Avatar

solarjin1

solarjin1

About

Username
solarjin1
Joined
Visits
10,969
Last Active

Comments

  • @Späher said:

    After it happend 2 times and in my only 2 games as Killer today i just need to ask this:

    Does anyone else have gotten a forced DC after trying to pick up a survivor?

    I down them and then get stuck looking at the ground during the pick up animation, get disconnected from the server. I falsely get a DC penalty for it and it is annoying that after 40 minutes i am still at 9000 bloodpoints.

    happen to me 2 to 3 times a week out of hundreds of games. pretty sure it my connection but it always happen on pick up without fail

  • @GoodBoyKaru said:

    Excited to use Second Wind, Autodidakt, Sprint Burst, and Blood Rush together 💫


    renewal/second wind is definitely a good idea. Wanna come off the hook fully heal for show while running the new perk

  • The perk solid but probably won't see much play. Unless DH get nerf and sprint burst rate go up

  • @barsw said:

    I think nowhere to hide should have cool down or some tokens that killer gets while he hooks someone .Because to abuse it each time he hits the gen and reveal auras its too much .It should work like BBQ or like 90 seconds cool down before to use it again the same with call of brine

    no where to hide and windows of opportunity are fine. Good meta perks that give information while not being over power. COB was only super strong with eruption

  • i Would love to see some add ons rework across the board for the next meta shake up. Myers TS add on really need to go and brand new part as well.

  • I don't care what they do to him at this point but TS gotta go. Just a down right stupidly strong add on that take him from d tier to a S tier in my opinion.

  • i think boons should fade out overtime regardless of being snuff.


    after 2 min of Circle of healing being up the boon should distinguish back into a dull.

    Shadow step & exponential can be 4 mins since they not that powerful.

    Dark theory 5 mins

  • @durag_demon1 said:

    Even if they take dead hard out the game.. killers are going to complain about something.. next it will be nerf sprint burst.. then nerf medkits.. then "it should be a 2v1 not 4v1"... "why do survivors have 2 health states"... "survivors shouldnt have perks"... killers are the strongest they ever been and ya still complain

    @TigerSnake said:

    Even if they take Eruption out the game.. survivors are going to complain about something.. next it will be nerf Call of Brine.. then nerf Pain Res.. then "it should be a 5v1 not 4v1"... "why do killers move faster"... "killers shouldnt have perks"... survivors are the strongest they ever been and ya still complain

    This look fun! i wanna try too.

    Even if they take tool boxs and scourge hooks out the game...players are going still complain about something. Next it will be why does gens regress at all....than why gen rushing even exist??? than last why does gens exist.... "why can't gens repair themselves"....Generators are the most balance they ever been and yall still complain.

  • Everytime a gen regression perk get nerf another one take it place and it usually stronger than the last. Behavior will buff some gen regression perks or come out with some new ones on the upcoming killer. Just settle down

  • ●All the top tier killers are fun to go against beside the artist.

    ●Strong Perks need more downsides to them instead of instant vaule.

    ●Tombstone and infinite T3 should be banish to the shadow realm.

    ●Knight perfectly fine and behavior did a great job.

    ●claudette sound like her tummy hurt when injure instead of actual agony.

  • Myers with any of his auto win add ons

  • @Blueberry said:

    There has been a two fold problem for quite a long time now and is quite unhealthy for the game.

    1. Hook spawns in generally. Many times, especially on the indoor maps hooks will spawn where you have none in reach to hook someone. That is without any hooks broken mind you, just spawn logic in general.
    2. Hooks permanently breaking on death. An outdated mechanic.

    You should never not be able to hook someone with zero interaction from survivors. It should require a sabo, body blocks, or perks in effect.

    This is a recurring problem where survivors will realize there is a dead zone from either problem 1 or 2 and continue to run over there to go down giving you no recourse.

    Please fix this problem.

    Just leave them slug

  • pig or ghost face.

  • @Forza said:

    i went on like a 20 game escape streak as a survivor in solo queue and hit rank 1 in no time at all. the hud changes make escaping so easy that you're almost guaranteed to escape if you're not tunneled out in the first 3 minutes.

    Is that so....

  • when a survivor stand just at the tippy top of a hill and shine their flashlight at u with a $hit eating grin. (balance landing time)

  • For survivors a min or up.

    For killer 30sec max.

  • @Ithiria said:

    I hate dead hard

    But I have to admit. Killers would seriously regret it if Dead Hard got thrown in the trash and everyone switched to Sprint burst and Lithe.

    People gonna complain no matter what the mata for either side. You rarely been in a meta and thought to yourself "this is really fun and fair"!! After eruption get nerf the next gen regression perk to take it place will be hated as well. After DH nerf (if nerf) people will complain about shift w more because SB will take it place.

  • @Funkduz said:

    So I’ve noticed a lot of survivors use adrenaline right now. Is it really worth it? How much value do you really get if it only activates when the gate is open? Does it come through in a pinch a lot?

    u zoom to the exit gates at top speed fully healthy. powerful in a swf and just pretty good overall at high mmr. now u can see the generators progression so it should be even easily to time

  • @OneGoodBoyDemo said:

    If otz said, I agree.

    lolol

  • @Akito said:

    unplayable 3 gen & people start throwing map offerings to be annoying...

    Please fix the gen distribution

    haddonfield almost always spawn a 3gen so i barely see the difference. The 2 gens spawning within 10 feet of each other on rpd is just silly tho. Had a match on lery's with 3 gens spawning in the same hallway while playing as doctor. GG ez

  • @Xernoton said:

    Same reason they don't killswitch the Twins. You might be able to, once in a blue moon, when all the Megs look up in the sky, the Davids combine their forces in one giga DH and the Demogorgons sing their song, to not realize that there actually is a bug.

    I don't get it either.

    lolol shout out the big homie David i guess

  • @Rudjohns said:

    I don't understand why she needs to see the aura of the boxes

    please don't say that. Now somebody gonna come in here and make a terrible nerf pig joke

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333641#Comment_3333641

    "Not much to look forward to if you aren't a PC Blight or Nurse player!"

    That was the line I was referencing.

    Also, the OP is complaining that low-tier Killers can't compete against good teams without being carried by perks. Doesn't that mean the perks were way too strong if they were compensating for poor Killer balancing? Shouldn't we nerf those perks and take a look at those Killers instead?

    The devs not gonna waste time reworking all these maps and killers. U seen how long it took them to fix just one map or just one killer. They rather focus on new content to keep the game alive and the money flowing. Every killer can apply the 3 gen strat and have a fighting chance of winning. Is the perk op absolutely but its the most viable you ever gonna see these killers in my opinion.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333122#Comment_3333122

    Dont forget if killer brings a perk they don't like. I had a surv DC recently without me even hitting them. Downed a different surv. They went for a torch save on me and instantly disconnected when they failed to get the save because I had lightborn 🙄

    hahaha yeah u right about that.

    lightborn and Franklin demise can make survivors salty

  • @Devilishly_Rowdy said:

    Since solo queue is now almost buffed to swf level, (only thing left now is knowing what pallets have been used in the map, for which devs might provide a basekit windows of opportunity who knows) It'll be interesting to see if they ever buff killers since they have to pretty much compete with swfs every game now. And hopefully it's not another 0.005% faster pallet breaking buff.

    (What's also funny is devs labelling this as just a "quality of life" improvement, just shows they don't understand what a huge part "information" plays in their game)

    i could go for some basekit window. don't mind if i do

  • behavior been cooking for a minute. Definitely deserve more praise than they be getting. Still need work on the low tiers killers tho

  • Most of the dc's happens when survivors are down quickly in the first chase or they hear a killer they don't like. Half the time the game could still go anybody way yet survivors will throw in towel for some reason. DC shouldn't be factor into the kill rate but i understand your pain man. Soon some one dc the team pretty much auto lose the match which is very unfair. Something need to be done about these players who just give up

  • Dead hard is super fun to use so I'll definitely miss it. Right up there with head on and flash bang

  • @MikeyBoi said:

    It’s definitely gotta be Hillbilly, against good survivors if I can get a few cracked curves against them with double engravings before they slam 5 gens that’s good enough for me cause I know billy isint an easy killer to use. The majority of juicer survivors just run to shack and fast vault to get my attention to 1v1 at shack anyways as soon as they hear Billy’s saw go off beginning of the match lol.

    hilarious

  • @HoodedWildKard said:

    Idk what the hell is wrong with some players. Load into a lobby as clown, my aposematism sense starts to tingle. I see two high prestige survs with torches and neon outfits. One with a hidden name

    Switch on lightborn because that's smart. Start game. Catch and down first surv after a brief chase, 180 and pickup, sure enough a brightly coloured nea springs out of the bushes for a well practiced torch save.

    Oh well, I like to feign trying to avoid torches to mindgame beamers but she gets me fair and square. Lightborn does it's job. I hear the DC sound and I'm like "oh surv DCs on first down ffs" then I realise. It was the would be torch saver who DC'd. 🤣 Never laid a finger on her. She wasn't running distortion so clearly is intimately familiar with torch saving. I'm running a kill surv by any means challenge so I lose one kill but now game is in the bag.

    Other would be torchy bully takes chase after I hook and bash a gen. Give them a smack, they vault and start to teabag me. Ooh you mad cocky for someone injured in my sightline. They lead me to a pallet, i dodge the stun and break the pallet, they go for the blind and they have nowhere to run but open ground. My DH sixth sense tingles and I sure enough hold off the hit and they throw it early. Downed, give them a single quick nod (serves you right for tbaggin). And instantly DCs. Well that's rude.

    Now I'm cheated out of 2 kills. If it wasnt for my kill challenge I'd have just said F it and let last 2 go. Because 2 DCs was not their fault. But I have a challenge and I'm going to get some damn progress on it.

    The weirdest thing is that hunting down and catching the last 2 survs was a lot of effort. Because they were damn good in chase. If the ragequitters had more impulse control when being outplayed than your average 4 year old they would've probably popped all 5 gens and got an escape. But no, they couldn't use their favourite bully toy and clearly either can't run a good loop or are only in it to bully easy killers.

    I'm not even that mad, still got me a 2k for my tome and realistically they probably helped me since I feel like it'd have been a 0k or 1k with a hard facecamp. But if I was one of those other survs, I'd be furious.

    It really sad how much survivors give up. Dosen't matter the prestige or skill most of the time. They will quit over anything even if the match going well for the team overall. It impossible to get any type of streak going in solo q because of this. There's nothing being implemented to punish these players so it up to me to avoid these players (if even possible)

    If you suicide or dc at the start without even trying I'll just press the block button. I gotta monitor every name in the lobby just to make sure it no familiar quitters. Huge hassle! i just play killer now most of time because of it

  • Perks i wanna see nerf


    Eruption- Make it block gens for 30 seconds instead of incapacitating or give it some actual counterplay that not just guessing

    Adrenaline- Zooming at sonic speed towards the exit gates fully heal is powerful especially with generator progress eventually getting added to the hud. Maybe less speed so u don't auto excape

    NOED- I wouldn't be suprise if the perk alone accounted for 3 to 4% of the killrate. If a survivor is hook near the totem it should distinguish back into dull and lite up another random totem on the map.


    COH- infinite healing will never be balance. Add restrictions

    ○Only 1 COH can be up at a time

    ○Give COH some sort of a cool down (90sec maybe??) So nobody can put the boon right back up after being snuff


    Dead hard- limit the amount times a person can use it in one match (maybe 2 to 3 total).

    Save The Best For Last- notify the obsession that STBFL is in play

    Window Of Opportunity and No Where To Hide- both give insane information. I don't think they need a nerf but whatever i guess.

  • Survivors literally got a significant solo q buff and nurse nerf in one patch (what more can they do). Killers got the eyrie map change and a ok buff to knight. Behavior gave us back to back to back good patches.

  • solo q is a zoo! j i ust toss on bond and watch these creatures in their natural habitat. Urban evading through the terrain trying to avoid the apex predator that no where near them. These mammals typically hang around z walls or rocks on the outskirts of the map but occasionally will auto spawn in basement.

  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330816#Comment_3330816

    You have a statistically higher chance of escape and slightly more fun if you just keep trying to do a single generator.

    Or if you want you can track down and sandbag the other guy, I guess.

    Anything is better than hiding.

    YOU definitely do not have a higher chance of escaping by sticking to the last gen. But I know you mean well so thanks for the advice

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330502#Comment_3330502

    RPD is not a fair map unless two gens are in the main room.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330491#Comment_3330491

    -"Two Gens in the Main Hall is just stupid"

    Counterpoint : maps over a certain size are not fair for about half the killers in the game because they have low mobility and no ability to deal with god pallets.

    Every map should have a powerful three generator setup that the killer can choose to defend and it is up to the survivors to break. The stronger the map (like RPD) the stronger the three gen should be.

    well devs what are yall waiting for?? put this man on the creative team immediately!!

  • eyrie 3 gen spawn can be handle at least. The rpd 2 gen spawn in the lobby is just nasty work (Literally 3 steps away from each other). follow by a third gen that also super close but not as ridiculous

  • @sulaiman said:

    So, 2 players are dead, one gen left, and 2 survivors still alive. I work on a gen for about 20 seconds, the other guy is not. Then the killer comes to my gen, and we play hide-and-seek, for 1,5 minutes at least, and the whole time, the other survivor did not touch a single gen. (i also run bound, so i know he wasn´t near me and the killer, too)

    Up until know, in a situation like this, you could only guess if the other player works on a gen or not, but now we know.

    So after the killer left anyway, what am i supposed to do? if i want to win, i should just hide like the other guy, because thats the clever move, instead of taking all the risk.

    But isnt that a hostage-situation then?

    But i dont want the other guy to escape on my expense without doing anything for it, and while i would give them the benifit of the doubt before, now i know for sure.

    So how do you handle this situations?

    Unfortunately if u wanna excape u gotta hide as well in that situation. Most of time I'll just stay on the gen cause hiding is boring and could go on forever.

  • @Gamall said:

    https://us.v-cdn.net/6030815/uploads/6T6YHL05DJY9/image.png

    In the days following the patch update RPD seems to have a weird gen spawn spot. One of them is nearby one of the gate as always, but the gen on the stairs has been transported in the centrary hall literally less than 10 footsteps from the other one.

    Ok, the map has been made smaller and reworked so we know that there is no space enough for gens to be far enough apart but come on, no way this is supposed to be an intended feature.

    only seen it after the update myself. Two gens should never be that close

  • unlimited heals will never be balance so I'm not mad at a potential nerf.

  • As killer Resilience and probably DH. I hate when survivors barely make the window with resilience than run they big headed a$$ back near the window to rub it

    At this point i just assume everyone running DH so I'm less angry when it happens.

    As survivor i hate seeing play with your food and nemesis because the killer is 99% of the time running tombstone.....

  • @supersonic853 said:

    Just watched my assassin dip after a survivor dropped a pallet lol.

    was it a god pallet? hehehe

  • @DBDVulture said:

    I notice several immediate changes in DBD with the hud changes.

    1) Killer bonus is 100% every time I log in.

    2) Killer feels miserable to play. Every single game is that much sweatier than the last game. Why? Because everyone knows what to do during the entire match. Why would you give the survivors omniscience?

    What is a stealth killer supposed to do now? The entire premise is ruined because you know Ghost Face is in a chase.

    3) My games are much closer and everyone is way more efficient. If I were a Blight/Nurse main you would say well that's good. But I'm not. I play a killer most people put in the "B-C" block

    These changes are going to make survivors love DBD and it's going to push killers away. Let us not forget that right before the 6.0 patch we had very few killers actually willing to play the role.

    what is wrong with having closer matches man??

    ok this is legit hilarious

  • @crogers271 said:

    At 100 hours, when I was very much a survivor main, Gamedozer7 recommended:

    Do you have any of the newer killers because most of the older ones are pretty simple but they have little tricks that you would never think of but most of the new killers have more to there power.

    After 200 hours my play for the game flagged quite a bit. Then during Christmas Steam sale I figured that being they were so cheap I'd pick up the extra packs. If nothing else I could see how eruption felt using it as a killer (feels overpowered).

    Gamedozer's post was pretty accurate. Of the killers I picked up I didn't really care for Executioner, Myers, or Nemesis, but really enjoyed Freddy, Sadako, and Pig (I know they are all considered weaker killers, maybe that is why they are enjoyable because it balances the game a bit more). I found having an array of killers to switch to really improved the killer sided game play - get bored of one, jump over to another. Really keeps the killer side fresh.

    That said there are 5 issues that make me dislike playing killer compared to survivor:

    1: Winning is not nearly as meaningful as escaping as a survivor. There are many times as survivor were I was not confident I was going to escape until I was literally out of the exit. And even when as a survivor we are winning, which in soloQ feels pretty rare, there is always the distinct sense that things can quickly change.

    Killer the excitement is in the chase. Once you get the down its a pick up and walk over to the hook. And what should be the most exciting part, the final survivor, is just a chore. If I'm already chasing them do they have a chance at finding the hatch? Almost certainly not.

    2: You have to play it out. As survivor if the match is unbalanced, example: one survivor is dead, you only have a gen done, and everyone's already been hooked multiple times, you can just sit on a gen until you are found. As killer? When you are stomping the survivors you just have to keep doing it. In the above situation you know you've won, but you still got to track them done, chase them, etc. but it's all kind of pointless. I've been in many games that went on for five minutes or more after it was obvious the survivors were toast just wondering what we were all doing (and that's not even counting when the final two survivors see how long they can hide).

    3: An array of easy tactics can get you the win. Team have a weak link? Tunnel them out. You manage to get two survivors on nearby hooks. Just camp. Three gens really close together. Mostly ignore everything else and protect those. They're powerful tactics, but also boring and just plain easy. I hate that sometimes I have to intentionally play bad to have fun.

    4: Killer build feels like a difficulty slider. On the killers I have one setup for Iri ranks: throw on eruption and other clearly superior perks and use best addons. Then I have another build for more fair/fun play. Avoid overpowered perks, limit addons, etc. It really feels like I'm controlling whether I want the game to be easy or hard. Which is great for a single player game, weird for a multiplayer.

    5: What to do if someone disconnects feels like it falls on the killer. Do I play my best and get the other survivors out so we can move on? Feels cruel. Do I scale back how I play but still try to win? Feels like I'm lying to myself. Just let them do the gens? Feels insulting and takes a long time.

    What can make killer better to play? Match the exciting feeling of survivors?

    SWF

    I know this doesn't seem to be the reaction of most killers, but the most memorable/enjoyable matches I've had are against coordinated teams. At 340 hours I hit a team running all flashlights, we were Azarov's Resting Place, and I was playing Freddy. 

    It was a great game. I recognized they were going for flashlight saves and so I went to a slugging strategy. They had one player who was a clearly superior looper and so I tried to avoid getting in chases and instead tried to bait him into mistakes on helping his teammates. They responded by going to dead zones of the map to heal and doing everything to protect their teammates who did have hook states. 

    It was a great game that went back and forth. It ended in a two kill, but there were points I came really close to having them all (once had two down and one on my shoulder, but he wriggled out seconds before I got him on the hook). Likewise there were moments were they all healed up completely and I had to play great to get them back down.

    And that's kind of my take on killers. Steamrolling survivors isn't fun. I hope the new survivor information change actually ends up being a substantial buff because not only would I like feeling like I have a chance as survivor, but it would feel a lot more meaningful to play killer.

    thanks for sharing your experience.

    I was a hardcore survivor main who only push for gen defense nerfs into one day i decided to play killer. I wanna to show them just how easy it was to 4k. Just like 90% of the killer mains u start off winning for a while into your reach these gen efficient players who also can loop crazy. Suddenly u realize that both sides are right in their own ways.

    At low levels (which is most survivors) killers are simply overwhelming strong due to lack of gen efficiency, not being able to loop, and a lack of knowledge on the proper way to counter the killer. At mid level they are better loopers but still fall due to killer tactics and lack of coordination against those tactics (tunnel, camping, forcing the 3 gen). Only After getting to the good survivors u realize "i can't win without regression"!!! they are simply to efficient. 5 gens popping after 2 to 3 hooks every game. 70% of the killers are weak and need overpowering gen regression perks to even stand a chance at the top but do this justify the majority of survivors at the bottom suffering?? sadly yes

    I'm glad solo q is getting push to swf level because that the only way killers will ever get the buffs they want. Only once solo q become a credible threat can killers get meaningful buffs. We know the devs not gonna fix all these maps and killers but they can introduce mechanics to help. Every killer should have map mobility and some type of anti loop. Allow killers to be able to teleport to certain spots of the map regardless of their power for a price of some sort. Allow killers to call upon the entity to block pallets for a price of some sort. These prices could restrict your powers or anything. idk just brainstorming here but every killer need mobility to pressure the map and anti loop so 2 gens won't pop in 1 chase.

  • @Nos37 said:

    The Knight just did hit-and-run, slugged, and then methodically hooked. They had 6 hooks by the time we finished our 1st gen.

    The Plague has Fountains to cleanse. The Pig has Macabre Devices to remove Reverse Bear Traps.

    The Knight has banners that you cannot double back to because: THERE ARE TWO KILLERS CHASING YOU FROM TWO DIFFERENT DIRECTIONS

    So I'm assuming u had one bad game vs the knight and decided this? knight simply take to long to down someone even with his guards.

  • wesker anti loop is decent at best so being 4.4 would be terrible. He's pretty good at everything tho

  • @VideoGameMage said:

    I am also curious as to how they plan on buffing killer. Will they finally make all killers at least A tier?

    Im not trying to sound like a bias survivor main but "at least A tier"??? There no game where every single character is viable at top level. It should be a good spread of killers in each tier like it is now. Eruption turn even the most weakest killers into half way decent characters like knight and sadako. Sadako condemn build only works cause of COB & eruption giving her the time she need to build stacks. Knight only redeeming quality is pushing people off gens easily which is decent only when pair with COB & ERUPTION. Even wraith looking like a credible threat cause of these perks. Eruption should stay cause this is the most viable you ever going to see the killers roster.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327072#Comment_3327072

    destroying totems is ineffective, the killer spends more time to extinguish the totem. than a survivor to bless him

    + killer fights 4 vs 16 so the killer can't afford to become 25% weaker because 1 survivor took the totem

    I think u miss my point. We all know shatter is useless for the most part! I was trying to convey thay both of these perks are bad and just cause they counter something dosen't mean it viable to run.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326998#Comment_3326998

    tunneling perks work in the same way, you can be not tunnel and then it's dead weight

    I just don't quite understand how you can complain about something when you have a perk that completely opposes it

    it's like if there was a perk that inflicts a deep wound and at the same time you would complain about DH

    it a perk to counter circle of healing (shatter hope) people still complain about it tho. why? Cause shatter hope isn't viable...

    Potential energy isn't viable especially in solo q

1 … 38 39 40 41 42 … 44