th3
th3
About
- Username
- th3
- Joined
- Visits
- 6,869
- Last Active
Comments
-
They probably run the numbers and it shows those outfits without being shard purchasable still sell a lot.
-
@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802578#Comment_2802578
I’m my opinion, it just doesn’t give the killer a chance to really do anything unless your nurse ofc. It’s not toxic if your in solo and it’s just a coincidence but if your in a swf doing that to me that’s toxic. It reminds me of the keys and hatch before the nerf
Aight thanks for answering
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2802578#Comment_2802578
Why do people consider tunneling at 5 gens toxic? Or taking the first hook into the basement for a BBQ session? Some things are not considered a friendly way to start a conversation.
Was merely asking the other guy what made it toxic for him but go all out ig
-
@deKlaw_04 said:
4 brand new parts to me is considered toxic
Why is that toxic?
-
Commenting to keep this up
-
@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2799128#Comment_2799128
no need to be a dick about it
"I am a mediocre Blight and have been doing really well with this build"
I'm being a dick for essentially saying what the op said?
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2799977#Comment_2799977
We do, but it's stupid because that wastes our time and the survivors get a huge lead on us, and there's basically no way to get them at that pallet once it's dropped. There's no gameplay from the killer side at these god pallets.
There's no gameplay from the survivor side at pallets that are extremely weak. All you can do is hope you get the stun and the killer keeps building bloodlust. Its stupid
-
@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/2799977#Comment_2799977
That's the point. It's the only thing you can do. Plays involving these pallets can only go one way.
Other pallets, however, can be mindgamed around, and that is often a better option than breaking the pallet and letting the survivor gain distance for free.
So immediately breaking it and creating a dead tile that decreases time you take on the next chase near there isn't the optimal play? Part of the skill needed in this game imo is recognizing the strength of the tile you are at and what to do about it.
-
Why wouldn’t you immediately break the pallet if it’s thrown, especially if it’s a strong pallet.
-
@deKlaw_04 said:
Just asking I think it’s pretty interesting
I’ve played with Sluzzy before, good games
-
@AnneBonny said:
i run shadowborn, lethal pursuer, bbq and infectious. gen slowdown is boring imo.
Plus in the case of this op you can be a mediocre killer and have your perks boost you.
-
@Altarf said:
There aren't many on the balance team that outwardly make themselves known - McLean, Almo and Patrick are the main ones, and obviously one left. It's hard to make a judgement based on that.
McLean was Blight's (and I think Oni's?) lead designer, but most killers' origins are shrouded in mystery. I know Almo designed Clown and Doctor's reworks, and don't quote me but I think he designed Demo? I vaguely remember that, but I could just be misremembering. This also isn't killer specific, but Almo came up with Trail of Torment's rework which I deeply appreciate him for because I've been having a lot of fun with that perk recently. I also remember when Plague came out (and was promptly and immediately overshadowed by the leaking of Ash in KYF) one of the devs expressed disappointment in the killer they'd worked on for so long more or less being forgotten overnight. I think it was McLean? This was a while ago.
No idea who at BHVR was responsible for the deluge of slow, inefficient 1v1 powerhouses, if it was one singular guy. But I doubt each killer has a defined "father", it's more probable that the whole balance/design team works on each. Personally, my theory is that McLean's "signature" was difficult high-mobility and high mechanical skill killers, while Almo's "signature" is large killer overhauls that add a new ability, and give more depth to a previously simple killer. I also have a sneaking suspicion he might have come up with Pinhead. But it's still largely speculation, and I don't expect that to change any time soon. Although I would deeply respect the dev that comes out to admit they were the one who designed Twins or Trickster, because the backlash would be huge.
Isn't Almo Live Design? Meaning he mainly contributes to stuff thats already released when they take a look at changes.
-
@tippy2k2 said:
I'm guessing it is what my prediction was but we're seeing it live now instead of me saying it.
BHVRs plan was always to just run out the clock. Maybe they legit wanted to do the optimization but couldn't or maybe they never actually planned to but it seems clear they won't do it now. They'll just let the discussion die down as more and more of their player base either quits or gets the next gen consoles.
The most recent qna they provided an answer on this.
I'll boil it down as this isn't a direct quote, basically the roadmap for console optimizations was clearly too optimistic. Basically, in order to achieve 60 fps on lower end hardware/last gen consoles cpu and gpu frame times need to be below 16 milliseconds. Good news is on the gpu side that is already done. The efforts over the last year (2021) have dropped the cpu frame times from 27 milliseconds to 22 milliseconds.
This is essentially verbatim from the QnA stream at this link
-
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2792691#Comment_2792691
You have to be completely honest...That's not even BM. I literally win by just sitting there, I arguably didn't even play. Gg ez is completely warranted in this case... It just is. Do you want me to hit them with a gg wp? That would arguably be more BM.
I didn't say that them talking in post game was bm, they just have no shame.
-
@KerJuice said:
Definitely not in Mid MMR on NA servers. Maybe in low/high MMR and/or UK Servers??
I've ran into it 7-8 times in the last two days in Central US servers. The killers doing it have been very vocal in post game chat going "gg ez" and it has made playing survivor so boring.
-
Plus the feeling you get because you know you have to search xyz amount of boxes until you get your trap off can feel unpleasant. While the current system certainly could use some changes, it successfully avoids the feeling by not forcing all the boxes to be searched to remove a rbt
-
It's completely achievable.
Here it is in action.
-
They've stated many times before they don't ban for cheating unless 100% certain. Which is why video evidence showing the cheating is required for them to ban. Perhaps they lied (as in the person in your discord server).
-
@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2769102#Comment_2769102
Thats an absolutely gigantic team, thats not just one of the biggest in canada, thats one of the biggest in the world. Especially considering theyre indy. The wages alone must cost them a fortune, DBD must pull in tonnes of cash.
Just to put that into perspective
Naughty Dog has 569 Employees - create some of the best games ever
Santa Monica has around 250 - best game ever made
Insomniac has around 400 - they put out spiderman and ratchet and clank within a year apart, both amazing games
Sucker punch has 160 - GOT
Guerrilla Games - 360 - horizon + probably working on killzone
343 Industries - 450 - halo
Polyphony Digital - 170 - they make hundreds of photo realistic cars
Playground Games around 200 - forza
Its CRAZY
I would like to point out that a lot of those studios work with other studios that are owned by Sony, mainly outsourcing portions of the product. Nothing wrong with that but simply going off of their employee numbers is not getting the full picture. In fact, every name on that list has subcontracted portions of their work out to other companies.
-
Stop using the stats to rationalize an argument. They lack context and even the developers have said it isn’t the full picture.
-
@GenJockeyNance said:
Wait, what!? Could someone please give me a lowdown because I legit can't sit through an entire q&a stream of anything. If it means what I think it means.... 👀
In order to get 60 fps on last gen consoles/low end pc's they have to get the response time for cpu/gpu below 16ms. GPU is already below that threshold, so they have been converting old blueprint code to c++ to lighten the load for the cpu from 27ms to 22ms and its still ongoing.
-
@GannTM said:
I use Lithe more than any exhaustion perk and I really love it. I usually get a ton of value out of it almost every game. I don’t even think it’s too strong or too weak, I just think it’s a perfect example of a fair and balanced exhaustion perk.
I know why Lithe isn’t used much, it’s because Dead Hard is so much better and so much easier to use. I just wish Dead Hard can get nerfed so other under used perks like Lithe can get exposed in the survivor meta. Also, many will agree Dead Hard is objectively unfair in its current state.
In order to get any use out of lithe you have to vacate the tile you are playing. I'm not always going to immediately leave the jungle gym that I'm at just because I vaulted. Thats why I don't like it.
-
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2749695#Comment_2749695
This is all great and swell except for all the parts where you're incredibly ambiguous.
Honestly tho the number is incredibly meaningless. Beating bad survivors 500+ games in a row is incredibly easy when you lose games off stream and furthermore on the game that broke your “streak” making basic mistakes that any demo player that has put any time into Demo knows not to do.
Also the #1 in shreds is cool whatever. There’s a Twins player who spends all game just slugging with victor for victor downs and I am thinking you just farm off bad survivors to get that number.
-
@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2741297#Comment_2741297
I always say gg no matter what.
It comes off as extremely condescending when someone has dc'd early. It most certainly wasn't a good game.
@Lawlichan said:
https://forum.deadbydaylight.com/en/discussion/comment/2741297#Comment_2741297
being nice is apparently toxic now
Trust me it doesn't come off as you being nice. Just seems like you are an ass.
@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/2741297#Comment_2741297
Was it you? Dwight in an elf costume? Because that's exactly what I said, and it's what started the conversation.
I say "gg" in every game. It's called sportsmanship.
https://forum.deadbydaylight.com/en/discussion/comment/2741311#Comment_2741311
Is farming against the rules? I don't do it all that often, but I see it every now and again, especially when I'm playing survivor.
I usually try (especially if we're losing) to pretend like I'm farming, but sneak away and low-key finish the gens. I'd never report anyone for it, though, since it sometimes means a second chance at a match I wouldn't otherwise have won.
https://forum.deadbydaylight.com/en/discussion/comment/2741444#Comment_2741444
The two in the game I had in the game in question had nothing to do with that.
First disconnect, I was running at him after stabbing a couple of other survivors with Feral Frenzy. Ran out of steam just as I reached him, and he just stood there, staring at me, in front of a nearly full gen that was now regressing due to Ruin. Disappeared. Maybe he just hated the fact that I was running Ruin and that I ######### up his gen, maybe his game crashed (I didn't see him move).
Second one. One of the survivors I had initially hit with Frenzy hadn't bothered to heal and was opening a chest right next to a dull totem (I had Undying). Popped out from behind a corner and hit her. Instant disconnect.
I wasn't doing anything unsavory, even went out of my way alternating attacking/hooking the last two survivors to make it a little bit more chill. Caught a Dwight running to one of the exit gates after I finished off his teammate; he started pointing at the exit gates. Stabbed him. Kept pointing. Downed him. Carried him.
"gg"
"gg? you have no manners", etc. etc.
https://forum.deadbydaylight.com/en/discussion/comment/2741754#Comment_2741754
I usually pretend it was suicide because they didn't want to get sacrificed to the Entity and spend eternity in its hellish dimension.
https://forum.deadbydaylight.com/en/discussion/comment/2741766#Comment_2741766
To be fair, I think Adult Swim was brand new when this happened, or almost so. There were also episodes of Mission Hill, The Oblongs... I can't remember what else. I think I fell asleep during The Oblongs.
I don't play Dwight, and I don't stay to chat in post game chat. There's no sportsmanship involved in saying "gg" (good game) when the match was doomed almost immediately by a dc. It comes across as extremely condescending and snobbish when you say it in those situations.
-
Just don't say gg after please, thats all I want.
-
@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2735950#Comment_2735950
Re: the point about Freddy -
It's not JUST that he slows down to set snares, as was mentioned above (which, by the way, feels terrible from a player stand point, regardless of if they think it makes his power more balanced), and it's not JUST that they gutted his addons, as you mentioned.
They ALSO reduced the number of snares and pallets he could have at once AND gave alarm clock wake ups a 60 second immunity to falling asleep (not just delaying the passive but also making you immune to his M1 sleep. That just straight up makes survivors immune to his entire power on top of gutting his addons, reducing the setting speed, and taking away 40% of his available snares.
The only part of Freddy's kit that WASN'T nerfed was his 'teleport to a generator,' which was overwhelmingly the main part of his kit that survivors complained about. So not only did they make him worse in every way for killers to play, but didn't fix the thing that survivors didn't like. So now he's not fun to play as AND not fun to play against. The whole thing was a massive overreach of nerfs across the board for the sole sin of "a killer who is easy to play as."
Designing killers to be a pain to use is not good game design and it's even worse as a 'balancing' mechanic.
Clarification: It's 30 seconds of immunity if woken through an alarm clock, not 60 seconds. 60 seconds is the total duration a survivor is awake until they fall asleep.
-
- Pretty common
- Yes assuming the person is good
- Not at all
-
@Heartbound said:
I see The Shape using it sometimes, but for survivors it's anything with an aura. Lets you see from further away. My favorite use is with Kindred but Bond is popular too.
Uhhh if Michael is using Open handed thats a hacker lol.
-
@IlliterateGenocide said:
Of course these could be also down to different factors these are just my top 3 determining factors
- Finding a gen bein worked on and kicking it before trying to get a hit on survivors. (unless POP I guess)
- They Double back way to much
- They fall for a window fake
- They don't try to get hits that are almost guaranteed
I think if we notice the killer is sorta new or having a hard time not to make there time more miserable.
Of course its not ur job to make it more fun for the other side.
I definitely rate the window fakes on determining if the killer is new or doesn't have that much experience. Good killers almost never fall for it.
-
@Ryan489x said:
does this not show that hit validation is survivor sided. No I'm not complaining about it. I know it's getting worked on but an example is if I play killer I get a clear hit blood scream and the weapon clean off yet the survivor keeps going. If it counts as a miss then why does the killer act like a hit?
Every time I've been validated it plays the missed attack animation. The successful hit animation takes longer.
-
At least tone down on the blue screen effect. It hurts my eyes.
-
@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2719646#Comment_2719646
Yeah that's what I was thinking,if you change the engine the code will be easier to fix.
You mean like upgrading the engine version or switching to a different engine entirely?
-
Thank god I haven't seen her as much
-
@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2712065#Comment_2712065
The animation I get is a successful hit... so I don't see the missed attack and I doubt other players see that as well
There are two different hit animations, one is approximately 3 seconds and the other one is half of that. Validation may play the sounds of a survivor being hit but it will only play the shorter animation.
-
@RaSavage42 said:
My issue with DH is the validation behind it... Like someone here already said (Killer swings gets a hit but Survivor keeps on running and the Killer has to go through the hit animation... cleaning their weapon)
Also it should either be for distance or dodging... not both
The animation is the missed attack animation, you don't get as much slowdown as the successful attack animation.
-
Honestly BT, WGLF, Small Game, Inner healing have been a recent build i've been running in solo queue and it works very well
-
@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2702975#Comment_2702975
They announced RE same way and it ended up most popular dlc. Probably want to repeat success
Also to get ahead of any lekas
-
@dugman said:
Nurse is a weird outlier in that she has an extremely steep learning curve but for players who can play her consistently well she is extremely powerful, maybe the best killer in the game. The overall kill rate for her is therefore low because she’s very hard to win with without regular practice, but her win rate is much higher at higher rated matches.
Personally I just don’t find her fun to play though, staring at her feet all match is super annoying. I don’t think she needs a buff but I would love to see a tweak where she gets to keep her head up while stunned after a blink, and if that makes her a bit too powerful then just slow her refresh down slightly to compensate.
Plus something that a lot of people don't realize is that Nurse is one of the free killers that everyone has access to. New players just starting out will try her and often flop hard and go to a different killer.
-
@OniHatesSWF said:
https://forum.deadbydaylight.com/en/discussion/comment/2701559#Comment_2701559
It means there were only 144 DH in 408 survivors?
That's weird, my 100 games record shows that pick rate of DH is 78%.
More than 3 DH in a match in average.
It did not count any perks I ran, the version which took my perks into account as well would've made iron will the top one. However, I was matched consistently against/with some very good streamers and players.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2701561#Comment_2701561
That's actually quite a nice idea, thanks! Not as limited in range as Left Behind and doesn't eat up an item supply.
Additionally, the hatch is a very obvious aura color and if you have a key it doesn't take long at all to locate it and immediately move to it if the killer happened to close it. But with 64 meters you'll find it way faster assuming the killer doesn't get lucky xD.
-
@Laluzi said:
The title. Hatch challenges are a huge headache right now.
There's two ways to guarantee you'll have access to hatch in a game; immerse and never do anything that puts you at risk, leaving your teammates to die whenever possible so that you guarantee that you're last one standing, or play well and make it to the end of the game. I have enough respect for my teammates not to take the first road, but god is it tempting sometimes.
Because the second is actually worse for the challenge, and not because the killer can walk around and close the hatch or anything. That's a risk, but by far the lesser one. The big issue? Your teammates.
Previously, when you made it to the endgame, you could wander around the map and seek out hatch while other people went for the gates - earlier if a teammate had died. You could then hang around the spot it spawned in. You could also bring a key if you really wanted to make sure you'd get your opportunity, and nothing short of dying before hatch appeared could stop you. The hatch update nixed all that; hatch will only spawn once you're the last person existing in trial.
Except survivors never want to leave.
I have the same issue with the 'survive while other players escape' challenge, but hatch is much worse. There's two reasons for this. One is that survivors won't leave unless the killer chases them out because they want to tbag them. The other is that they mistakenly want to help the last survivor and won't leave until everyone is accounted for. But either way, they prevent the hatch from spawning, and typically, by the time the last survivor has been driven out the gates, there's less than a minute remaining in the trial. This was enough time to jump into the hatch in the past, but it's not enough time to locate the hatch unless you brought a hatch offering - even Left Behind won't be good enough unless you get lucky. And even then, I've still been robbed of the opportunity by teammates refusing to leave until the literal last second for no actual reason, or the killer swinging by the hatch spawn location while the other survivor waited in the gates. Hatch offerings are more dangerous than randomly finding hatch used to be, because the killer can see the offering and has reason to check the location, or even camp it.
Like, with the way both the mechanic and the culture currently work, it's easier to get hatch from a killer being nice to you than it is to be able to get it on your own without the help of a SWF. That's incredibly stupid.
I really hope they stop making hatch/key challenges now that the mechanic has become this situational. That or just make the hatch spawn once the gates are powered. There's no reason not to; the big issue with hatch was the 3-gen escape, not people dipping out once the gates were already powered anyway.
I used clairvoyance to complete it and it works really well if you are in a pinch.
-
@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2701021#Comment_2701021
Okay here's some data:
My last 3 games.
1 sprint burst.
1 Lithe.
0 balanced landing.
0 smash hit.
0 overcome.
0 head on.
1 exhaustion perk free.
Take a guess what the others all had? Think that's coincidence?
I recorded 102 games and the top 5 survivor perks were
- Dead Hard: 144
- Iron Will: 107
- Borrowed Time: 106
- Decisive Strike: 93
- Spine Chill: 78
This was in October
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2697083#Comment_2697083
Because survivors actually need to cleanse totems due to hexes having mapwide, objective-based effects. Contrast to Boons, which have limited utility buffs which do nothing for survivors unless they're actually in that radius. Add on to that the fact that, taking CoH out of the equation, boons aren't as strong and can be left up if you want to either use it as bait or just play around it, and the idea that the killer can snuff totems multiple times to force more slowdown out of survivors starts to have a whole lot more merit.
Additionally, survivors having to cleanse five totems with old Undying is a problem because that's not the only thing that's happening while those five totems are being cleansed- they also have a very strong hex effect that's up, while they're cleansing, which isn't how it works for boons- once you snuff that the effect ends, and survivors have to kickstart it again.
The problems with boon totems have nothing to do with the infinite relighting. It's totem spawn placements (as some are in spots where it's not a quick and easy thing to snuff a boon, and that can be a problem), radius size, the verticality component, and CoH specifically being busted. With that in mind, the idea of bringing back old Undying out of a bull-headed misapplication of "fairness" is really laughable.
One of the most reasonable comments that I actually agree with wholeheartedly. Thank you for speaking some sense.
-
@CowabungaDude said:
https://forum.deadbydaylight.com/en/discussion/comment/2696956#Comment_2696956
i guess setting boons is *kind of* an objective
Better yet it’s an objective with a tangible reward for players to do, which is why it’s so prevalent. But I digress this entire thread is full of people equating their opinion as what is correct about the game.
-
@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2695332#Comment_2695332
Where are the NFTs in DBD?
There are none, that account is just an ignorant troll.
-
Because each side has a certain amount of input that can define the match as being fun or not for the other side.
-
@Itslat3ncy said:
Same here. Killers are acting like dicks during another event.
smh clearly it's the survivor asking for it don't blame the killer
-
I like the idea of perks affecting blessing speed such as counterforce and the others.
Maybe reduce the range on boon totems to 16m to encourage open handed usage
-
Generally we are bringing bnp's and bps's to get in and out as fast as possible. Oh and challenges.
-
I don't get some of the things that happen with the decisions they make, they should disable it tbh.
-
@IlliterateGenocide said:
Another killer where we gotta hold w to "counter".
Yep and then wait for the constant complaints about how Holding W is so prevalent.