johnmwarner
johnmwarner
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/634948#Comment_634948
Deploying a fix inside 24 hours?
Bug fixing is not that easy, man. Not by a long shot. It's not as easy as ctrl-f to find the offending code.
Hell, the code for Sprint Burst may be fine. It may be an error in the code for cooldowns. Or in the tomer. Or in the Exhaustion status effect.
And even then, I'd bet there's, at least, 15+ lines of code just for the Exhaustion effect itself.
Bug fixing is like knowing there a needle in a haystack, but all you've been given is the right country for the haystack. You still need to find the right state, then if it's a town or city, then which farm, then which barn, then which haystack on your own. THEN you can start looking for the needle (bugged code) itself.
As for disabling the perk? I dunno; maybe the engine prevents that? I don't know what's going on on the development end to tell you.
It CAN BE that quick. Look st WoW as an example, I’ve seen bugs caught and fixed literally within hours if they created issues for multiple players and unfair balance
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@LazyGhost25 said:
@Locker_Monster hear me out before you open your mouth im not talking about game balance im talking about them needing to update the coding and glitches we have enough killers and survivors so we need them to focus on game coding then the dlc's.
Same thing, @Locker_Monster is right they have a team for coding, a team for balance, a team for clothing, etc. just because they are working on the new killers doesn’t mean they’re not working on coding and bugs.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/634697#Comment_634697
I love survivors who go from pallet to pallet throwing them down immediately. They always think they've ran me for a long time but it's always cause I'm using them to get rid of key pallets.
I just had this, by mid game his teammates have no safety... annoys me when teammates do it too
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Oh on top of perks, how about pallets?!? People who literally stand at a pallet for 10-20 seconds waiting for the killer to come to them... just run first and don’t waste the team pallet idiot
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@ClogWench said:
Dead Hard. People use it just to avoid a hit, typically while looking behind them and end up running randomly around in an area or into things, when it has a lot of better uses. Getting to a pallet or window faster, getting over bear traps, even bodyblocking a hit by getting in the way of the killer swinging to take the lock-on but avoiding the damage.
DH of course, yeah I don’t use it because of that reason there is a big skill gap between just meh as a perk and amazing
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Thanks both!!! I need to practice more then
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@NoShinyPony said:
@kermit_snacc_choke A killer disguised as a survivor can't work because of SWF.
A shame too because I think that’s one of the most suggested killers now. This isn’t a balance talk but there’s quite a few things SWF and comms make invalid
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@Kenshin said:
dedi servers are around the corner anyways. so dont waste your time.
Not soon enough, ugh can’t wait
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This would be good, even if all the killer did was moved directly in your direction constantly it would give you a chance to learn loops under pressure, then practice mind games later
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@DaS_only said:
Ghostface is an unfinished product. His whole revealing mechanic is broken for both sides. It works when it shouldn't and it doesn't when it should.
This is the problem, I can stare at him from 5 feet away and not break him... or glance across the map and get the reveal bonus... no rhyme or reason. I play him for BP because I have 40+ gateau on him still and he's alright, kind of meme-ish
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I base it on hooks not kills, if I hook all the survivors twice it’s a win for me, so much so that after that I just let them all go and grab as many points as possible
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I’m not opposed to the OP stuff either, everyone can use strong perks... and if you spend the points to buy Insta heals then go for it against me I don’t care. If I get enough hooks and I really feel the only reasons I didn’t kill the survivors is because of insta heal or a key I still feel like I “won.”
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Good idea, I’ve actually been hoping for some kind of solo zone option to practice nurse for example
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@ReikoMori said:
I think the only real reason Legion got gutted was because even with the bugs and exploits fixed survivors would have kept complaining about not having real counterplay. Even though Legion had an incredibly hard time getting proper downs due to being a 110%ms m1 killer. That is my biased opinion. In a more logical opinion I feel that the devs just wanted to take the path of least resistance and cut everything way back and move on.
people hated legion and nothing will ever change that
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It’s not always intentional tunneling though, sometimes one player is just the worst at stealth or the one you always find for some reason.
When people say tunnel I always ask, “you’re the only survivor I saw was I supposed to pretend I didn’t?”
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@Gocee said:
I have been following the game since it came out on the pc and started playing it on the ps4 as soon as they brought it out. One of the things that makes the game still so enjoyable for me is the fact that I can create extreme builds (anti-slug builds, luck builds, all exhaustion build etc.) If I couldn't play around because the points would go over the cap it would take so much fun out of the game for me.
I can see this being a problem, lots of streamers use random perk wheels for example. But something that gave incentive to use “lesser perks,” would be nice
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I think Perks should be wroth different points, like a fantasy football thing. You can have DH and adrenaline but then you don’t have enough leftover for DS and BT for example. This would force people to use some of the lesser perks
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thanataphobia seems to have gotten a following after streamers started running it on plague to “punish,” non cleansers. When really even at 4 stacks you’re better off running something else to slow gens like ruin or pop
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/616097#Comment_616097
After thinking about it thoroughly I kinda want to say all exhaustion perks benefit different types of players.
Dead Hard for wall hugging pallet loopers
Balanced Landing for building loopers
Sprint Burst for structure routers (people who tend to skip a pallet and run away from loops unexpectedly after breaking line of sight)
Lithe for people who like ninja builds (lithe, dance with me, quick and quiet, lightweight)
Head On for meme gods
Personally I perform best with Sprint Burst. I've just had a 4 gen chase without a break AND escaped against a rank 3 Freddy (solo). That guy lost a rank because of that game and "reported me" without naming a reason. The salt was real.
Total chase time during that game was about 5 minutes. Craziest game I've had in a long time. I would like to upload that game on YT but don't want people to see my gamertag.
I think this sums it up there is no “best,” perk just what improves your play best. I don’t loop well so DH usually buys me like 5 extra seconds. But the stagger reduction of Balanced has been huge.
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DH is better the better you are at looping because it lets you extend the loop to almost double time
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The theory is the less survivors alive the less you need the slowdown I guess
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@RakimSockem said:
I don't think you realize the complexity of what you're asking.
There are 5 totems on a map, 7 generators, and 4 survivors.
You're saying that ALL 5 of those totems can't spawn near a generator OR a survivor. Do you realize how little of the map is left once you take those into account especially on smaller maps? And that's also keeping in mind that the totems need to be spread out from other totems.
The totems would all end up in corners of the map basically.
The new School maps actually need allow two totems in the same building or basement
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@Carlosylu said:
Ahm... Not to disagree but... Sometimes you need to learn to be patient, time on the hook lets your teammates have free time to do other things, if they didn't unhook you before you struggled ok, you can complain, but if they did unhook you but before they did they finished a gen or opened a chest even when close to you, you need to undestand patience is important in this game, that's why survivors complain on teammates who try to unhook themselves instead of letting others use "their time" on hook for more important stuff. Being hooked and waiting is also an important part of teamplays.
I know you have a minute for each stage, I’m talking about hen letting you get to struggle phase on first hook or even dying on first hook early in a game
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@TRB124 said:
Maybe if the devs balanced the game more then there would be a lot less DC’s.
First pic is obvious, the killer brings an ebony mori so the SWF bails presumably after the offerings screen. I’d be a bit annoyed too if I wanted to play with friends and the killer brings ebony because they see SWF.
I see survivors DC against killers with notoriously OP add ons. Like prayer beads, extra blinks etc. I’m not condoning DC’ing but I can see why they’d DC. Why stay in a game where you will be slaughtered when you can join another one in less than a min?
and this is why they’re going to introduce timeouts with deducted servers. Don’t wanna play against mori that’s fine DC, but now you have to wait X minutes before you can queue again anyways. When things don’t go exactly our way we don’t quit
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I just can’t get myself to use Tremors over BBQ the blood points are too good
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The totems on the new preschool maps are generally pretty solid, they need to fix all the maps ASAP. Between pallet balance and totems
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/600578#Comment_600578
I still don't see why they couldn't leave old Freddy in. It's not like they touched him over the course of 2 bloody years
Nothing would change if they never supported old Freddy again
this would mean old Freddy never got to try new perks from new killers, pls freddy players would whine about that.
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For addon I like the one that doesn’t let them wake from fails and any for slowdown in dreamworld
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I’m not sold on MA yet just because it only affects half of the time, although if it helps landing he first hit to put them to sleep it would be good
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/600578#Comment_600578
You are right that multiplayer games patching always their characters and classes with nerfs and buffs, but a rework is more.
As example, I play in wow a warrior (def and arms spec) since the end of classic, a frostmage since the end of wod and a holypriest since the begin of bfa.
All those classes and specs feel still the same, as they had in the years back than and of course, all those classes and specs have got their nerfs and buffs over time.
Nerfs and buffs are common and the way to go. Reworks on the other hand... They are just a no go.
Funny you use WOW as an example. Druid used to have 3 specs, now 4, that was a significant rework. Shadow priest is drastically different than before. Remember when DKs could tank in all specs? Those are serious REWORKS
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Games do this all the time, patching or changing things. They also addressed your pre rework suggestion it would require maintaining and balancing two characters
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Pallets are a more fun “surprise,” but I feel like that’s wearing off. Snares work better for me because it helps anti loop
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Yep I stack them and sometimes play GF as a zero terror radius M1 killer because I’m bad at stalking
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@Boosted_Dwight said:
He was only out for one day so I doubt survivors are gonna do well against him yet.
Correct, they haven't learned when to wake up or how to play around Snares/Pallets.
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@Huntar said:
Discordance is the only perk in the game that gets worse when you level it up. By increasing the period between notifications, you're getting less information, and know that survivors left the gen more slowly. Every other perk that you don't want to level is very specific, niche circumstances (like keeping Whispers at rank 2 on Pig so that you can crouch just beyond her TR range so that survivors don't get that hint that you're coming), whereas Discordance is worse in all circumstances by leveling up since it's impacting the core utility of the perk.
If they wanted to keep the increase timer on the noise notification, they could also add a secondary effect that adds a check every 4/2/1 seconds that turns the gen white if the survivors have gotten off the gen since the last noise notification. This way, you'd actually get added information from each level of the perk.
we should be able to run a lower level perk in these rare cases
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@Acromio said:
You loop him just like every other M1 killer.
Except for snares, and your loops will include palletes which may not be real. Not saying he’s top tier but it’s not quite that easy, almost though sadly
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/592251#Comment_592251
There's like, what, 10 people who didn't want Freddy reworked while basically everyone else did? He was unfun to play against as a survivor and frustrating to play as for most killers.
doctor is 100 times more unfun to play against IMHO
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/592182#Comment_592182
This rework wasnt made for freddy mains, it was made for the people who never play freddy. unfortunately
I wasn’t even a Freddy main,l but I wish they would have used these abilities on a new killer and left him alone.
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Are there any “Freddy counter,” perks that you think everyone will run tmw? I’ve saved addons and Gateuas so I’m planning on lots of games... wonder if I should wait a few days though to play as Freddy
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It’s a mess, that they deem low priority it seems. Add in the fact that even after waiting you still see rank 10 killers against rank 4 survivors (not talking SWF) and it’s even more mind boggling
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I think people need to say what rank they generally play at, some jills perform better against good players than bad and vice versa oddly enough.
also being addon dependent isn’t really bad unless my they’re ultra rares, the others you can get stacks of easily.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/585520#Comment_585520
This is true...against solo survivors who aren’t that great he can stomp them. What killer can’t completely stomp newbies? Billy still can’t pip as well as most killers though because chases end too quickly.
When against good survivors at red ranks Billy’s viability plummets while Spirit’s sky rockets. Billy cannot deal with SWF groups and loops. Spirit simply does not care whether it is an SWF group or not.
Not trying to make this a Spirit vs Billy but there really shouldn’t be that much of an argument about who is better especially in red ranks.
Yep, I agreed 100% spirit is strong against good players but billy can end it quick againdt bad ones
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Bully is so strong at ranks 12-20 that’s why most people complain. Mind game and aren’t needed so in a way he’s better than Spirit at that level.
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Okay thanks guys!
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@KillermainBTWm8 said:
There is an option to trash it. I personally want it to stay. 60k blood points is tasty.
This, if I get it on someone without a Mori it stinks but I just delete it. It’s worth the chance to see it every once in a while
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This would result in only 2-3 survivors, at least at higher ranks just like the killer situation.
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You don’t lose out on points, you can replace it with a different ritual.
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Uhm, Rancor? Devour Hope?
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The player base isn’t big enough to survive if they ban people, that’s why they rarely even threaten that.
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The teams you’re describing are rare, and they are beatable but you’re right you have to either use the top killers or crazy addon combos. The problem is BHVR makes it easier otherwise rank 15-20 survivors would never live and as a result the higher ranks are busted.