konchok
konchok
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@SailedSavage said:
this happens every other game to me (last 10ish seconds). I'm very clearly on the other side of the pallet and yet I'm forced backwards and drop pallet on the side next to killer. Took a year off due to unstable servers, terrible balancing and awful queue times. Only thing that's changed since is the queue times. See you in another year maybe
Sailed Savage, if you're under pallet and you are not holding shift, you will throw pallet in front of you. If you hold shift you will throw pallet behind you. Look at the footage, were you holding shift?
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/3174439#Comment_3174439
They fixed his hitbox because it was bugged. He was literally gliding through survivors half the time.
Let's be clear here. You were not going through survivors, you were missing the hitbox. The hitbox is invisible, what you were seeing was the player model, and that is what you went through.
The size of his hitbox was intentional (even if it was smaller). So this is in fact a buff and not a bug fix.
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It's a bug. But one that could be made into a feature in my opinion. Give me a good reason why Rancor shouldn't work this way. Not liking being mori'd is not a good reason.
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I've said this before and I'll say it again. Let Solo Queue see who the killer is in the lobby. Being able to get that kind of advantage should narrow the gap between solo and swf.
This would require BHVR to also disable chat in the pre game lobby. (this is to prevent the sharing of the killer with individuals who are in a SWF)
After making the change monitor escape rates. If the escape raters go up too much then buff killers. But I want this to be entirely clear, this is absolutely intended to Buff solo queue survivors.
I think it's important that we do not punish SWFs, I think SWFs are fine, it's solo queue that is hurting.
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@Pulsar said:
I really disagree with base-game issues being "solved" with perks that are locked behind a paywall.
I agree with you. The individuals that need this perk the most are new players. And they're probably not going to be able to get it.
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The old system was worse, This system is better. If you can't see that than I don't know what else to say.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3166814#Comment_3166814
Blight can just confirm at windows where wesker has to zone super heavily or risk missing easily. I can't think of any window that's strong enough blight can't catch you at.
Any hit that Blight can get at a Window, Wesker can as well, but the reason for Wesker being stronger is that for the windows that Blight would not hit, Wesker would still go through the Window without losing distance.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3165728#Comment_3165728
Except blight has massive mobility and 5 rushes with much more distance. Hits that are free on blight would miss on wesker by a mile. Pretty insane he has about the same recharge as blight using 5 rushes with what seems to be longer cooldowns for the most part
Oh I'm quite aware of the downsides compared to Blight. I have many many hours on Blight, but he does have some advantages compared to Blight. For one Wesker is much stronger around windows than Blight, Wesker also has built in slow down that Blight does not. His increased terror radius also has some really amazing synergy with specific perks. Is Blight stronger, yes. But Wesker definitely has his own strengths.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3166755#Comment_3166755
So what you're saying is that Wesker is an M1 Killer with mobility.
Most people already know this
That's not at all what I said.
Wesker has a ton of strong points. If I use his power on the final attack, I don't have to go through a pick up animation. If I use his power, the survivor has to give away their location after getting unhooked or they give me the power to one shot them. If a survivor tries to use a window I can either hit them at the window or be immediately after them with my power. He has the ability to play around very strong pallets without breaking the pallet. You can use his power to body block door ways or windows, many times for free because survivors assume you're going for a hit.
In terms of strength he's comparable to Oni and Artist. He's hard though, skill wise he's very similar to blight. But a lot of the skill of playing Blight transfers through to him.
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@Romovati said:
https://forum.deadbydaylight.com/en/discussion/comment/3165728#Comment_3165728
Well you need to see if they are even dodging or not because if they do you easily miss but if they play bad and don't even pay attention you can land the hit because they are going in a straight line. This shouldn't be a thing to rely on survivors playing bad and not dodging so you can hit them. Then what does skill matter with him?
So something I should be clear about. I'm pretty sure I play wesker very differently from most. For one I use the Unicorn Medallion always and two I only use my power for downs with one token. This means that If someone is trying to juke, they'll wiggle so much that I'll just hit them with an M1, otherwise I get an easy hit with his power.
I only use 2 tokens when I'm traversing the map, catching up, or I'm positioning myself to block access to a window or escape path. If others were playing wesker like I am , they would see how strong he is.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3165863#Comment_3165863
He wasn't S-tier because he had those bugs.
The word you are looking for is potential. He had the potential to be S-tier, he wasn't because you had a low camera and his collision was garbage.
Wesker, likewise, has the potential to be absolutely amazing. However, due to his bugs, he isn't actually good right now.
And my point about Wesker was that, with Blight, you can control where you Bounce from, you can even adjust mid Rush. With Wesker, considering his absolutely horrid collision right now, you have to fire when you think you're lined up with a Survivor and pray for the best. There is no opportunity to adjust to throw Survivors into something that does have collision. (the snowbanks should have collision, seriously, why don't they)
I can see where you're coming from, but honestly I see Wesker now the same way I saw Blight when he was new. Just learn to play around the bugs. If you do, Wesker is still very strong and anyone who is going off about the bugs is just missing out on getting better with him. By the time the bugs were fixed on Blight I had already mastered him, that was when most people only started playing him.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3165709#Comment_3165709
I have.
You can control Blight, you can't control Wesker's Dash.
What are you even saying, I was responding specifically to your video, in it there was a very clear explanation why something happened. I've played Blight since the PTB and I remember people just like you complaining that Blight was garbage because his collision was trash, and you know what I knew then, just like I know now. Blight was super strong, even back in the PTB, but sometimes people can't see past the bugs. And do you remember what happened, the bugs got patched out one by one and now Blight is considered S tier. But do you want to know a secret? He was S tier even with all the bugs.
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I'm landing more than 75 percent of the hits that I go for, which is comparable to my Blight hits to be honest.
I bet you didn't play Blight on the PTB. That was the most frustrated I've been when playing a killer.
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@Regulus47 said:
All I'm seeing is he's already plenty strong, he just needs the teensiest little bit of skill. If he's already 4King every game then I fear what will happen when the developers cave to the whining and fatten his hitbox to make it a guaranteed hit every time.
Yikes.
Yeah I agree, I kind of like how aim is really important. I will say though that maybe the hitbox should get a bit bigger the closer you are to his full length.
For example for near shots it should be as it is now, but if you've used 2 charges and you're at the full length maybe it should be a bit bigger, because those are the hits that are super easy for survivors to side step.
What I've done in my own games is to use the Unicorn Medallion and then only use the second dash for mobility or blocking a window and not for attacking with.
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At least post a video. Otherwise all I can say is "Cool story"
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Snow piles do not have collision. If you push someone into one, they will get off for free. Have you not played Blight?
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Add-on - Unicorn Medallion is a must - Use 1 charge to attack , Use 2 charges for map traversal (catching up to a survivor). Do not try to attack with both charges, if you miss with the first accept the miss and charge your tokens back unless you're certain you can get the second hit in. But if you miss that second hit, admit to yourself that you screwed up.
Second add-on can be whatever.
I've tried all sorts of builds, but the one that I've had the most success with is
Sloppy Butcher, Caulorphobia, Jolt , Infectious Fright.
If I had things go my ways always, first hit would be with his power second hit M1 to get Jolt value. But honestly If you get the second down with his power that's awesome because you're rewarded with your power.
Note: Once you start using the Unicorn medallion, it's like crack and you can't take it off. You've been warned.
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@Renfear said:
https://forum.deadbydaylight.com/en/discussion/comment/3163420#Comment_3163420
How bad can you be to miss so many bounds?
Can we all agree that you're both bad?
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If I was playing with someone who stealthed all game, I could see a situation in which I would let the killer carry me around to find the last survivor.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3160765#Comment_3160765
Think about it like this:
You're playing an instadown killer like myers and a survivor unhooks somebody near you. As you go to punish them for their misplay, the person they unhooked is constantly bodyblocking you with OTR. You either hit them and eat the endurance which gives the healthy survivor more than enough time to make distance
Or you try to get past them which often doesn't work because bodyblocking killers isn't that hard.
It's not a bad play on the survivor end to do this, but it isn't quite fair because you're trying NOT to tunnel, but they are forcing you to.
I don't see a problem with the scenerio that you brought up. At that point the survivor has made it clear that they are willing the risk of getting tunneled to protect their team mate. Just like with any protection hit, hit them and then go after them or the other.
I hear all the time , I shouldn't have to follow the survivor rule book, but what about the killer rule book. Apparently some killers think that it's against some unwritten rule to body block with BT after getting unhooked.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3161978#Comment_3161978
It has not even been 24 hours. Most people didn't have 2.1 million BP saved like I did to dump into the game immediately. Some people are waiting to get paid to buy the DLC too.
https://forum.deadbydaylight.com/en/discussion/comment/3162167#Comment_3162167
Survivors are allowed to play in any manner they can "get away with". But what they are not allowed to do is make a decision to finish gens before rescuing friends and then get mad at the killer that just lost 1-2 gens and is now defending a hook instead of giving away a free unhook. In the instance of gens before friends - you made your choice.
Who said anything about getting mad. I was simply saying that with the perk you can play in a greedy way that will no longer get that individual killed.
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@Pulsar said:
Yes.
He is that bad.
His power hitbox is way smaller than Demo's Shred. It feels like Blight's swing hitbox after he uses his Rush, it's tiny and very hard to hit. He still gets stuck on obstacles, his power takes a while to recharge and he's difficult to use.
I've had the opposite feeling. I've been absolutely wrecking with him. He seems like a hybrid between Blight and Legion. And I've already gotten to the point where I am using his power to attack almost always. And it's such good slow down because now they have to either be infected or go across the map to get the antidote. Wesker is high A tier. In my opinion he's only slightly weaker then Blight.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3161379#Comment_3161379
Sorry but being able to use it more than once per hook state is abusive.
https://forum.deadbydaylight.com/en/discussion/comment/3161431#Comment_3161431
How long does unhooking and healing take? Does it take 90 seconds? It does not. You need to remember that most of the game as killer is you chase one person while everyone else can do whatever they want. Mathematically during the first five minutes of any game you can expect a killer to be keeping one person busy during the majority of that time. This is a fact based on the idea that chases take a long time.
Killer's speed is X/4 compared to one survivor. If two people are still on generators that is 2x relative to the killer. If we consider that one person is always on the hook and one person is always being chased ( which is a false premise) then the killer needs a multiple of 8 to "catch up" to two survivors.
It doesn't take a math genius to prove that base regression speed for killers is too slow.
https://forum.deadbydaylight.com/en/discussion/comment/3161755#Comment_3161755
Do you know the problem with the scenario you listed? You decided to finish the gen before you rescued your friend. If you always rescue the friend first then camping becomes far less likely.
The problem is that you know that finishing the gen first and getting the rescue right before the next stage is a better outcome. What you fail to realize is that when hook timers were increased it was so you have more time to rescue against a camper. It was not intended as "more time for you to finish gens before making a rescue".
The problem is that is exactly what most people want.
All I can say is that you're super entitled to think that survivors are not allowed to play optimally. I'm a killer main, look through my history if you don't believe me. All I did was explain why it was a strong perk and in your view I committed a cardinal sin for assuming that survivors shouldn't play efficiently.
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Alright, I want to stop all of this non-sense. This perk is legitimately a strong perk and I'll explain why.
This perk isn't just strong against campers, even though it's that too. But it's especially good at one very common scenario. You're nearly finished with a gen but someone's on hook, you finish your gen and the killer comes back to the hook. (very common because the killer is going to want to punish you for prioritizing the generator) At which point the killer can force a trade or get a grab or even force death. In this situation you activate the perk and someone else can get the save while you're getting chased. That situation would have been game ending before and that's no longer the case.
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It's pretty obvious when they're hacking in my opinion. I had a game where it was 4 survivors all with dead hard that would hit it perfectly every time. This was before I knew about purposefully missing to get them to trigger it, but yeah that game was beyond annoying.
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@GoodBoyKaru said:
Can't play him without hurling and can't face him without feeling indescribable sadness because Blight mains haven't showered since 1902.
I'll have you know that I shower on the regular. After every match in fact. I save the sweat from the match and then use it to bathe myself with. So get out of here with your baseless assumptions.
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What if I told you that 100 percent BP isn't going to be enough to stop people from playing as Wesker. You can either play survivor and get some extra BP or you can wait in Queue for a long long time.
I know which one I'm doing and it isn't earning BP.
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This is frustrating to me, on one hand I know how unfair coldwind map farms are, but on the other hand, while you play individual tiles well your macro gameplay is non-existent. This is a game that you could have won, so your argument using this particular game is actually showing the opposite of what you intended. If I were a developer the conclusion I would come to is that this map is balanced and that weaker maps should become more like this map.
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I also agree with this. I'm not sure what to even suggest honestly. In my opinion , Dead by Daylight has always been rough for new players (killers or survivors). There's a number of reasons for this, lack of perks, initial struggles with getting bullied, I remember getting obvious smurf groups when I first started playing killer and the insidious bubbas as survivor. A lot of those bad things motivated me to get better, but I also don't think that those were the fun parts of DBD and I hate to see it be an even larger issue now, then it was when I was new.
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@Bran said:
Won't stop me face camping as Cannibal.
We appreciate your dedication
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@AnchorTea said:
It makes playing Trickster in high MMR bearable
That says more about trickster than if the perk is balanced. I feel that the regression that's applied with the perk is a bit overtuned with the other changes from the last major patch.
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Not every game, but I often will. Funnily enough I give door. That's because most games I play blight and it's easier to find hatch when I'm not carrying a survivor. So I'll drop them by the door and zoom off to find the hatch, then come back and have them open the door.
But how often do I do it, about 20 percent of my games. However, if someone kills themselves in the match I'll basically give it unless there are some real bad manners from the other players.
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The incentive is fun matches. Baby survivors are not fun.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3133130#Comment_3133130
Borrowed time(the perk) adds 10 more seconds. OTR is 80 seconds. DS stun still accomplishes what it's designed for. Get off their shoulders on pick up. Make sure to get downed near a strong pallet or window. If you can't get anywhere and start your looping again. I don't know what to tell you. That is directly a skill issue. But let's not act like there's not options against "tunneling"
It doesn't matter how many seconds are added if the killer hits you right off of hook. Those perks do not prevent hard tunneling at all.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3133070#Comment_3133070
Decent ideas, but I wanted to specifically address SoloQs killing themselves on the hook. I wanted to make the game healthier.
One of your ideas is flawed:
2000 points in survival for being the last survivor to escape if all other survivors escaped.
Survivors far too often hang around until the last possible second of Endgame Collapse if killers don't push them out and this would make it even worse.
Fair enough, that one doesn't need to be included.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3133072#Comment_3133072
Survivors always had the means toearn paoints until they are removed from the game. The risk of elimination is part of the design. Dbd isnt a team deazthmatch with respawn, its an roundbased objective driven game like CS or R6:S. Survivors can get eliminated, killers have a time limit in the form of the time it takes for survivors to cpomplete the gens. The quicker you do gens, the less time killers have to do their objective, remove survivors from the game.
Your last paragraph also only rings true if the devs decisded to randomly mix up the game without the intention to chamnge the balance. But they explicitekly designed this patch tonerf survivors because "killrates are less than they want them to be"
I don't think the intention was to make focusing down survivors one at a time was the intention. The buffs were intended to shorten chases, if anything I think they thought that this would help cut back on tunneling if killers didn't feel frustrated.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3133072#Comment_3133072
Who cares ...? It's up to the survivor to perform well enough to get more then "no points" There are PLENTY of ways to prevent tunneling at this point. If you can't "get any points" That is on you.
There aren't plenty of ways. That's why this is being discussed. If you're being tunneled off of hook, your only protection is the 5 second BT. If a killer is intent on tunneling they will eat the BT and continue the chase, rather than wait it out and risk any other endurance effect and the only other protection against tunneling is DS, which gives so little distance, it is very unlikely that you'll get to a pallet before the killer is able to recover and down you again.
And unlike completing a single generator the game is super killer sided after a survivor is killed. Now if something is going to be soo powerful for killer, survivor should have the ability to protect themselves.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3132730#Comment_3132730
It's really not though. Nor do I care about their definition of what they think tunneling is. Or how unfun it is.
I don't see survivors letting up on their objectives. Do you ?
The point that they made, which you are ignoring. is that when a survivor is tunneled out of their match, they are kicked out of the game and earn no points. This is regardless of whether or not they played well. The killer robs them of the ability to participate. This does not happen to the killer if a generator is finished quickly.
In addition to that, generator times have recently increased. Therefore it stands to reason, that if survivors have less ability to "tunnel generators" then it would only be fair to reduce the killers' ability to tunnel survivors.
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I don't necessarily agree, but I do think that survivors should be earning more points.
Here are some of my suggestions
- 500 points for completing the first generator or last generator (This can be earned by anyone that is on that generator when it completes)
- 100 points for recovering from dying state
- 2000 points in survival for being the last survivor to escape if all other survivors escaped.
- Great skill check when healing another survivor can be doubled to 300
- Protection can also be increased by 100 to become 300
- Escaped can be increased by 100 to become 500
- Cleansing Totems should have their bonus increased by 500 points. (1500 for non-hexed, 2000 for hexed)
With these changes, I feel that survivors would escape with a lot more points.
Killer bp is basically perfect, but I do think there's one change that I'd make
- 2000 bp in the sacrifice category hooking each survivor twice. Right now, getting to 10k is impossible if you don't get to end game collapse. This would allow for 10k even if you kill all survivors before end game collapse happens and it would encourage spreading hooks. You cannot get the bonus if you one hook any survivor.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3130581#Comment_3130581
Just like you cant tunnel a survivor.
Tunneling a survivor was defined very clearly with the first post. And it was clearly explained why it is bad form. And based off the definition provided, it is in fact possible to tunnel a survivor.
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Not just solo queue. Any S tier and A tier killer that is played by a main (meaning an individual that specializes with that killer) are winning the majority of their games. I get that trapper and pig may feel bad to play still, but giving global buffs to all killers is not the way to address that.
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@Adjatha said:
Sure are a lot of brand new, less-than-a-week-old forum accounts that seem to be made solely for the purpose of complaining about specific killers, usually with incorrect assertions (Nemesis can either injury OR smash a pallet, one whip strike will never do both) or boilerplate complaints (nurse too strong!!!).
Almost as if there's a sudden surge of forum members making fake accounts to complain in the hope that the boosted volume will be seen as an actual problem and not the incredibly transparent bid to get specific killers massively nerfed, like they did to Freddy, Deathslinger, or Wraith.
You're reaching some conclusions based off of speculation. The forum has always had new users come in with opinions that are not influenced by the general meta. There's no conspiracy here.
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Reassurance gives a visual indicator to the killer that the survivor has been given additional time on the hook. In addition to that, the killer is given free map pressure because the survivor has to get off the gen to trigger the effect, and generally will force another survivor to come in for the save. All that reassurance does is prevent the killer from forcing struggle/death.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/3120132#Comment_3120132
Wait What? Spirit can sneak up to players? I mean, technically you could if the survivor doesn't play with sound :)
Faster move speed + a 12 meter terror radius is not much different to Michael at tier 2.
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The fact that they are at high MMR is exactly what is getting them killed. Right now killers , specifically Blight and Nurse are completely overtuned. And at high MMR the majority of your games will be verses Blights and Nurses. Guess what games are also an almost guaranteed loss.
I've talked about this in other conversations. I main Blight, at some point with the new update I expected MMR to catch up with me, to start facing stronger survivors. And to be honest, I'm getting them. I'm getting the survivors that have unlocked every achievement, that have 3k hours or more, that are at prestige 15+ and I'm getting them back to back. And I'm winning nearly every game I play, and when I lose it is always due to a mistake that I made. And even when I make mistakes, I usually win anyways.
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Pinhead... His chase and chase power is fine, but his box is what I hate playing against.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/3120132#Comment_3120132
who are your top 5?
- Nurse
- Blight
- Artist
- Oni
- Spirit
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Depends on the killer. Nurse or Blight, no the game is killer sided. Other killers, survivor sided.
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The directional phase has a very short range. Probably around 12 m. This means that almost like other stealth killers, she can sneak up on survivors. In addition to this she is very strong with exposed perks. Now I personally think she's over-rated, but she's definitely top 5 imho.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3116312#Comment_3116312
Already re-installed.
Did you reach out to customer support? Sounds like the problem might be with your account