Avatar

theArashi

theArashi

About

Username
theArashi
Joined
Visits
123
Last Active

Comments

  • Most of TTV's I've seen back in the day only played with their squads, always using most powerful perks and items, always being toxic to the killer.

    It doesn't happen as often novadays but it still is a dead giveaway cause you know playing with 4 man group with only meta perks and items is so entertaining to watch.

  • Cheaters are very rare in this game. I have seen maybe one and it was 2-3 years ago already.

    And argument that PC players will destroy console players isn't really valid either. Most players , regardless of platform suck at the game anyway.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1236864#Comment_1236864

    You can see the killer over most loops without stretched res anyway. Stretched res doesn't suddenly allow you to see the killer over the walls of a jungle gym or something.

    In the linked tweet(or one linked to it) with more pictures you CAN see the killer over jungle gym loops with stretched and without.

    It was tested using a tall killer like trapper, without stretched you barely see top of killer's head so you will miss it, with stretched you see him up to his waist... HOW IS THAT NOT AN ADVANTAGE?

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1236024#Comment_1236024

    No, it doesn't increase the horizontal FOV, I tested it myself. It only increases the vertical FOV, you can't see more from the sides, only from the top and bottom.

    Ok... and how is that not competitive advantage?

    Changing every loop with mindgame potential into one without it when you can see the killer all of the time is giving you HUGE EDGE, don't you think?

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235677#Comment_1235677

    Yeah good idea, play a really boring game requiring zero skill or ability.

    What do you mean? It's in the game, just as flashlights.

  • @arslaN said:

    It's not really a huge advantage at all. It would be a huge advantage if it actually increased the horizontal FOV but it doesn't.

    I don't know a single game that doesn't allow stretched res and I'm not sure it's even possible to not allow it.

    Nothing is wrong about different resolution. What is bad is that it clearly lets you see more in the game which is giving you bigger horizontal FOV.

  • @MPUK said:

    It is the one single counter to his ability and speed boost from uncloaking. It can only be done with an item that won't even last that long anyway. If you see a load of torches in the lobby, play someone else? Use Franklin's to use the torches up sooner? People claim survivors always want killers nerfed for stupid reasons but all I see is killers whining for buffs and this one being particularly dumb because in one game they kep getting burnt by a torch. Jesus....

    Or better, use ebony and straight up mori people off hooks. Simple counter and resolution.

  • It was already proposed many times over.

    Simple answer from the devs: Killer is already heavily pressured on time so he can't just walk around the map to tap totems. Also, killer doesn't see auras of unlit totems so he now has to look for them as well and going to the place and tapping the totem instantly points every survivor in the area that something is up.

  • Why not just let survivors see killers perks?

    I will make solo survivor less stressful and everything. F killers, who cares about them?

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1233932#Comment_1233932

    Uh....

    Ghostface can be broken out of stealth.

    Pig only loses her TR if she crouches.

    Wraith only loses his TR if he is invisible.

    Myers is all about having a low/no TR....that's pretty much his thing.

    It sounds like you either need to learn how to coax "facecampers" out of stealth before a save or learn when its safe/unsafe to unhook a teammate. All things that will come with practice as you play more.

    Myers doesn't have a TR in his T1 phase when he can be looped endlessly around any obstacle as his speed is too low to ever catch up and he can't get bloodlust nor has a tangible lunge.

    What exactly is Op here?

  • Crouching should be a hex.

  • Sprint burst should be a hex.

  • Iron Grasp, Agitation, Mad Grit and one random perk.

    Replay until you get lucky.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221739#Comment_1221739

    Yeah but the game shouldn’t be like that. That’s not fun for your team. The point of DC ban is to Prevent people from giving up right? Well it’s not doing a good job of that if people can still find a way out. Therefore they should not be there. Because it’s only making people want to play the game less. It actually has a more negative impact on the game than it does positive. Don’t you see this? What killer gets to have his kill? That’s the benefit from no DCs? Eh...

    No it's just to prevent people from DC'ing. You can't prevent people from giving up.

  • Survivors do gens? Toxic, DC

    Killers hooked same survivor twice in a row? Toxic, DC

    Killer has 5 stacks of devour soap? Toxic, DC

    Survivor popped all gens quickly? Toxic, DC

    Toxicity is very subjective in this game so if you can't handle it, don't play at all. Unless someone is outright breaking the rules you shouldn't dc.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228215#Comment_1228215

    How is BT overpowered AT ALL? Its literally to counter an almost uncounterable playstyle and even then...it can still be countered.

    It's made to counter unfun playstyle, yet it is mostly used for braindead hook saves.

    Are you trying to say that if killer is not camping it doesn't work? I've seen hundreds of times survivors just yoloing in to the hook with BT. If killer wants to tunnel he will and BT doesn't prevent that. If you have bt and killer is remotely near the hook you can just unhook/farm teammate, risk free and still get safe unhook bonus.

  • It was agreed by the community when they were added that difficulties have next to no meaning.

    Sure, putting down a trap is easy but knowing where to put it isn't.

    Sure, starting up LF chainsaw is easy but knowing when to do so isn't.

    Spirit is also straightforward.

    Aaand then we have survivor difficulty ratings which mean nothing as they are assigned to skins or perks but nobody uses all perks from one survivor anyway.

  • It's not a bug. This map is pretty small and it needs to spawn certain amount of pallets. If it doesn't have enough structures you will see double pallet loops.

  • @StardustSpeedway said:

    A basic attack is an attack that doesn't insta down people. Doesn't matter whether it's a fast or lunge swing.

    For example: Billy has the chainsaw that you can down people with. Sloppy butcher won't be applied if you down a healthy survivor with it. If you smack them once with his regular melee, it will apply it.

    Hope that helps!

    Pretty sure myers and GF after fully stalking still apply it. It's still M1 attack but it instadowns.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228215#Comment_1228215

    It proves a lot actually. Survivors go for unhooks because its part of the game. Also nobody wants to be a dick and leave someone on the hook to die. As killer all you need to do is wait and pick them up. No effort, high chance of great results.

    Low effort ways of playing should not work.

    The excuse killers always give is “rush gens” which is how it seems like you’re going to justify this. Lets look at how his last game went shall we when survivors counter this playstyle..

    Killer - circling hook endlessly wondering where the survivors are

    Survivor 1 - Queued for about 7 minutes just to watch their character hanging on a hook before being taken out of the game. I’m sure they’re having a whale of a time.

    Survivors 2,3,4 - Sat holding M1 for a few minutes

    Sure sounds like a fun game to me.

    Thats how killer mains want it though. They dont care if the game sucks so long as they win. Thats not how DBD was intended to be played.

    All survivor mains like you just don't want to see opinions of people that aren't biased. I understand. What Otz also pointed out what you completely ignored is that survivors can also play in ways that provide exactly zero fun time for the killer and these aspects also need changing.

  • They are probably working on it as apparently due to bug pc players connected to ps4 lobbies(and made wonderful 5v0 games that instantly ended)

    I'd love to see that really. More players = better queues.

  • I just don't like to be punished with unfair bans for my 5th dc of the day because my internet starts lagging when killer is facecamping me or using a mori. It's just not fun at this point so my internet just goes out....






    It's bs... don't dc.

  • He purposely made some games reach endgame and then survivors still refused to finish last gen and died. He did try facecamping with LF and then finishing off with noed against survivors that tried to save few times.

    Overall he had one, maybe two, if you count clown game where he actually threw the game by tunnelling one girl but survivors threw harder, where noed even came into play.

    Otz just usually finishes the game before endgame even happens. Everything you said you pulled from around 6-7 games from which two actually reached endgame.

    Survivors most of the time play altuistic because it's more fun that way, hardcamping is working exactly because of it. He didn't prove anything nor you should use it to prove anything.

    And he finished on: Maybe Noed is too OP but maybe camping is too OP instead. He also summed it up: All second chance perks should be gone from the game just like cheap things so that includes DS, BT, Unbreakable, Keys, Moris, Noed, and so on. Take your pick but don't change the story to fit your narrative.

  • What you want is meta change. Usually it is done by devs buffing/nerfing perks so that people don't have one fit-all set or ever have large enough group of useful perks so that we won't see repeating sets over and over.

    Sadly I don't see it changing any time soon as it would require either changing existing strong perks like DS, BT, Unbreakable, Noed, BBQ, Sloppy. They simply have effects that either add completely new options or hard counter some mechanics.

    I honestly don't see much of a perk repeat in killers loadouts other then noed and BBQ but BBQ doesn't really do much and has a lot of counters anyway.

    For me the games where both sides run non-meta perks are more fun as nobody needs to sweat hard to win and has fun playing instead but sadly these games are a rarity.

  • I don't know what vid you mean and I probably won't watch it anyway.

    Flashlights are easiest to counter if you expect them.... you always can.

    Meta survivor perks are too powerful and give too many 2nd chances to good survivors. That does not apply to survivors that aren't good at the game.

    Killers also have bullshit things that need addressing but I doubt both sides will ever be adjusted enough.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223186#Comment_1223186

    Imagine you just got farmed against a basement camping leatherface. If there were to be a deactivation clause, it would have to not apply when you are downed.

    I don't have to imagine that as I don't have problems with thinking ahead. If I got farmed against camping LF and I was hooked then it's the idiot rescuer that just gave him a kill and only thing that changes is me going back to the hook 60 seconds faster as I'm clearly not getting out anyway.

    If I'm the one doing the rescue I will use BT so that survivor can run away and I get my WGLF stack.

    When you get hooked it's up to the killer if you die unless you have coordinated friends coming to the rescue and killer isn't prepared for it.

  • BBQ, Auto-didact(I think it was actually useful once), We're gonna farm forever.

  • Not enough killers on your rank.

    I have identical problem in red rank as survivor. I usually have to wait between 10 and 20 minutes for a game.

    Killer however is instant for me.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223296#Comment_1223296

    I smell sarcasm and bias here, lmao. DS for survivors sounds like a pain. I play both sides equally and I don't even like DS. Most of the times I'm too stupid to hit the skill check, or the killer is just too smart and will slug until the timer is gone.

    https://forum.deadbydaylight.com/en/discussion/comment/1223294#Comment_1223294

    Sounds good, in my opinion. Monstrous shrine is a waste of a perk slot, so making it basekit wouldn't hurt.

    Borrowed time and Kindred would be great for basekit, actually.

    What gave me away?

    Mounstrous shrine makes hook bleedout insignificantly faster. Not enough to even prevent 3rd attempt to jump off the hook.

    Borrowed time is one of the top survivor perks.

    Kindred is very powerful perk for solo survivors to use, if you don't play with buddies, take it.

    Do you see what I'm getting at?

  • @csandman1977 said:

    Kindred and borrowed time for survivors. As solo player kindred tells my team when to come get me and borrowed time helps against being farmed

    Monstrous shrine for killers. Not the notification part but the quicker basement hooks. Make it more dangerous to be around it.

    Why not Mindbreaker for killer and DS for survivors?

    I'm definetely not picking worst perks for killers and best for survivors.

  • @PrettyFaceKate said:

    Your thread title is objectively wrong. DS IS an anti-tunneling perk, but it's not STRICTLY an anti-tunneling perk. It's one of the few answers that survivors have to hardcore tunneling/camping. More deactivation conditions could be considered, but simple deactivation upon hooking someone else would be easily exploitable and make the perk essentially useless.

    So you are saying that if I hook another survivor and go back to your sorry ass to hook you after that I'm still tunnelling you?

  • To leave survivor? I don't know, maybe he's using a pad or plays at lower sensitivity.

    It can really piss you off to 'miss' survivor doing a 360 with your camera following him entire time and still not getting a swing by that I mean the mechanic that locks your camera in the target when you get a hit... and it still makes you miss. It gets annoying.

    To add to it if survivor or server is lagging enough survivor doing a 360 will be missing frames of animation.

  • @luka2211 said:

    It allows you to see the stain through CERTAIN walls aka macmillan/autohaven/asylum as of rn. Unless you edit cfg files..

    It still is bullshit that it actually does that.

  • @FichteHiro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219267#Comment_1219267

    Idk, if you take a look at the Achievement Stats at Steam, 0% of all DBD players have the achievement and it's been out for more than a month. That's why I decided to bring it up.

    A lot of free weekends, a lot of people not buying new dlcs. Don't look at %.

    It requires you to use certain strategy to get it so no wonder many people don't bother.

  • @FichteHiro said:

    Recently, I have asked these questions to some Community Members, and I wanna know what you all think:

    1. Have you experienced lag spikes, fps drops and general lag problems since the last update came out?
    2. Have you experienced significant ping increases during matches?
    3. Do you think the "Quick Draw" Achievement is excessively hard and situational or do you think it's just challenging and its difficulty is justified?

    Quickdraw is actually quite easy. Just take 3 totems and M&A as deathslinger and go after totems. Few games and you're done.

  • It was mentioned once. They also said that hidden matchmaking is already on but none of my teammates is capable of finishing a single gen anyway.

  • We need a compilation of thousand answers devs gave to similar questions: It is part of the game. You may not enjoy it but you have to deal with it.

    I'd rather see Keys and ebonies rework first. I don't give two shits about killer camping.

  • Just enjoy your game and play however you want to.

    Oni is very fun to play if you ever want something new. Trapper is very good.

    Don't listen to whoever tells you their imagined rules.

  • @Schmierbach said:

    Because the only killers left are the great ones that adapted over the years.

    From my experience as survivor I rarely get one of those. Most of the time I get killers that use ebony mori's or iri hatchets, or both at once.

    At the same time when I play killer I either get average mix of randoms or one of those totally not swf's with full meta sets and keys.

    Keys and ebonies need some serious nerfing.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/144331/if-killer-is-the-power-role-why-there-are-less-and-less-killers

    Survivor queue times are significantly shorter than Killer queue times on PC, in my experience.

    I'd love to get your experience.

    For me killer lobbies are always instant while survivor is getting insanely long lately(around 20 minutes).

    Maybe that skill-based hidden matchmaking is making sure I don't bully killers with my autodidact.

  • Nothing makes people understand your point as giant wall of text with no paragraphs whatsoever.

  • Well, if you burn it as survivor then killer doesn't know who burned it. Whenever I do burn it as killer survivors usually focus gens more(for some reason).


    I had a ridiculous game few days back. 4 man swf decided to burn offerings like bps and such while expecting killer to farm with them. I didn't get the memo(I usually don't even have game on any screen until it loads in) and survivor decided to not try to play normally but sacrifice themselves.

    Of course I got a lot of ######### for it... but why? What is wrong with playing the game normally?

  • That is why I said that Saloon map upstairs loop is an infinite as it has longish wall on the corner with 2 windows and 2 doors instead of one.

    Just think of it as the two walls from that vid but connected to one another in the corner. You will lose chase and catching up is impossible as you lose chase. It seems rarerly used but if survivors know about it isn't yet another double god window loop.

  • So they are focusing only on killers by reworking braindead level god loops from maps?

    You lost me there. Do they have to connect every 'nerf' to survivors with a buff now?

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/143445/bad-map-preschool-infinite

    You guys gotta quit complaining about infinite’s. Just lay off the chase then. Why is it survivors aren’t allowed to win chases and stay alive? Why must they go down every chase? Just protect your gens and go for ez downs. Killers are built to end chases quickly. You just need improvement

    So I shouldn't complain when entire team just rushes towards it whenever they get remotely close to it?

    Are you one of those complaining about infinites being removed from maps?

  • @BattleCast said:

    The fence wasn't an infinite unless the pallet in the school hallway is down. The loop is too big and the Killer can make up the distance lost because of the window.

    EDIT: the fence was shortened though.

    Thanks.

    All I wanted to know.


    If survivor gets a small(around 5m) headstart on that window or darts to it after a hit you will have to chase him around it for 1 or 2 full circles and then they also have chase breaking pallets, one downstairs and one possibly upstairs.

  • @BattleCast said:

    There was an infinite on badham???

    For once I don't mean the house pain or safe pallet in the smaller house but the big building in the middle with a fence with a window.

    The same building with 2 god pallets in.

1 2 3 4 5 … 17