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thesuicidefox

thesuicidefox

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thesuicidefox
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  • You can but you really don't need to. You can play around most pallets in the game without needing to break them or take it to the face (though you should always come back and break stronger pallets anyway).

  • Just do the gen. That's how you beat Ruin. Doesn't matter if you can't hit great skill checks, just do the gen. The only time it will hurt you is if you are just super unlucky and get a ton of skill checks in a row.

    Survivors lose to Ruin because they refuse to do gens until it's gone. Just do the gen! It will take longer sure, but you get the objectives done.

  • Clown. Not because he is a clown, but because he is gross AF.

  • @BBQnDemogorgon said:

    Its the fix to dead hard and sprint burst. A couple other small bug fixes.

    We don't have a date yet on servers but thats likely next month.

    Small bugs?

    4 of the items listed are game crashes. Those are no small bugs. Game crash is almost always going to be a top priority.

    Probably why it's so big has something to do with these fixes. Had to overwrite a big chunk of code to fix something that makes the game crash.

    SB/DH fixes were probably just thrown in because they were able to do that, and not the priority of the hotfix.

    @Ember_Hunter said:

    Could he preparing for resources of the next killer update.

    Could also be this. Though I'd imagine that it would have more to do with cosmetics than next update.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/616350#Comment_616350

    https://forum.deadbydaylight.com/en/discussion/comment/616350#Comment_616350

    If you are put in the basement against Cannibal, then you are dead, but you don't see someone saying Cannibal is too strong because of that. Also, what is nuts at placing traps on strong loops ? These traps 100% will be disarmed because you placed them in obvious spots. Hag can spam traps in a very tiny area and on strong loops at the start of the match which can't be disarmed without a flashlight and yet you don't say how OP she is because of that.

    Because LF has to physically be there at the basement to make it impossible to save. Trapper, on the other hand, can set traps at all windows/entry points and leave. It's impossible to get in to make the save without alerting him you are there.

    As for loops, one of the more powerful setups a Trapper can get is congregating all his traps into the main structures basically making them off limits to survivors. This is something that should gradually happen over time, as he needs to place a trap, then go collect another trap, come back, etc. But if he starts with all his traps he can just trap these spots right away and then you are SOL. That area is now a no-fly zone.

    It would just be way too powerful. His traps aren't like Hag's or Freddy's. They immobilize you and injure you. Stepping into a Trapper's trap is basically a hook most of the time, and disarming one is a risky move since he now knows where you are.

    Trapper needs buffs, but this would be way too much. I play Trapper and I could picture what I would do if I had 10 traps in my hand at the start of the game. It would be seriously unfair.

  • The problem with this is that it allows Trapper to spam his traps in a tiny area very easily. So if you get put in basement, you are effectively SOL. He can also shut down a lot of strong loops, so any smart Trapper will likely just place them all over the main structures. At the start of the game that's a little nuts.

    Trapper does need buffs but not this. These would make a huge difference for him without being too strong.

    • Let him carry 2 traps at base.
    • Let him reset traps without picking them up.
    • Stop spawning traps far out on the edges of the map.
    • Always have a trap visible in his hand so survivors don't know you have none.
  • Because it's not that great of a perk. It sounds good on paper, but in practice it just makes survivors split up to do other gens and come back to those later. Plus if you are unfortunate enough to spawn in the middle of the map it basically guarantees survivors will split the map. It can work in your favor if you spawn on one side and they rush gen forcing a 3 gen, but most good survivors will just go to these gens after they finish one somewhere else.

  • Add +100% BP in Brutality category and it would be fine.

  • There is a bug where you get hit and keep the speed boost until you get hit down. I've seen it happen to a friend, but IDK if it's something you can trigger on purpose. It was probably that.

  • All I will say is play survivor solo before you judge. You will see why people get angry. If you can get to rank 1 without having a least 1 rage inducing moment then you can sit on your high horse.

  • @Almo said:

    Looks like a net buff, and she's already performing very well at high rank. She's got a shallow learning curve.

    Note:

    A "steep learning curve" means you spend little time to get very good. A "shallow learning curve" means you spend a lot of time to get a little good.

    Most people get this backward... just do an X-Y plot of time versus skill to see how this works. :)

    When people say "steep learning curve" they mean that it's difficult to get better, like climbing a steep hill can be difficult. It's hard to "climb" to a higher skill tier. But I guess it depends on how you plot X and Y.

    EDIT: Also time played is not a direct reflection of skill with a character. It can be correlated but you should measure skill in terms of performance rather than time.

    So if X is performance and Y is the effort needed to perform, than to say something has a "steep learning curve" makes sense, since then the variable of expect results is low compared to the amount of effort you need to achieve those results. Hope that makes sense.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/615848#Comment_615848

    Yeah, I'm sure that happens at a lot of companies that don't have good transfer-of-knowledge practices. We had a similar "guy who coded it holding the whole thing hostage" situation at a website I worked at early in my career. Another site I contracted for had some VERY poor wiki-based documentation, and I basically had to reverse-engineer a lot of it.

    Aren't all the original DBD guys still there, though? Seems like they should think about putting some good policies in place. And, you know, cleaning up their code.

    Well the main thing is he had no formal training. He knew how to code but he didn't put notations or use common formats or methods for solving problems. He just did his own thing.

    It's not so much the code was bad, it was that no one else could figure it out. And once he left the company and people just piled onto the meatball the problem got worse and worse over time.

  • Funny story, in college one of my professors formerly worked for EA Sports and told the class about Madden's "meatball" code. Apparently what happened was that, sometime around when Madden became a 3D game, a dude with little formal programming experience wrote a massive chunk of the engine used for the game. He worked for EA for maybe 2-3 Madden games then left the company. He had no notes in his code and everything was a mess. And of course they would recycle the code from game to game (because it came out every year and why spend more money/time to write new code eh?). Well, no one was able to reverse engineer what he did so they just kept adding to this "meatball" of a code over the years, until it got to a point like a decade later where you could not change some things about the game without literally destroying the entire meatball. It's part of the reason Madden was basically the same game for so many years.

    This isn't proof it happens everywhere, but when it comes to EA expect them to take the cheapest/fastest/easiest route and not given a single flying ######### about the end user experience.

  • @Mister_Holdout said:

    I don't want to sound rude, but killers on console will probably never be on the same level as PC. The two platforms have completely different player bases.

    And of course, the hardware advantage is worth noting as well.

    Still, that doesn't mean killers on console can't be decent at the game.

    PC elitism again?

    Dude seriously, come play killer at rank 1 on Xbox. You will get SWF every game and there are a lot of good survivors at that rank.

    Imagine thinking that people are better or worse depending on which control method they use (because that is really the only difference at this point).

    "I don't want to sound rude" follow immediately by something that is quite rude and not at all factual.

  • @NMCKE said:

    There are some good killers such as @Masantonio:

    We happened to stumble into a game with each other and his Spirit is really nasty! Luckily I had Iron Will, but still, he knows what he's doing! :)

    https://us.v-cdn.net/6030815/uploads/173/43W2IR5CJZWI.png

    I also main Nurse on console, and she's really fun:

    https://us.v-cdn.net/6030815/uploads/638/TPL6FVGA8CP7.png

    Also, I'm not sure if @thesuicidefox plays killer, but I think he's really good at killer as well! :)

    I do. Spirit (main), Freddy (old and new), GF, Trapper, Huntress. I have been told I'm really good. Right now I'm just sitting at rank 4 because it takes me 10 minutes to find games, so I just kinda stop playing lately once I get to red ranks. I could easily get to rank 1 if the game WOULD JUST GIVE ME A LOBBY!

  • I'm like you mostly.

    I'll use Ruin on all my killers just so I can have a chill game. I'll play without Ruin if I feel like playing especially try-hard with Spirit, maybe Freddy or Billy, but that's about it. Rarely ever use NOED. Rarely use mori's. Rarely use anything above rare add-ons. I often actively avoid tunnelling/camping, but I will do it if necessary.

    It's very much the same as survivor too. I rarely bring items, usually only when I've had a streak of bad games or lame killers. Only offerings I use are BP offerings. Only "second chance" perk I use is BT because sometimes you just kind of need it. Rest of my build is Spine Chill, Balanced, and Iron Will. I don't rush gens unless I have to, usually I'll just do stuff for BP like totems or chests. Death is whatever most of the time, I will kamikaze hooks or gens if I think it might help others get out. But I will play hard to avoid letting the killer get a 4k, that's really the only thing.

  • @Acesthetiic said:

    @thesuicidefox I disagree with her being passive. She definitely causes chaos and is very active. And as long as the traps are ‘smart’, she doesn’t have to worry how the survivors play.

    @NuclearBurrito said:

    Yeah Hag can def play active.

    You place a bunch of traps into an area and then chase people into that area. They pop the traps when running from you and then you can hit them.

    She's not really active though. She can't completely control where survivors run, and smart survivors will run to places where they know she doesn't have traps. You can get into a position to chase them to certain spots sometimes but other times they can just run away and you have to leave them because they ran to a place where you have no traps.

    The chaos she causes is from defensive play, ie. area control. Outside of that area she's not going to be very effective.

    I just don't think she is better than Billy. Billy's power can be used to traverse the map quickly without the need to having been to that place already. He also has a built in one shot and pallet breaker, and he's 115. He can play way more actively than Hag can. Hag is almost at the mercy of survivors coming to her. But that's not to say she is bad, because you can definitely use that to your advantage just that she's not better than Billy. Her defensive game is better. If she gets a good hook spot or gen setup it can be really hard to play around. But she's not going to have the option to take every chase because some chases will lead away from her traps. You have to let those go or you will lost as Hag. Billy doesn't have to do that all the time, he can be aggressive and take whatever chase he wants based on the tile setup.

  • How would this work in the case of killer closing hatch though?

    Gatekeeper needs a rework I just don't know about setting it to a time limit. It's still up to survivors how well you do. If they decide to go slow that's not necessarily a reflection of your ability as killer, more their decision as survivors.

  • @Acesthetiic said:

    @thesuicidefox I just personally think hag is stronger than Billy. Hag is area of control. Not map control. Hag is more lethal overall than Billy. Traps don’t take a long time to set up and when they’re up? Oh my. Hag can work around flashlights. All you have to do is adjust (different trap placement. traps at corner of loops, not obvious trap placement, no traps CLOSE to hooks —— you shouldn’t do this anyways, trapping away further sets up for more pressure.——) Billy’s power isn’t always lethal I.e loops. Hag > Billy IMO.

    And yeah Wraith C Tier is totally reasonable.

    Yea but Billy can make stuff happen. Hag can't, she has to wait for survivors to come to her. I just think her style is too passive to be better than Billy. She's great when survivors come to her and all that, but when they don't she doesn't have much she can do. Billy on the other hand can force survivors to act, and he also has pretty good defensive options too.

  • Ah the ol' "it was my brother not me" routine.

  • WGLF shouldn't even be put in a tier. It literally does nothing in terms of the game, it just helps you earn more BP.

    Urban Evasion should be way lower. It's really not that good of a perk, all it does is make you hide and play too slow to be optimal. It also won't make a lick of difference against a good killer that can still find you.

    Self Care should also be lower, maybe 1 tier though. It's really not that good of a perk unless you play solo and even then it's not that great. It just makes you waste time honestly.

    UE and SC are common perks because they do something people enjoy, but that doesn't make them good perks. Good perks, like S and A tier (and some of B) have actual tangible impacts on games. UE and SC do not, though SC at least let's you act independently of other survivors so that's why it's not entirely that bad. But UE is a bad perk that encourages bad habits. The only time it will be of any use is against a Hag, and even then other more meta perks will still be better picks. Plus you can use a flashlight and be even more effective against her.

  • Billy is above Hag. She's good but her main problem is that her power has a hard counter (flashlights) and she is a defensive type of character, where Billy if offensive.

    Generally speaking, defensive strategies are less effective than offensive ones in many games, DBD included. The fact you can run clear to the other side of a map, where she has no traps and be completely safe is what hurts her. Billy doesn't quite have that problem. His power is always lethal, where Hags is only lethal after she's placed traps.

    Also I think Wraith should be bottom of C tier. He has the ability to move around faster than normal killers and has stealth he can use to get closer than normal to survivors, letting him generate more pressure than any of the killers below him. He also has good variety to tactics he can use with his add-ons, where all the other killers around him are just made stronger by add-ons.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/612018#Comment_612018

    Btw, you make it sound like it secures that it stays up, while also saying the Totem simply isn't lit.

    Do you mean...

    • The Hex is already on a Totem, but it simply doesn't look like a Hex Totem?

    Or...

    • The Hex is only on a random Totem once you have enough Tokens?

    It's like NOED where the totem is selected when it activates. So when you get 1/2/3 tokens it just picks a random dull that available and puts the Hex on that totem.

    So then in theory the only way to stop your Devour before it procs is to do all the totems like you would NOED.

  • @My_Farewell said:

    Small game: remove cooldown and/or be able to tell the difference between traps and totems.

    The second part sounds way more appealing.

  • @BloodyTapp said:

    https://forum.deadbydaylight.com/en/discussion/comment/612015#Comment_612015

    "after getting hit by the killer" - A small reminder of what I'd written that tells you wouldn't start injured to not give the perk off

    That's a no from me then. Part of reason to use NM is to get the synergy from perks that require you to be injured. Now you are saying you have to actively seek out the killer, get hit, ESCAPE A CHASE, only to get the benefit of the perk when used in combination from other perks.

    A better option to hide a NM status is to have more perks where you start the trial in the Broken state. For example, change Deliverance so that you start the trial Broken for 100/80/60 seconds. At the end of the day it's really kind of the same perk, but now the killer might be able to tell "okay this guy either has NM or Deliverance". More balanced for the killer without changing the perk, AND it helps NM.

  • Horvath said that base Kindred was way too powerful for them to put in. Maybe watch the entire stream next time.

    And a totem counter would also be way too powerful to put in, as it would mean a complete negation of NOED every single game.

    Like honestly THINK about these things before making such comments. Think about what would happen, it doesn't take much to see when something would be way too powerful.

    Also stop asking for details. Details can and do change. If they tell us something and it changes, now they look like ass hats. When the features are near ready to go live THEN we will get the details because at that point the details won't change much if at all.

  • @Boss said:

    When a Survivor is rescued from a Hook at least 24 metres away, Devour Hope receives a Token.

    • 2 Tokens: Gain a 3/4/5 % Haste Status Effect.
    • 3 Tokens: Survivors suffer from the Exposed Status Effect.
    • 5 Tokens: Grants the ability to kill Survivors by your own hand.

    The Hex effects persist as long as the related Hex Totem is standing.

    I made a killer perk change suggestion thread a little while ago, but I suggested that for Devour, remove the 2 token buff and instead the totem does not light up until 1/2/3 tokens are earned (similar to NOED where it would just pick a totem at random). This way at tier 3 you can be sure they don't get your Devour right away and you at least have a chance to earn tokens. And for lower tiers it just means there is a chance they will get it early, but not before you get at least 1 hook (at tier 1).

  • @BloodyTapp "No Mither Broken status effect icon isn’t displayed in the HUD."

    This would literally do nothing because the killer would still know you have No Mither if you start the trial injured.

    The rest I agree with, though I think the BP boost should be 50/75/100%. Since you basically have half the time being always injured it makes sense you earn double the bloodpoints.

    I would also add that No Mither grants the ability to always fast vault when running as a means to give you just a little bit more of a chance during a chase.

    I would like to see something done about Left Behind. That perk is absolutely worthless now that EGC is a thing.

    For killers I hope to see Dying Light reworked to not be a tunnel perk.

  • Adding Hindered wouldn't be a good idea honestly. It would be way too strong.

    Instead when you are fully sick you should get rapid fire, Unnerving Presence-like skill checks when doing gens. This would really encourage you to cleanse, but if you are really good or really desperate you can stay sick to repair gens.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/610549#Comment_610549

    Not really. I asked if they're planing on doing something with struggle mechanic (which was a "no for now") and if they plan on adding lootboxes too, which was a sort of "no to maybe" answer.

    Both were questions we basically already knew the answers too. I was hoping for something more.. concrete in terms of answers.

    Like what? What exactly were you expecting them to tell you? It says at the top they can't discuss new features. They won't tell you exactly what they are doing because that will probably change by the time it comes out.

    It's like asking Kevin Fiege exactly what is going to happen in phase 4. Obviously he doesn't know exactly what will happen and even if he did he's not going to tell you. Expecting an answer is just silly.

    And your second question was very obnoxious the way you asked. Like you were baiting them into admitting they are cheating customers out of money or something. If you knew the answer then you are just asking to troll them. Obviously you have a grudge against how they choose to handle DLC and microtransactions. Again, what do you expect them to say to a baited question like that?

  • @Chaotic_Riddle said:

    @thesuicidefox Internal resources..? It’s literally just update the game to hold ten players into one lobby. If another team on BHVR can manage to do that with a game that barely has the same amount of sales as DbD does, I’m sure they can manage that. If anything, it would be easier to manage that once dedicated servers come out.

    It's actually not as simple as "just do this". You are seriously underestimating the amount of work and resources (ie. people) that would be required to put this feature in the game.

  • PGTW is very good. It has single-handedly won me games when Ruin gets taken out right away. Obviously it comes with the catch that you need to get hooks, but as long as you do and manage it's use properly you can really shut down gen progress.

    SF/Enduring is really good too but it depends on the killer. I like it on Trapper because it means I can just forehead my way through every pallet, but then as Spirit or GF I don't feel like I need it as much. On Billy it's almost broken though.

    The thing is that it depends on the skill of the survivors you go against. Versus bad survivors, these perks won't do much because you won't need to kick gens or eat pallets to make up the time. Versus good survivors though they make a huge difference.

  • IMO, Plague has the best character design and lore, followed closely by Spirit and Huntress. Clown's lore is good, and his design is okay but there's only so much you can do with a clown theme. I will say I'm glad they went with the sad clown look instead of a crazy or happy clown look. Fits much better with the game.

  • As much as I'd love to see that, I'm pretty sure her dress is the only thing stopping them from just falling off.

  • Waste of internal resources.

    Do you want 2v8 or for them to actually improve the game.

    Pick one you can't have both.

  • You need to know when to slug and when to hook. Slugging at the right times can let you generate a lot of pressure. Slugging too much can lead to an endless cycle of downing survivors, chasing another, the first one gets up, you slug the second, rinse repeat forever. Usually that's a losing battle for the killer because one slip up and all that pressure is gone.

    I usually only slug if I suspect DS or if there is another survivor right there for me to chase. Otherwise I take the hook.

  • @Peanits said:

    We actually answered two of your questions.

    https://www.reddit.com/r/deadbydaylight/comments/ckrt86/we_are_bhvr_ask_us_anything/evq37v9/

    https://www.reddit.com/r/deadbydaylight/comments/ckrt86/we_are_bhvr_ask_us_anything/evq3zy8/

    I'm not sure what more we can even say there. Particularly on the first one, we announced that a change is coming, we just don't have a date for it. This is because there is no date for it yet. It is planned and currently in the backlog. Once we have the resources available to start working on it, we'll say more.

    Generally AMAs are not meant to reveal new information, they're a lot more casual and tend to talk about the past. We mentioned right at the top that we can't talk about unannounced content. If you went into it thinking that we would be announcing a ton of new stuff, you would be very disappointed.

    OOOOOOOOOOOOOOOOOOOOOOOOOOOOOF

    You killed him bro.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/609793#Comment_609793

    hhtps://youtu.be/N-G5ueGiQF0. Watch from 2:36:00 - 2:40:00.

    First he was pushing her the wrong way around the loop.

    Then when the window finally closed he lost her.

    He definitely could have gotten her. It's BS, like I keep telling you, and he was in a bad spot where he basically had to chase. But at the end of the day he could have caught her sooner if he went the right way and didn't lose her. This is also something specific to Huntress because unlike other "slow" killers she actually has no way to catch up. Any 115 killer would have been able to brute force the loop in any direction. Spirit and Nurse could catch up easy. Hag could set traps. Huntress is the only one where this loop would work as it did.

    Again, it doesn't mean they shouldn't fix it. But until they do, you have to just accept it and learn to play around it, which he totally could have.

  • I just play the killers I enjoy playing. I hate playing games just for dailies, I end up deleting most of mine to get ones I'll actually do.

  • @doitagain_ said:

    Its a bit tedious to type on a controller to begin with. By the time you finish your message, everyone would’ve already left.

    Maybe default responses you can click with a button for like “good game” or “that was a close match”. Overall I don’t think it’s worth bothering with.

    You can use a keyboard to type messages on Xbox.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/609413#Comment_609413

    Dude, he literally killed 2 survivors already. The third survivor was hiding and didn't do any gen, while Kate was the only one he find and I think she was his last BBQ stack. The killer should never leave a chase just because the suvivor succeed to reach a certain building. This loop needs fixes, like many others.

    But that's just a chase you don't take. Granted the circumstances kinda force him to, he could have just left and looked for the guy that was hiding. If the gen in that building was done what else would Kate do? If she goes to do a gen somewhere else then he could catch her.

    I would have just left her and looked for the other guy, then closed hatch. At that point running that loop is pointless.

    Again I agree with you that it shouldn't be that way, but it is that way right now so taking that chase was just a bad decision.

  • A good Huntress would know to just not take that chase. Catch them away from the storehouse.

    Don't get me wrong, I agree that some maps still need fixing, but that's like a bad killer play.

  • You need Spine Chill. I would take out Poised.

    Also might be a good idea to take out Q&Q and use Lithe. Lithe + DWM is an easy escape from a chase.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/608887#Comment_608887

    I’m just gonna drop in real quick and say, I agree with Mither, Spirit is not this all mighty skillful being. Generally in your post you act like you are the all knowledge, you’re always saying a good X doesn’t run Y as though Y would define X as good or bad.

    @Topic: Ghostface is good in the right hands (not me).

    Because when you've played the game enough you can tell a good survivor from a bad/boosted survivor.

    Good survivors are super optimal and gimmicks don't work on them. You need to stick to meta tactics to have a chance against a good survivor. Your perks/tactics need to have tangible effects, not rely on survivor mistakes or misplays.

    Bad survivors make stupid decisions, are super predictable, and clearly don't understand killer perspective. You can do any silly gimmick on them and it will work, giving you the impression that X is a good perk or something.

    SM Myers is a great example of a gimmick. He is amazing against bad survivors. But using this build against good survivors is basically throwing the game because good survivors know they can run from you forever because you are slow AF and how to position themselves so that you can't sneak up on them.

    Most survivors fall into the "bad survivor" category. Good survivors are rare, and on Xbox I know quite a lot of them because I play both killer and survivor at rank 1.

  • BBQ, Ruin, Pop, Sloppy. First three are pretty standard so I won't get into it. Sloppy I found to be very good for GF because then you don't need to mark as often since it is more likely you will sneak up on someone that's already injured.

  • @No_Mither_No_Problem said:

    https://forum.deadbydaylight.com/en/discussion/comment/608870#Comment_608870

    I don't even need to predict where the Survivors go. The indications they leave are just so obvious, and there's nothing they can do to get rid of them.

    I firmly stand by the belief that if a Spirit misses a hit or messes up with her power, it's not because that Survivor is good or because Spirit is hard. It's because that Spirit is stupid and can't track.

    That's all Spirit is. Tracking. Sure, you can try to mindgame with her husk, but there is ultimately no predicting necessary. It's just basic tracking skills. Not being blind or deaf. Spirit is easy. VERY easy. In the 10 or so months she has been out, I have not once lost a chase as Spirit, because there is nothing Survivors can do against a Spirit who has eyes or ears.

    If you think Spirit is hard, or even if you ever lose a chase as Spirit, I have two words for you: git gud.

    "I have not once lost a chase as Spirit, because there is nothing Survivors can do against a Spirit who has eyes or ears."

    Okay now who is the one being egotistical?

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