99% heal, 99% exit, and 99%gen.

    Then I will agree.

    Why does the killer need something in return here? Balance doesn't (and shouldn't) hinge on long, drawn out 3 gen games.

    99% healing is only ever useful with resilience and made for this (which is getting nerfed soon) and isn't something that needs to be removed, if you really hate it that much, you can run sloppy butcher or another perk/add-on that inflicts hemorrhage and you will never have to worry about a 99'd heal again. As for 99'd gens, they're vulnerable to regression perks or just kicks in general, and I think they should stay as smart counterplay to deadlock and pig (as well as coordinating adrenaline timing, encouraging a killer to leave a hook before completing, or waiting so a survivor can use anti-tunnel perks).

    99% gates would be interesting to try on a PTB though to see how it feels.

  • Some advice for this challenge: blinding the killer while they're in the hooking animation counts, as long as you finish the blind before the hook animation ends. Since you're still blinding while they're carrying a survivor, technically.


    If you are not confident in your flashlight timing, I also recommend going for pickup blinds as early as possible, you probably won't get the save, but you will not be too late and therefore at least get a blind for your challenge.


    Best of luck!

  • Haven't had the chance to use it much though I have faced it before as killer.

    I wonder how effective it is when the killer zones you while breaking a pallet.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589745#Comment_3589745

    Blindness is a huge issue, especially Solo. Deny over 20 perks is one thing, its also deny survivors "basekit" that ability to see slugged and hooked teammates.

    Take away blindness, Nurse, Wesker, Blight still have a huge use to the perk. But it would make completely useless on others.

    Its going to be hard to balance this perk. At least I would take a slight nerf that Blindness dont affect basekit aura for survivors.

    I agree in thinking blindness shouldn't hide downed or hooked survivors. Although I think hiding your teammates' aura while you're on hook is fine, that might be the one instance where blindness actually impacts SWF more than it does solo queue.

  • The only issue I have with this perk is that every time I see it the killer just uses it to hard tunnel by finding the person who's been off hook if they ever lose them


    though you could argue that's more of an issue with the game and lack of good anti-tunnel perks for solo than it is UW

  • I also hope they'll be disabled in the pregame lobby. Fingers crossed that's the decision they come to after analyzing their data.

  • @Patokiller said:

    Resilience: Play bad, take a hit and receive this amazing 9% generator speed bonus!

    Deja Vu: Do nothing and BHVR will show to you the survivor main objetive (generators) all the time with 6% speed bonus. LoL

    Prove Thyself: Sit on a gen with your friend while you chat on the discord, maybe hearing music or telling a joke and get 10% gen speed everytime you do that.

    Dying light: Find the survivor, do a good move, get a hit, waste more 20 or 30 seconds, maybe winning a 50/50 mind game, break a pallet or two, pick the survivor, avoid a flashlight or pallet stun from his team, waste more 5 to 10 seconds to reach a hook, hope someone is not sabotaging it, hook the victim and IF THE DOWNED SURVIVOR IS NOT THE OBSESSION get a 3% (three times less) genetor slow speed bonus.

    What kind of thing the put into the BHVR's developers team coffee served while they work?

    Lethal Pursuer: Do nothing and BHVR will show you to the killer main objective (survivors) for free at the most important time with 2s aura extend bonus.

    Enduring: Play bad, get stunned by a pallet and receive this amazing 50% stun duration reduction bonus!

    Deadlock: Go AFK and make a sandwich, and slow the game down by a minimum of 30 seconds but often more, even against cheaters!


    We can do this all day, perks are meant to help you and give you benefits. There's no need to "us vs them" and strawman these perks like they're all incredible crutches that the "other side" doesn't deserve.

  • This game's community has a lot (or at least a loud minority) of people that want the other side to play in a certain way and will ragequit / give up if you don't. It looks like in this case, the players are angry at you for tunneling quentin, which is repeatedly going for a certain player until they've been eliminated from the match. It's a good strategy to win, but many people find it unfun and you might see people get mad / throw because of it. Note: Feel free to play however you want, you paid for the game, but you will see some people quit or complain if you do things that they consider unfun to go against. It's just how this community is. You can always hide endgame chat, and if they harass you you can report them.

  • It's definitely hard to balance DS. I agree that against certain killer's it's laughably bad, but I don't really know what could be done.

    One thing I've seen people suggest is disabling the killer's power for 8 seconds, so that after the stun ends they cannot use their power for 5 more seconds. I think something like that could be PTB'd - It will feel bad, but a killer like myers/ghostface/trapper won't use it to catch up anyway, while a blight or nurse will now have to walk to you for a bit, and against huntress/deathslinger you have time to run for cover?

  • @WesCravenFan said:

    Because Survivor mains believe Killers exist to entertain them. You are supposed to let them feel the thrill of the chase for THEIR fun, and if you happen to down one you need to let them off the hook. Oh, and no going after the same person twice in a row.

    Tunnelling? Scumbag killer.

    Camping? Scumbag killer.

    Regression perks so you don't lose all your gens in 2 minutes of chase time? Scumbag killer.

    Literally ANYTHING that doesn't let a Survivor get chased for long periods of time = bad.

    This is not why chases are fun, please stop projecting your view of "every survivor is entitled and toxic" onto survivors in discussions, I've seen you do it in several discussions and it never goes anywhere productive. Chases are fun because they are interactive and allow opportunities for both sides to outplay each other with mindgames, powers, windows/pallets, and movement. People dislike tunneling/camping because it is uninteractive for the other survivors, and slowdown because it increases the amount of time they spend holding M1. That's all there is to it. It is not because every survivor player wants you to be their personal puppet, and pretending that this is the case does nothing but turn this discussion into an "us versus them".


    As for OP's question, generally committing to long chases is bad because of the existence of powerful looping spots and gen times. Long chases that involve a survivor dropping every pallet on shelter woods aren't as bad, while a survivor doing the same on the game or running Garden of Joy's main window are, because you're not depleting resources or really getting anywhere. Meaning that next chase will take just as long, since survivors still have strong looping resources at their disposal, and gens can go quickly. I also wish the game was balanced around long and fun chases, but that's really hard to do without buffing camping/tunneling accidentally. If all gens took 5 minutes, you would still see a lot of people tunneling someone out to win and targeting weak links, even if they have time to hook everyone twice before killing anyone, because they want to win and it's the most effective strategy.

  • I don't agree with this change, if this were implemented everyone would just wait until the killer is about to hook to maximize the time wasted, or as long as they can while still remaining in a safe area. Now a survivor with DS can run to comp corner, you pick them up and have to carry them to a hook, which also brings them closer to a loop, so they wait until the last possible second, stun you, and can run to a nearby pallet. Agonizing for most M1 killers, and you still go down just as fast afterward versus slinger/huntress/nurse/blight.

  • Killers have always been able to block the save. It's possible to maneuver around them in most instances, instances where they block you from even reaching the hook have always been patched out eventually (RPD library hook, that one Eyrie hook).

  • Don't think this makes sense, you generally want to avoid miserable gameplay experiences, in general a survivor that is not having fun will most likely leave the game over trying to SWF in desperate hopes that it will make the game more enjoyable. I doubt BHVR is intentionally delaying changes to make solo players miserable - intentionally steering players toward not having fun is not good for player retention. If they are intentionally delaying changes it is more likely because they prefer to prioritize releasing a new chapter every so often, which is good for bringing in new players (especially if licensed) and money.

  • @xaplox144 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286219#Comment_3286219

    They still spent time and money promoting this #########

    The promotion and advertising team does not work on fixing DBD issues. And as another commenter mentioned, this work was outsourced to a team that doesn't work on DBD. So no "dev time" to work on DBD issues was lost, same with the team that makes skins for Feng Min.

  • @jmwjmw27 said:

    In any scenario where a guard spots you, you can prevent the guard from hitting you as long as you don't care about the Knight hitting you:

    When the guard yells and begins moving to where they saw you, run in the direction of the guard (the opposite of the direction they are currently floating in). This maximizes the distance you gain on the guard before the chase starts. Once the chase starts, keep moving away from the guard as much as possible, no matter if it's the carnifex or assassin you should have enough distance that they cannot catch up to you, you can even begin looping around a solid object. Just ignore the Knight completely, but be mindful of where you can run to if/when he hits you. If you use this strategy you can never be double tapped, and the Knight will have to hit you since he cannot bodyblock you or slow you down and the guard will never be able to catch up.

    As for unhooking in general: If a guard is chasing you, they stop when you attempt an unhook. So if the knight isn't close, you can wait for the guard to start a chase (or provoke one), then unhook and the guard disappears. If the knight is camping, use the same strategy against normal M1 killers - if desperately necessary, try to force them to hit you and then trade (don't get grabbed), or go in with a teammate and block for the teammate while they unhook. Be wary of STBFL and make your choice / devour hope (the latter two can currently be triggered using an exploit even if the knight is close)

  • In any scenario where a guard spots you, you can prevent the guard from hitting you as long as you don't care about the Knight hitting you:

    When the guard yells and begins moving to where they saw you, run in the direction of the guard (the opposite of the direction they are currently floating in). This maximizes the distance you gain on the guard before the chase starts. Once the chase starts, keep moving away from the guard as much as possible, no matter if it's the carnifex or assassin you should have enough distance that they cannot catch up to you, you can even begin looping around a solid object. Just ignore the Knight completely, but be mindful of where you can run to if/when he hits you. If you use this strategy you can never be double tapped, and the Knight will have to hit you since he cannot bodyblock you or slow you down and the guard will never be able to catch up.

  • No perks that:

    • Inflict incapacitated status effect
    • Reduce survivor movement speed / speed boost on hit
    • Remove/trade hook states
    • Uncomplete completed generators or add generators to the trial
    • Prevent a survivor from unhooking (like physically, such as when you're shocked by doctor)
    • Reduce/remove survivor stagger from falls that isn't tied to exhaustion
    • Prevent windows from blocking / make windows take longer to block off in chase
    • Increase killer stun time from pallets

    and nothing new that nurses can abuse please.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285961#Comment_3285961

    Sure sugar boy congrats on being a beast of a killer.

    You know who are the only people that are against a change or make fun of a change that does nothing but eliminating something that gets used to be toxic? People that do it

    That's... not how that works. I'm against this for multiple reasons and not because I teabag at the exit gates.

    1 - Whatever this perk counters, another method of being toxic that will make people like OP just as mad will emerge. Does X crouches per second count? Now survivors will do exactly one less than that. Has to be in the exit gate? Then they wait outside it and teabag right there, if they can. Can't crouch at all? Now they nod and shake their heads. They'll find a way to taunt you, and it's your job to not let it get to you, not try to ban every possible action that can make you mad.

    2 - How does this perk distinguish between toxicity and normal gameplay? What if a survivor is teabagging with their teammates they spawned near at the start of the match? What if you're playing against a killer like huntress/slinger/trickster and need to crouch multiple times around a loop, or are trying to dodge these projectiles as you run to the exit? What if you're newer to the game / on console and press the crouch button instead of vaulting / dropping a pallet?

    3 - The idea is just stupid. Even if you magically created a system that can always distinguish toxicity from normal gameplay, and punishes it accordingly, permanent loss for teabagging at all is a dumb perk concept and won't change anything (see 1). If you want to punish this type of gameplay, Freddy and Knight have certain add-ons, killers like Twins and Cenobite have bloodwarden effects built into their power, and you can also use bloodwarden to prevent survivors from leaving. This perk concept is a waste of development time for something that is not really an issue.


    A similar example to this suggestion is the flashlight click change. I, along with many others, am fully for this change overall as it was needed for epileptic players, but I was against the idea of not allowing survivors to re-click at least once to adjust their timing, so I was against it (changing rapid clicking in the way they did) without being someone who was doing it (spam clicking in the killer's face). So trying to equate everyone who disagrees to survivors that teabag killers is a bit disingenuous.

  • I don't see what video you're referring to OP.


    Anyways, pretty sure it does not classify as an exploit, doubly so if you've seen a mod post here saying so. If Myers can still hook you it doesn't really impede normal gameplay, so whatever.

  • Survivors hiding in the snowmen were fun as killer too, when people weren't tryharding and using them like health states to win a tournament. Some killers like clown and doctor had ways around them, so they were useless in chase, they certainly were fun to stealth in at times.


    But I agree, that when you're playing someone like wraith and everyone you chase jumps into a snowman whenever they can, it got old fast.

  • Making snowman hits count as a health state would fix most of the issues. I think Myers and Ghostface are the ones with a disadvantage there, which is sad, but at least it won't be as bad as before.


    Even though the snowmen were annoying as survivor-only advantages before, if what I hear about the killer using them now is true, then maybe it'll balance out. Snowman stealth strategy?

  • I used to be pretty anxious on killer when I first started several years ago too, here's what helped me, maybe it will help you:

    • Familiarity. The more I got accustomed to the killer role, the easier it got for me. I can still get anxious sometimes but it's not nearly as bad as it was when I started. What really helps is experiencing killer in a stress-free environment - playing against bots might help (those weren't in the game for me), but I utilized KYF games and youtube videos. By playing in a KYF with people I knew, there was no stress in playing the role and I could de-stress by talking to them on call as I played. I also got more accustomed to how killer works by watching others play the role. These helped me get familiar with the killer role and might help you.
    • Mindset. This might not be an issue for you, but for me it was something I needed to work on. It's different for everyone, but try to give yourself a reasonable, non-stressful goal starting out that you can accomplish without stressing yourself out. Instead of worrying about winning, or getting X amount of hooks, try going in with the goal of getting better with a certain killer's power, or learning how certain killer interactions work. Maybe you can try getting the hang of Pyramid Head's power, or have a goal to learn the best places to put trails to torment survivors. Something small that doesn't depend on winning the match can reduce your anxiety if you're stressed about performing well. If you're able to, the best goal to have is simply to have fun, but that's not a realistic expectation for everyone - killer can be stressful!

    Best of luck learning the killer role. It can be a blast to play sometimes and I hope you enjoy it!

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282861#Comment_3282861

    Feng farmed Ada for a free health state. Feng should have been injured at that point in chase. Hitting Ada literally does nothing for me after her unhook unless she goes down. I would actually lose pressure because she is no longer on the hook. So going after Feng would be rewarding her for farming Ada. Especially given that Ada still had 30 seconds she could sit on the hook. Like I do put most of this on Feng decision to unhook. She shouldn't have. She is banking on the killers sympathy to make a poor choice to turn her choice from very bad to amazing double chase time.

    As for Ada, maybe I am overthinking her actions assuming that shes trying to greed resources hoping for me to let her go and going after Feng making which again changes Fengs action from being a really poor choice to an amazing chase reset. I still say Ada's best move was to run in front of Feng both because the main building would have been there and because it would have put Feng between us. Her second best move would have been predropping that pallet to add distance. However the craziness of the chase could have clouded these thoughts.

    Regardless of Ada's motivations I stand by that Feng farming Ada is the reason main Ada got tunneled. The situation I as the killer was in was do a HUGE throw in wasting the past 45 seconds just to reset a chase and lose the pressure of the hooked survivor, or go after Ada because of Feng's misstep. Like I think that the base kit endurance is great for intentional camping and tunneling but in a case like this I would have previously had the option to slug at the unhook, which is essentially her not getting unhooked, and start a chase with Feng after 2.5 seconds as opposed to 14. I don't get why this onus isn't on the Feng mainly and worsely if killers do do the throw tactic to be nice it encourages Fengs type of gameplay because she would have literally gotten a free unhook with killer chase reset for 12 seconds of Ada mending.

    You could have hit Feng there. You had enough time to go from Feng's side and get a free hit as she finished the unhook animation (If you went from the side you did in the video but aimed for Feng, Ada could have chosen to block or moved, we'll never know). I don't think Feng's unhook was amazing either, but unless Feng told you herself in endgame chat that she was banking on you being nice, this could just as well be her just... Unhooking. Simple as that. Maybe she has a daily or archive. Maybe she knew where her teammates were, and thought that running for the save after failing the oppression skill check was the best play. We can't say. But it is disingenuous to assert that Feng made that play hoping you would play nice, and that it is in turn Feng's fault you decided to go after Ada despite being able to get a free hit on Feng as the unhook completed. (Side note: you don't need an excuse to tunnel, you're welcome to do so whenever, you bought the game play it how you want. Just don't blame others for how you choose to play.)

    When it comes to Ada, she is clearly not very experienced at the game, she ran past multiple pallets she could have known were real and was trying to circle around a random object as you downed her. I would definitely not attribute that to "greeding resources" when she could barely hold a straight line - you can see her pathing losing her distance as she passes one pallet by a stone wall. Her best play was probably to take the hit then hold W to either shack side or the jungle gym by main, depending on where her teammates are doing gens. But expecting her to play a chase optimally (or suggesting she predrops a pallet!) to avoid getting tunneled is unfair to her, I think moreso when her chase after the unhook clearly indicates she's newer or has less experience.

    As for Feng "farming", I don't think what she did was farming. If the Ada was more experienced, that unhook and hit would have been fine. You said so yourself that if Ada predropped a pallet that you would have been dissuaded from chasing her, her position even after that hit was still decently strong. And you could have hit Feng as she unhooked, so it wasn't the safest unhook ever, but I don't have the context of the match to tell you that that was necessarily a good or bad play. What was a bad play from Feng was not taking the hit and instead clicking at you lol. I agree that the play you made was optimal, and it would not have been optimal to go for Feng, but it being the optimal play doesn't make it Feng or Ada's "fault" you chose to play that way. I don't think it's fair to expect either of them to know your mindset of wanting to play optimally and try to offer you a free hit and entice chase / try to become too hard to tunnel respectively. Feng saved her teammate, Ada tried to run away. You chose to capitalize on their mistakes. No one's "fault", even if misplays were made.


    As a side note, did you get any bloodwarden/black box or agi/mad grit value that game? I think your build looks pretty fun, wish I saw more builds like that.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282867#Comment_3282867

    Ah yes the last second switch mentality that earns you no killer interaction in my games.

    You want to try hard with your items/prepared loadout survivor main character, be annoying or whatever -> i won't interact with you. Have fun holding M1 or die trying to get my attention.

    At least that was how it usually went with last second switchers. Not saying you are the same, i don't know you and your playtstyle but that's my answer to that particular mechanic.

    I don't last second swap items. I was only mentioning it since, with this mechanic in play, the OP's complaint about killers bringing lightborn or whatever in response to items is able to be negated entirely (and is not a reason the killer shouldn't be able to see survivors in the lobby). I personally don't care about last second swaps. I last second swap to my high prestige survivor, because I want to play my favorite survivor without waiting in the lobby for 10+ minutes. If you were to ignore me the entire match because of the swap I wouldn't mind. More time for me to do archives.

  • Coal Tower and Wrecker's Yard

  • I'm fine with killer seeing survivors - if you really want to, you can swap to a different item at the last second so the killer can't counter it, and you can use anonymous mode to prevent most profile snooping / lobby shopping from killers. What I don't like killers seeing in the lobby is survivor prestige levels, as I have to last second swap to my high prestige survivors or it'll take me 10 minutes to get a game with how many killers dodge my lobby.

  • As other commenters have pointed out, you decided to hit and then tunnel Ada before she had any agency in doing anything. And in almost any situation where you are physically able to avoid chasing the recently unhooked survivor but choose to do so anyway, you're tunneling, and your actions are not "on" any survivor. There may be cases where survivors enable you to do so, or make it easy for you to do so, but it's ultimately your choice to continue pursuing them. If you want to tunnel to win, or for whatever other reason, just do it, but don't act like it's the survivor's fault you want to play in that manner.

  • No, as the above comment describes. There's really not a good way to use his power in chase that feels fun to go against. Shift W from loop to loop as he drops a guard instantly, and repeat until you're eventually cornered somewhere and he gets a free hit. Rinse and repeat for a down.


    There is one fun thing I like to do against the knight that I don't see many others do (I only play solo queue), which is "stealing" his guard away while he's chasing someone else. If he plops down a carnifex and the person he's chasing makes distance, I intentionally let the carnifex chase me so the knight can't use his power against the person he's chasing for a whole 24 seconds + cooldown. 16 seconds if it's assassin or jailor. That is fun to do, but not much else.

  • @JustAnotherNewbie said:

    I actually think I may have encountered this, but is it really a bug? Or is it an add-on?

    I think these stack blades fast? But someone who knows better correct me. (Taken from the DBD wiki)

    Ji-Woon's Autograph: A signature from the celebrity known as The Trickster.

    Sore as his wrist was after hundred of these, it was invigorating to know he was so in demand.

    • Increases initial Throw rate of Blades by +1 Stack.

    Fizz-Spin Soda: A limited edition can of soda promoting NO SPIN.

    High sugar and caffeine content.

    • Increases initial Throw rate of Blades by +2 Stacks.

    Those add-ons are for throw rate, the speed he throws blades at. One of his old iridescent add-ons used to make knives deal more damage to the meter the more you hit without missing, but it was removed. The only way for trickster to currently deal more than 1 bar of damage with a knife excluding bugs is the combo CBT137 mentioned above, dealing 150%. So the behavior OP is mentioning is most likely some sort of bug, though I've never seen it myself.

  • I think they'll nerf it by changing the 24 meter radius to a radius around the gen, instead of one centered around the killer. It's a super nice perk to have but as usual a bit overtuned on Nurse (especially with lethal pursuer in tandem)

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281333#Comment_3281333

    Lol,not people use E for distance,because getting hit through dead hard gives you a speed boost,so its just as broken as before,you just have to time it better.

    It's not nearly as broken as before - now you have to get hit for any sort of distance, whereas before the survivor got enough distance to reach a pallet/window regardless of what you did. If a survivor can't make a window, dead hard doesn't change that - the killer can just wait behind them and swing if they enter the vault animation. Nowhere near as broken as before. As for pallets, the endurance lasts less than the animation, so it's possible to time a swing at a pallet. Even though it's still close to option select, it's much weaker than the previous "E for distance and drop" that had literally zero counter.


    New dead hard is not nearly as broken as before - but it is still good against nurse and blight especially, so I prefer this version over the old one.

  • @Veinslay said:

    Lol at saying Eruption is carrying killers. Wow it helps the killer play the game for longer than 4 minutes and it requires a ton of setup and a timely down! How awful! You know what perk is carrying teams to victories they have no business winning? Circle of Healing! Takes 14 seconds of setup at the top of a main building or where there's no gen and boom free infinite fast healing for an entire team the whole game for 1/16 perks. It makes 90% of what killers do useless. Perk has single handedly ruined this game

    Kicking a gen doesn't really require a "ton of setup". You can easily kick a gen near a down/hook, before you start a chase, or even during a chase. High mobility killers like Nurse and Blight make this easy but it's viable anywhere. I had a perkless solo queue match today where a demogorgon with the whistle add-on brought us to dead dawg and used CoB/Eruption to hold a 3 gen from the start. Took 25 minutes to break it and only because a teammate had a boon and the killer wasn't amazing at the game. I don't disagree that CoH can be a problem but it's not relevant to the eruption discussion. Solo queue teammates can't even tell if a non-obsession is in chase, and have no way to reliably know when a teammate's going down to get off of the gen without having line of sight on both the killer and the survivor being chased. If it's not meant to be "countered" by getting off, then it needs a duration nerf or a new effect entirely like blocking the gen, because forced 25 seconds of doing nothing for trying to do the objective is not balanced and doesn't feel fun. You can't even always "just go to another gen" to avoid getting incapacitated since killers will often hold 3 gens with this perk and can also apply eruption to every single gen. It makes 3 gen setups miserable and is a pain in the ass to deal with playing solo.

  • The only aspect of this add-on that I think is unfair is camping - it is nearly impossible to save against an infinite tier 3 myers in places like the basement, and he can usually guarantee two downs for an unhook no matter where the hook is.


    Outside of that, I don't think infinite tier 3 is much of an issue. You could probably bump the stalk requirement up if Myers got some buffs, like actually being able to stalk multiple survivors, and making the stalk drop-off less harsh.

  • Two perks for each side no one's mentioned yet:

    Overwhelming presence - Not good at hampering item use. I can't recall a single instance using or facing it where it's gotten any positive value. Franklin's demise is better in most aspects. A numbers buff or simply disabling items in the terror radius is a boring change, so I don't know what should be done with it, but it definitely needs updating.

    Save the best for last - After 6.1.0, I think it's a bit overtuned at high stack values. With 7 or 8 tokens you recover before survivors' speed boosts even end. I think they should rebalance the numbers so that the cooldown can't be reduced below 1.8 seconds (what you could reduce your cooldown to before 6.1.0) and in return make the first few tokens more impactful. Might be a complicated change, but would give it value on killers without special attacks and make it more impactful at the start, without making it too strong. I can't think of any interactions this would negatively impact, it takes 2 seconds to insert a tape so Sadako players would still be able to deny tape insertions with enough stacks.

    And on survivor:

    Repressed alliance - A very simple change, I think this perk is mostly fine where it is, but they should switch the activation condition to F (secondary active ability button) either when you can also apply blast mine / wiretap, or at all times (for consistency). Simply so that you can apply blast mine / wiretap without applying repressed alliance if you so choose. You used to be able to apply blast mine before repressed alliance, but now you have to waste both if you want to use one and have both active. Not a huge issue, but it was fun blocking generators after blasting the killer with blast mine, and now you can't do that.

    Diversion - I don't think there would be an issue if this perk was able to charge while in chase. Distortion can, and has a much more powerful effect. Additionally, this would prevent you from being unable to use it at all against a killer like scratched / vanity mirror Myers.

  • They can still save by having someone vault in from the window or pallet, then having another follow to get the save, but it's really nearly impossible to save from basement without giving the killer even more value than you would just sitting on gens and letting them die. But this isn't really a trapper problem, it's a basement problem, a lot of killers become incredibly potent campers with basement in play.

  • A lot of people in this game, or at least the vocal minority, will find a reason to complain no matter what you do. Just do what you like, keep the endgame chat on if you're looking for positive interactions (though they can be rare), and don't let negativity dishearten you. I found that preventing players from messaging me outside of the game helped limit toxicity.


    If you want to still bring map offerings but want less complaints, since sending yourself to an indoor map as a stealth killer is a decent advantage, you can try using an offering for outdoor maps that still have good stalking places for ghostface, like Ormond or Dead Dawg. Or just stick to indoor maps and filter out the hate. Totally up to you.

  • I'm not a fan of anime and wasn't super thrilled we got an anime crossover in DBD, but I guess as long as the "non-horror" aspects are made horrifying / can be interpreted as horrifying when implemented in DBD sure, give us more content. It's easier to implement non-horror crossovers as survivor skins, and a lot of things can work. I think I'd be a lot more picky with killer skins. Can't think of anything specific.

  • I personally have not noticed an uptick in these behaviors. Making noise initially is unoptimal, but usually not intentionally griefing. Some players just like to get places fast and don't care if a fast vault alerts the killer.


    In the past month or so, I can only think of one person who refused to unhook me and only a few instances of survivors immediately fast vaulting / throwing a pallet off of spawn.

  • @lemonsway said:

    They already have a solution to Camping and to making Tunnelling harder. Just rework Pyramid Head's Cages into the game's natural Hooking process. Every killer triggers an animation, survivor is sent away and there you go, 1 less hook state. They can even have different animations for each killers.

    You can change all Hook Perks to work with this aswell, which gives anti tunnel Perks new strength since you already have a big headstart. And you now also give killers their hook perks. Some perks will actually benefit from this. Make Your Choice is easier to procc, Devour Hope stacks are easier to get aswell, etc This solution buffs both sides in numerous ways. Makes saves easier for survivors so absolutly no one should be left behind because the save was "impossible". The quick animation also gives killers more time to effectively patrol gens and spread pressure. Buffs high mobility killers but gives less mobility killers a quicker way to apply pressure where needed without wasting time and risking pick up saves.

    Pick up saves would only really work in locker scenarios but those are being written out. Pallet saves won't really happen either. Some perks need to get reworked. There's a reason to change some other barely used perks like Buckle Up, Boil Over, Flip Flop.

    The process eliminates the need for slugging too unless for some reason the killer wants to. Given that base kit UB might come in play then there's a natural counter to it despite not being needed much.

    Honestly it's something that should definetly be tested.

    There definitely needs to be some tuning if they're going with this. PH's cages can easily be camped, and he can actually guarantee a down off of a cage save if he's got good timing (anti tunnel perks/basekit BT are nice, but won't get you far against good killers if they smack you immediately). A larger range/shorter timer for teleporting would be nice, but that would need to be balanced to prevent a killer sending it away every time survivors get close and any other edge cases that crop up.


    While teleporting away solves camping if survivors can quickly rescue, there are also instances where they can't, or the killer can make it there just as fast, and that needs to be looked at as well. Because then the killer can just camp that new location. It also would require reworking a large portion of the game, including basement and basement related achievements.


    It's definitely a hard problem to fix and I can't say I have a 100% effective solution myself.

1 … 13 14 15 16