th3
th3
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@Mat_Sella said:
btw you're not supposed to tell people exploits on the forums, telling people whats going on makes the situation more frequent and worse so yeah...
just tell support next time.
Perhaps they'll killswitch it so people don't abuse it, but its a bug benefitting killer so it'll stay in the game for 3 months.
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Clearly some things need to be adjusted for survivors. They shouldn't be breaking these streaks so easily.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678678#Comment_3678678
His Add-Ons? You need to use best Add-Ons (The Beast's Marks & Award Winning Chilli), because without them Bubba is trash. So picking different Add-Ons is pointless, because you are weak in chase. Mostly of his Add-Ons are useless or even nerf him.
Only useful Add-Ons on Bubba except The Beast's Marks & Award Winning Chilli: Knife Scratches & Primer Bulb? and that's all. You can play Light Chassis & Iridescent Flesh sometimes, but it situational...
Without even considering the perks you can run on him, his power still is very lethal in chase. Generally his addons across the board simply change his numbers or change a few effects so I'd like an addon pass addressing that.
Asides from perhaps an addon update bubba is balanced otherwise, especially given bamboozle exists.
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Bubba’s fine as is, his addons provide a few different ways of using his chainsaw, you can run perks to handle his counterplay extremely easily, and you still chew through pallets insanely fast. Running bamboozle on bubba does seem to make you more predictable to the survivor so if you’re struggling you might want to try something different at loops
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678083#Comment_3678083
The executioner haven’t seen part hits hard as a PH main 😔
Yeah i actually have fun going against him so im kinda hopeful more people play him in my region
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Trapper - Usually traps obvious spots and camps basement hooks like their lives depend on it, almost always running 4 gen perks
Wraith - hit & run with multiple regression perks, will tunnel if you outplay them (or stun them in general)
Hillbilly - Backrev Bob, almost always running 4 gen perks (comp billy will dc if you use a sac ward)
Nurse - always running 4 gen perks, slug
Mikeal - almost always running 4 gen perks, slugs, either has journal or rabbit
Hag - Places 9 million traps around a hook, almost always running 4 gen perks
Doctor - Tries to send you to an indoor map, almost always running 4 gen regression perks
Huntress - Either going for orbitals or proxy camping the unhook, usually using 4 regression perks or crutching on all aura reading
Cannibal -Haven't seen any that are good with chainsaw unless they are back revving, almost always running 4 gen perks
Nightmare - almost always running 4 gen perks
Pig - Even with the buffs still bad at using ambush, once gotten a headtrap on someone will tunnel, almost always running 4 gen perks
Clown - almost always running 4 gen perks, will tunnel
Spirit - will tunnel, almost always running 4 gen perks
Legion - runs 4 gen perks
Plague - will always be the killer when i run an altruistic healing build, almost always running 4 gen perks
Ghost Face - weird ws players, always running 4 gen perks
Demo - runs 4 gen perks, tunnels, or plays totem defender which is one of the most boring things ever
Oni - almost always running 4 gen perks, slugs
Deathslinger - almost always running 4 gen perks, slugs
Executioner - Havent seen
Blight - running meta, slugs
Twins - always running 4 gen perks, slugs
Trickster - havent seen
Nemesis - almost always running 4 gen perks
Cenobite - console players get screwed by the key binds
Artist - runs 4 gen perks, tunnels, slugs
Sadako - always runs 4 gen perks and spam teleports
Dredge - hit/run, tunnels
Mastermind - tunnels, always running 4 gen perks
Knight - camps, always running 4 gen perks
Skull Merchant - Wouldn't know, i dc every time
Singularity - Haven't seen
Xeno - runs that one add-on that makes turrets almost useless and loves to tunnel you. also runs 4 gen perks
Good Guy - free hit every 20 seconds
Unknown - runs 4 gen perks
TLDR:
almost always running 4 gen perks
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@MechWarrior3 said:
People are going to hate her no matter what you do. I’m tired of trying to defend her. It’s exhausting…people are people. They’re so easily swayed to the “hate train” it’s unreal.
It wouldn’t matter if behavior made her the most exciting and fun killer in the game with the best balance. People would find reasons to hate on her per usual because they got nothing better to do.
Or because she has actual reasons to dislike her. It's been about a year and I'll say every time I've played against one the chase music gives me a headache.
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I like the idea of the timer so you know you will get guaranteed slowdown if they heal within the 90s, and if not then you still kept them injured for 90 seconds which is a win in my eyes. It sharpens the identity of the perk rather than it being a catch all for infinite slowed healing.
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@Vorahk08 said:
I'm curious to see how the Mangled nerf works. If the timer is long enough, then people just won't heal until they aren't mangled anymore. Depending on the timer, this could end up being similar to what mangled does now. The timer might end up being more of a dial they could use to control mangled.
I also wonder if part of the reason they're doing this is to hurt tunneling and camping. Mangled makes it really hard for solo que players to help take hits for someone being tunneled, and some determined campers are camping from a distance to the point where players are going to Stage 2 before the anti-camp bar fills. They still have to catch the person, but they still get the person dead on hook, and Mangled keeps other survivors from helping very much.
Like I said, I'm curious to see what they ultimately do.
They did say they wanted to make room design wise to make new perks without worrying about people stacking sloppy on top of it.
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dont see them disabled at all ingame, you might want to restart
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@Shaped said:
I would rather play with a bot than have to wait over and over because someone doesn't like the map.
Not like dbd isn't chaos regardless if its all bots or all players anyway.
I just think most crashes come from dodging map offerings from the killer so personally I’d rather wait
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638700#Comment_3638700
The only problem is maybe cooldown addons.
There is no maybe about it. He moves faster while recovering and can recover in under ~2 seconds with those addons. Halving the % for each addon would be more than enough of an adjustment.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533555#Comment_3533555
A bit more defensible, but to be fair, we do have DC bots now, so you aren't actually a complete man down.
The bots are worse than having a man down.
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That part of the perk was removed after the accessibility changes were added in a recent update
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@Blueberry said:
I think it's fine, it's an Iri. It also requires more precise aim and can be countered by just staying injured. Clown also isn't exactly an oppressive killer anyway.
After one bottle that precise aim turns into basically nonexistant requirement to click a button
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@SirCracken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512614#Comment_3512614
No they don't.
Only the add-on you put in the left-most slot will activate once you consume the med-kit. The other one simply doesn't activate.
How wide-spread is this misconception that P100 survivors still believe it?
I quite literally used dramaturgy and got a medkit with both addons but the styptic was first. When I used it, the stypic endurance occurred at the same time the syringe timer was counting down in the bottom of my screen.
Your point while incorrect has some truth. If you are hit while the styptic effect is active the syringe is canceled. Also I commented this because this happened to me ingame right before I left the comment.
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@SirCracken said:
https://us.v-cdn.net/6030815/uploads/3NJIHHN7S5VU/screenshot-2023-08-11-201005.png
I felt compelled to make this post after seeing a P100 survivor run these two add-ons together. They do not work if you run them both at the same time. Only the add-on you've placed in the left slot will activate.
Please spread the word to avoid people like this Leon from looking like a fool.
They both work, however if you get hit with the styptic the syringe will not apply. If you run out the styptics use length then as long as your health state doesnt change the syringe will apply.
Ideally you run this combination of addons to either tank a hit, and if you dont get hit you'll be healed in 24 seconds.
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People only really started complaining about adrenaline much more after the healing nerfs which heavily disincentivized survivors from healing, I view it as just a consequence of a changing meta with adrenaline being more prevalent in people's minds since survivors wouldn't be running the same exact builds that were popular a few patches ago.
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@CakeDuty said:
I don't think they enjoy doing it, because then they could go into a Custom Game and do it against bots. They are doing it because they like knowing they're making the game miserable for other people. They like the power trip they get from knowing they're wasting everyone's time, making them frustrated and miserable and knowing there's nothing the average survivor team can do.
Sadly there are just people like that in the world.
Yeah I saw a tiktok where this guy dc'd after trying to get one to sacrifice him, and then watched to see what they did once every person had dc'd. The skull merchant then played normally and tried to get the match done with as quickly as possible. Such weird energy for them to switch up against bots but play like that against actual players.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507443#Comment_3507443
No pick rates aren't everything.
The issue is the flawless chaining of pallet to pallet to pallet to pallet to pallet... with a flashlight blind at every single one.
15 seconds would require the survivor to make use of the advantage Windows offers them by actually extending the chase by those 15s in order to get it again.
The issue of survivors chaining pallets together won't change at all even if windows were to be nerfed besides, if a survivor is chaining pallet to pallet to pallet to pallet to pallet that sounds like a skill issue, especially with the number of pallet pallets on maps recently.
I digress tho, any cooldown on windows will relegate it to visionary tier usage and everyone will just complain about the next "problematic" perk.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507437#Comment_3507437
Looking back at the history, it was 20m with a 40s cooldown, understandably crap.
32m with a 15s cooldown is much more manageable, you can still use it multiple times a chase. Sometimes the middle option really is the best.
Or perhaps not nerfing a perk which at its base requires skill expression. Bad survivors won't know what to do with their information, while a good survivor player still needs to capitalize on the information presented. All this nerf would do is sentence the perk to the usage rate of visionary (which is crap). Hot take imo but pick rates aren't everything when it comes to if a perk is a problem.
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@Seraphor said:
I wouldn't mind if it got the Visionary treatment.
While active, when you drop a pallet or make a vault, the perk goes on cooldown for 16 seconds.
You can still make a mental note of where everything is when you can see it, but it's not 100% uptime and so it has an element of 'skill' to it.
That's what it was before it got changed to always be active, and guess what. No one ran it, and instead ran a dreaded second chance perk instead.
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I think the diversification of top pick perks is a good thing. Plus its not like Killer doesn't have an equivalent (Zanshin Tactics).
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@Ranch_Jello said:
The killers red stain in front of them has been there since the start, but in my opinion I feel like it is an outdated mechanic.
1. It hinders killer cosmetics in game. You wanna look cool? Well heres a giant red blob.
2. It goes through walls sometimes basically telling survivors where you are
3. It follows teleporting killers showing you exactly which way they teleport.
4. It removes the suprise scare factor that that I miss as survivor.
Maybe it should be added in a new gamemode or custom option in match settings for custom games. I'm curious on what everyone's thoughts are on this. You don't have to agree, just have fun with this discussion.
- The red glow doesn't really detract from the "cool" cosmetic as much as it seems.
- depending on the structure of the wall (if it has holes in it already) its definitely considered cheating since that isnt a basekit feature for survivors
- I would argue thats to help survivors not be confused about the killer's point of view since it is associated with their camera pov, its a simple design choice imo
- Generally when the red stain is there, there is also the terror radius so im not sure how thats a surprise.
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Try validating your game files if on steam, disabling any overlays like Discord, or reinstalling again after those steps and validating the anti cheat (which is a different step than validating game files)
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494231#Comment_3494231
Everytime i look my ping is 30. There is no variable ping unless you have a terrible internet provider...
My point is that there is no way to check your ping as killer to the server ingame. Checking your ping with a tool online doesn't help because it is not pinging against the game server (where it matters). So I'm confused on how you're arriving at the statement "my ping is 30ms".
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494215#Comment_3494215
Okay.
Well they wen too far then. I did not grab a survivor that jsut started the vault animation on a window, he was still on my side, on the ground, just started the animation like 1ms before my power hit and i did not grab him.
Same at a pallet, i started to launch my power when the survivor was on my side of the pallet, my grab was cancelled and i got stunned by the pallet.
I have 30ms ping, so it looks like they have given the survivors are tolerance window of 500ms...
Well two things,
The fact that Wesker was able to grab fully infected survivor seems like it was never intended in the first place so at most you should have been just slapping them for a health state. Additionally, your ping is variable especially given that you can't check your ping to the server unless you are survivor so I doubt your ping was just 30 ms.
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PTB bug fixes had this
- "When Wesker performs a Virulent Bound on a fully-infected survivor vaulting a pallet or window, the survivor will no longer incorrectly be grabbed and slammed"
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@GannTM said:
I would mostly suggest just playing the role that has the BP incentives and using BPS’s. If you’re running out of time, the shrine will let you gain bloodpoints by buying already owned perks.
In terms of a build, prove is good and deliverance is another solid option for BP.
If still playing after the update I recommend not using prove. Generally, a solid point build that will exist next patch will be this: no one left behind (endgame altruism point bonus, and a very strong perk), deliverance and i've been experimenting with several options like hyperfocus and hitting the skill checks (gives points and extra progress). I'd run hyperfocus, no one left behind, an exhaustion perk like sprint burst, and some random perk like deja vu
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I think inherently it feels crappier to lose as survivor because you get less points, even if you do well during the match.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487615#Comment_3487615
His Shred comes with a hitbox the size of a small cruise liner.
top reason i hate going against him.
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@strvmpet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487297#Comment_3487297
thanks, dissapointing with that last one but nvm. you didnt answer the Stranger things question though
My understanding is that stranger things content as long as you own it on one account will be treated the exact same as every other dlc. Platform exclusive content for example would be codes for original customization options that were mainly used in 2016-2017.
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How is the synchronisations of accounts handled?
It's a combination of summed values and highest values. Items with a level are merged by taking the highest level from all linked accounts; items which can be counted are merged by taking the total number of items across all linked accounts.
Virtual Currency, why are my Auric Cells not the same on every platform?
Auric Cells are exclusive to the platform they were purchased on, except for those you earned in-game ie rift progression.
I purchased the same items on more than one platform, will I receive a refund for the duplicate content once my accounts merge?
No, given the amount of different ways players can access content in our game, we cannot accurately determine how to credit players.
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its not that deep if they hide their name
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@GreyBigfoot said:
Well there's always been a bit of discrepancy on hits, especially on windows. But the thing is, I'm also getting pallet hits pretty often, and that's usually much less forgiving than windows.
The last time hit detection was this noticeable was like, 2021, I want to say. I'm assuming something got borked during the most recent chapter.
Yeah the desync when trickster came out was awful, it was super funny to see all the complaints about killer queue time being incredibly long tho.
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@nars said:
absolutely not, i think people whod say yes are just bad. i'd go as far to say that his bugs actually make him better design wise, especially that grabnslam on animation locked survs. Like, if im going for a vault hit with my power then im already taking a massive risk. If It gets messed up i can potentially just lose the chase, so taking away some of the survivors onhit burst seems reasonable to me. Additionally I will probably need to vault through after them or weave around some geometry so they dont lose nearly as much distance as some would say. im sad to see it go but the slaps are satisfying enough that im fine lol.
I'm glad its gone because it was buggy asf. I'd be completely done with a vault and then get grabbed through the wall. Extremely frustrating to go against.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478492#Comment_3478492
Even then SBMM should prevent something like this from happening.
I've experienced this too. Every so often it feels like my games are completely unwinnable and I can't do anything. Then I'll lose a few douzen games and some days later my games are super easy. I have a theory that the MMR threshold is actually a point of discontinuity regarding matchmaking. You reach it but then you aren't accurately placed at the lowest / highest end of that MMR bracket but more towards the middle. That would also explain what the devs mentioned about it taking a while to drop down a MMR bracket again.
Counterpoint, you get matched as close as you can be to have a 50/50 chance of winning (more like 60/40 when playing killer). At some point this isnt an sbmm issue its the player not playing well.
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478509#Comment_3478509
Sounds more like the definition of a balance issue to me.
If one role in an asymmetrical game, between all low-level players, results in a 20 loss streak, that's on the game, not the player.
Or perhaps its the definition of a skill issue because there is no way you can lose 20 games in a row as any role, unless you are intentionally not trying to win or purposefully playing bad.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478492#Comment_3478492
Or, alternatively, gens can pop pretty fast since the gen defense perks got nuked and unless you're playing an A-tier or S-tier Killer it's hard to keep up. It is possible but rather than just disparaging somebody you can acknowledge there are issues.
It's sort of like with solo queue; I can still escape close to half the time but that doesn't mean there aren't issues in solo queue for BHVR to address.
20 games of not getting a single win is the definition of a skill issue. You're definitely not doing something right especially with how easy killer is now.
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Or maybe after 20 games of just losing, you maybe aren't that good. Best of luck with nurse tho
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@mizark3 said:
Survivor BP is horrifically tuned in comparison to Killer.
Killer gets all 4 categories for progressing their wincon. Damage someone with your power? Brutality+Deviousness+Hunter. Do it again then hook them? All 4 now.
Survivor do gens. Ok 10k max BP, do something else. Ok I'm against Plague and can't heal my teammates, that denies me Nearly 10k from the onset. Boldness? Sorry, the Bubba facecamped the first player on hook, you don't get chase BP. Alternatively the Nurse/Blight is instadowning your team, chase didn't last long enough to give you BP. Or yet another alternative the Wraith is playing hit and run, even though you are being chased, he isn't 'in chase' with you, so no Boldness BP. Survival BP? 7k from escaping, and nearly no other way to get a decent amount other than bringing Deliverance or Sole Survivor ratting at the end of every match.
The best way to fix BP gains (for both sides since Killer can't reach 10k Sacrifice normally) is uncap the categories, and put the cap at 40k BP total. Even if you have to implement a diminishing returns system, it would still be for the better.
The best Survivor build for BP is any boon for 1.5k Boldness per boon, PT to encourage cooping gens for the bonus BP (otherwise people will use their brain and solo gens instead), Deliverance for a bit of Survival BP even if you die, and a flex 'feel good' perk.
Keep in mind this'll be different after next update because they want to make survivor bp gain even harder for no reason with PT's coop point bonus removal.
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Clearly Bhvr doesnt want you to earn bloodpoints on survivor.
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He's frustrating to go against rn because of his power interaction at pallets and windows. Either because of how he is in the game or because of the servers being noticeably different recently, its quite annoying to vault and suddenly get grabbed after already vaulting.
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the ui changes look great hopefully they dont go away. The change in the distinction of the addon ui and the ability to see your loadout directly at the screen without opening the page is really nice.
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@Kumy said:
https://us.v-cdn.net/6030815/uploads/ZLV1BWXT3WO8/screenshot-2023-04-27-125714.png
Pallets were stealth nerfed and they are definitely unresponsive now. I think a developer on twitter mentioned they were "reworking a minor system" in order to increase everyone's frames by a few frames. Whether this was intentional or not, who knows, but by track record, usually survivors are on the losing end of any bug.
EDIT: I have been noticing this a lot more now more than ever. It has become such an issue to where I logged on the forums to search for a confirmed bug. There is a massive delay it seems regarding pallets. PING is not an issue, this is a valid problem that was never present prior.
https://twitter.com/johnwanggd/status/1648404602562248704?s=20
He replied to another person and the system we he worked on was scratch marks appearing behind the survivor.
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@Unimatrix00 said:
Honestly, if you wanted to have fun with the event, you should have signed in the first week it dropped. By now, for most players, the snowmen have become uninteresting, so it's back to regular DBD.
Snowmen were just a cosmetic this year, no point to even interact with them except for the points you can get from escaping in one
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@Unimatrix00 said:
Hey all,
I am currently trying to do a challenge which requires I load up on three perks which do not affect the generators. I usually try to run two or three regression perks. I was curious how the game would go, and I'm here to tell you that generators can be completed way too quickly. So, that's why killers are running all these gen regression perks. Mainly because if they didn't, they would never win. Please don't call this a skill issue. I didn't have problems or need for gen regression perks as a killer before the shake-up.
Are other killers finding the same issue?
*Please don't let this devolve into what other threads on this topic have.
Well i'm not sure but after the 6.1 update killers had no issue running stacked gen regression perks even when gens take longer than ever before. Perhaps you feel this way because your opponents are bringing perks/items to compensate for the majority of the games where its a killer running a stacked regression build.
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Most effective way to play him is use call of brine, overcharge, pain resonance and eruption and drop a guard whenever you hook someone or arrive at a loop when you are chasing a survivor.
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@jesterkind said:
Not to detract too much from Trapper being weak but I feel like breaking all the breakable walls on Dead Dawg is a gigantic waste of time no matter what killer you're playing.
I break a maximum of 4 walls on that map maybe 5 while I’m in the area of one, no idea why he would say breaking all the walls except to help his bad faith argument
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@Laurie268 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286931#Comment_3286931
If one of your teammates gets tunneled out with 3 or 4 gens up, there’s no point in playing anymore. You can find a new lobby in 2 secs as a survivor so why bother staying in the match?
The killer doesn’t care about your fun and only wants a 4k so why not let them have it while you’re in a more fun and balanced match?
What’s funny is that most killer start going easy on the survivors once they’ve tunneled someone out at 5 gens, like the remaining survivors are enjoying the match and want it to last as long as possible
This is so funny it hurts lmfao. Like don’t go easy I just want to get out of this match against you.
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Im bringing strong items because the opponents i face are bringing their best addons and best perks. If they dont, then thats a much easier match for me.