woodenEnthusiasm
woodenEnthusiasm
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You dont need their ID to report them it's all recorded when you report the match. That said mandytalk confirmed they will never ban without video evidence, which defeats the purpose of a report system since most people arent or cant record their matches....
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Usually when people quit early. Especially if they stay in the match just to tell me how I'm unfun and a terrible killer. It's frustrating to watch people waste everyone's time
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3174260#Comment_3174260
I understand it was a bug flx to something "they didnt know was bugged". However it was a nerf. 66% gen repair to charge it is ridiculous. At least have it match wiretap. That way the killer has a 50/50 guess if the gen has wiretap or blastmine.
Its behavior, this isn't the first time they've nerfed something via bug fix and didn't give it some sort of compensation
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As I understand it blast mine was always supposed to lose its charge. The dev team bug fixed it and doesn't see it as a nerf.
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Deja vu shows you the 3 closest gens. Use it to break up 3 gens. You could also bring Circle of Healing put it far from the 3 gen and run to it and heal up while your team is pressuring the gens. Either they hard commit to gen defense and lose slowly or he chases you and your team finishes the last gen.
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/3160887#Comment_3160887
I mean you got a point, BUT they announced the change a week ago in the Dev update. "We’ve slightly toned down the Survivor collision detection of The Mastermind’s bound."
Oh, wait... now I feel even more scammed, because they reduced the collision detection for survivors by 50%. In what world is 50% considered "slighty"?
I mean this is the same company that had nurses brown addon "slightly" lower her missed swing cooldown penalty when in reality it removed it entirely
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I noticed it too his deviousness emblem will barely go above silver. I'm surprised no one has mentioned it.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3171228#Comment_3171228
No I disagree. Not to mention I already think he is a bit stronger than Demo in chases.
He has 2 dashes instead of one, and he can vault pallets and windows. He has a lot of potential. The 1,5 second charge time is needed to give survivors a fair amount of counterplay, and that is exactly what anti-loop killers should have. A fair amount of counterplay.
Decrease it 1 second, or more, and you'll see much more people complaining about him not being that fun to go against, I am pretty positive. That'sd not what the game needs in general, and especially at the moment with killer queue times already being longer. Wesker needs to be both fun to play as and against, and that should stay that way.
Also, demo might have more map pressure, and I guess a bit of tracking, but Wesker has still a bit of map mobility, and some game delay as well. The sprays by the way also giving Wesker killer instinct.
I'd like to point out he has a 1.5 second recovery time after vaulting anything. Also demo has a 2 second recovery time after breaking a pallet. I'd also like to point out Weskers dashes are slower and don't cover as much distance as Demo's, at least individually, also Demo's speed while charging is a whopping 3.8 m/s compared to Weskers 2.7 m/s. In short Wesker doesnt have much going for him over Demo's dashes. Also his slowdown is pretty negligable. It only takes 5 seconds to use a spray and each one has 2 charges not to mention theres 6 cases so you won't usually have to travel far.
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/3171266#Comment_3171266
Cause it's skill less? You don't got to chase. You don't got to find anyone. You simply bank on the other side wanting to enjoy the match instead of holding M1 or staring at the screen while their hook timer progresses. I got Meg on a hook. I stare. Wait for Claudette to come unhook, smack her. She unhooks. I down Claudette. Hook her. Now I stare at Claudette and wait for Dwight. Or I play slightly more mobile and slap Meg on unhook to proc Endurance. Then follow and redown. Or I follow and wait out BT timer. If I was smart, I'd have hooked her in a dead zone or spot they used the pallets. There's no escape. (or play Nurse and ignore all that anyways) (or play Spirit and Blight that could probably down both the unhooker and hooked with their speed)
You're missing why. Especially in a competitive setting where players will do the most boring option because the goal is to win at any cost. The reason people mostly do it is for time efficiency. Lets say we live in a world where it is physically impossible to camp or tunnel. Survivors can't be interacted with at all until you hook someone else. Now lets say you are godly at dbd, but you're not playing the top 3. You're just so good you get an injure every 20 seconds every time. Lets also assume you're extremely lucky and it only takes 10 seconds to hook a downed survivor. Thats still 50 seconds a hook, more than half a gen for 3 gens. By the time you've gotten 8 hooks thats 400 seconds, well over enough time to finish all 5 gens. The reason the top 3 are the top 3 is because they can down and travel at unreasonable speeds. Other killers need some kind of way to slow the game down or snowball or disrupt the gens. It's either that or build in all that slowdown or speed up killers or buff killers to the level of spirit nurse and blight. And I understand I'm coming at this from a different perspective than you because I play at a higher level than you. That's not an insult, players play and perceive games differently based on their experience and their skill.
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/3171260#Comment_3171260
Cause it's easy wins. No amount of mental gymnastics will cover for these types of players anymore.
It was cause of Self Care!
It was cause of instant BNPs completing gens!
It was cause of instant heals!
It was cause of Door opening times!
It was cause of hatch!
It was cause of flshlights!
It was cause of DS!
It was cause of keys!
It was cause of Dead Hard!
It was cause of gen times!
It was cause of CoH!
It was cause of MoM!
It was cause of old Sabotage!
It was cause of infinites!
All these... and more nerfed. Some very much needed to be so.
But the point isn't those things. The point is that camping is an easy way for bad Killers to win matches they shouldn't of from betting on Survivors wanting to have "fun" over winning. And as all these things changed and got nerfed, the excuses just piggy back onto something else, but the truth of the matter is... cause the Killer is bad or toxic at this point in 95% of the scenarios it happens.
A Nurse will camp just as much as a Trickster. All the proof you'd need.
Okay why is camping and tunneling an easy win? What about it makes the match so easy for the killer compared to 2 hooking everyone
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/3171242#Comment_3171242
Killers already got buffed across the board and Survivors were nerfed across the board. DH (survivor's main chase perk) was changed and Killers were buffed in general in all chases with gen times also being increased on top of that. I fail to see how Killers would require even more M1 time from Survivors especially with Blight, Nurse, and Spirit being S tier Killer before these sweeping nerfs and buffs. You'd have to literally gut those 3 before any more sweeping Survivor nerfs/Killer buffs.
Let me ask you this. Why do killers camp and tunnel? Why is it especially common in competitive play?
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/3171209#Comment_3171209
That'd just shift it so that the Killer would camp, wait for the Reassurance Survivor to show up, and then chase them/down them when they go to pop it. They'd likely get a free hit when the person comes up to use it and then can just chase them/have Reassurance deactivate when they chase away rewarding the Killer for being scummy in a new way.
It's fine how it is. Otherwise what's the complaint? You have a Survivor sitting on a hook for longer than needed cause they could of unhooked them anyways.
Current system also deters Hags, Spirits, or Nurses who just sit outside the range and wait to rush back in. If the Survivors have noticed this, they can force the Killer to be drooling in the distance waiting a bit longer for the next down at the hook.
You can't last long enough in chase for another survivor to get the unhook? I mean at that point you kind of deserve to lose. With current reassurance you already just chase the reassurance user. The problem is it's a stop gap in killer snowball potential because like it or not sometimes camping is the right play. I dont like that it's THE play the majority of the time, but having a perk that totally shuts it down and ontop of that can be used in niche situations to rush out gens with no punishment for survivors, say for example doing the gen and then using it to pause the hook timer just seconds away from hitting the second stage so the killer cant punish you for greed is also not okay. Taking away killers options full stop without understanding why it's a good option is a bad idea. If behavior and the player base at large want to normalize killers snowball potential then fine. But don't be surprised if killers either have to be sped up more or gens are slowed even more, because just 2 hooking every survivor in current dbd doesn't cut it. At least for games where both sides are equal.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3171209#Comment_3171209
There is. It prevents a camping killer from exploiting the deactivation condition.
Are you saying you can't save a survivor when the killer is 32 meters away? Heck make it 40 meters then.
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/3171182#Comment_3171182
You're ignoring that the person would of had to run over there to activate it then run back to their gen? And if they did so, why wouldn't they unhook the Survivor if the Killer isn't camping them? They're already there and 2 on gens is better than 1 on gens.
And if the Killer is camping. Deserved.
Okay then there is no reason for the perk to last if the killer is further than 32 meters
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3171182#Comment_3171182
A survivor going up to within 6 metres of a hkkked survivor are also 2 survivors not doing gens, and that person will still need to be unhooked at some point
You know you don't have to stay within 6 meters for the effect to keep going right? And you just kind of proved my point. You can extend how long a survivor is on a gen because you dont need to save them now. Just before the next state or if another survivor goes down. 30 more seconds of gen time is much more valuable than 30 seconds of running over getting them off the hook and healing them
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3171172#Comment_3171172
A survivor on a hook can't do gens. There's no reason to leave a survivor hooked if the killer is nowhere nearby.
A survivor who is unhooking another survivor are 2 survivors not doing gens
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Probably a hot take but I think it should turn off if the killer walks like 32 meters away. Right now survivors can use it to stall the timer and slam gens even if another survivor is being chased they have even more time because of the paused timer
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I know it's being increased but his small hitbox has so many compounding effects. He cant vault things from most angles, can't hit survivors mid vault, often struggles hitting survivors who hug straight walls because it has to be pixel perfect. Even damaging survivors after he vaults something and they stay too close often wont work because it relies on his hitbox
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@OniWantsUrLocation said:
His power activation is only 0.5 seconds longer than Demo's charge time, but for some reason it feels like eternity. It is impressive how small numbers can have a big impact.
They could of course give him the same charge time as Demo, but whether that makes sense is another question. It's not like he's supposed to just become a Demo on steroids. But I guess that would happen if they reduced his charge time.
Actually this is only partially true. His full charge time is 1 second. Demo only needs to charge 65% before lunging. Wesker has to wait the entire 1.5 seconds. Personally I think everything he does is too slow. 1.5 seconds to charge, 2.7 speed while charging, an entire 3 seconds of recovery every dash. He spends more time being slower than survivors than most killers in the game
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@Rebecca1InTheChamber said:
His run is weird and gving him a knife in general is weird, Wesker never had any need for a weapon because of how physically strong and fast he was
I think it's better he has a weapon. I'd rather not see Wesker karate chopping people to death
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Sometimes they recycle animations. Looks like they used trickster when making him, which makes sense since he's the most human-like killer in terms of proportions
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@Deathstroke said:
Im not sure but I don't like how his lunge works it's more tricky on console to land hits when pc survivors spin like crazy with it. Wraith probably has best lunge on console pinhead clearly worst.
To be honest that has to do with low fov and low fps.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3168714#Comment_3168714
Blight needs to bounce off stuff, Billy you hear the chainsaw revving even when you're in the other side of the map, same goes for the Oni that you can hear when he starts the dash. Nurse you hear blinks.
Billy has a silent saw addon, blight can and probably will have bounced before hand while travelling to you, nurse can blink up to 20 meters without range addons on her first blink. For reference weskers dashes combined are 21 meters total. Also Weskers dash is by no means silent. If you want to argue his dashes are faster they are but not by much. His first dash is 11 m/s and his second one is 14 m/s. His dashes also don't move at that speed he exponentially speeds up to that cap. Meanwhile Nurse blinks at 13.33 m/s, blight runs at 9.2 m/s, and billy runs at 9.2 m/s all at a constant speed
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@Bot_Salvo88 said:
I'm not a Dev but I may try to give my personal explanation. He can cover a big distance with his power in a very short amount of time. If his terror radius was smaller, survivors probably wouldn't have a chance to know if the killer was going in their direction or not. Imagine if he had a 32 meter radius and you slapped on him Monitor and Abuse (reduce your terror radius while not in chase). It wouldn't have been a nice experience to play against in my opinion
My issue with that is blight, oni, billy, and nurse all cover much greater distances just as fast if not faster than him. So by that logic all of them should have 40 meter terror radiuses too.
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My problem isn't just his bugs. His numbers are like he was made for 2016. 2 second charge time 2.7 move speed while charging and 11 m/s dash. Meanwhile demo charges 0.3 seconds moves 3.8 and dashes at 18 m/s. Only thing wesker can do is infect you which is like oh no I'm infected too bad there's only 12 sprays that take 5 seconds to apply. I know behavior has multiple teams that work on different killers and it's like one team just tries to make the weakest killers possible.
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The cooldown is 1.5 seconds. How many loops do you know that are over 6 meters long?
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Apparently the match has everyones steam ID attached to it so they can look at the report and go from there. As far as how they'll be able to figure out who was cheating I do not know.
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According to Mandy you don't need the ID anymore. But you will need video evidence of them cheating.
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I'm fairly certain it's bugged. I thought I had to wait until one match while I panicking I dashed and vaulted it the second the survivor dropped it.
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@Paz said:
https://forum.deadbydaylight.com/en/discussion/comment/3165011#Comment_3165011
He really doesn't though, demo has the one pounce while Wesker can do it twice, also if you hit a survivor with it and they get downed you dont have to waste time picking them up. Not to mention his debuffs when you hit someone with the power. They are both different killers and Wesker has his purpose. I'd say Wesker is more fun then Demo
Demo has a shred speed of 18.4 m/s wesker has a dash speed of 11.2 m/s and 14 m/s. Wesker moves at 2.7 m/s while charging while demo moves at 3.8 m/s. Demogorgons charge is a flat speed while weskers increases, likely exponentially. Demo breaks pallets and recovers in 2 seconds. While Wesker vaults pallets and recovers in 1.5 seconds. Demo doesn't have a second pounce because all of his numbers are half if not better than Weskers. Even at windows Demo performs better because his hitbox is big enough to hit survivors mid animation, unlike Wesker.
Secondly picking up a survivor isn't always good. If another survivor is about you're usually better off slugging to multiply pressure. The auto pick-up feature woll force you to drop a survivor or hook them killing your momentum. Weskers debuff is worth talking about except it only applies when fully infected. The way infection works is it requires 100 charges to fully infect. You give 20 charges on a succesful dash and it goes up by 0.8 c/s afterwards. The issue is with 12 first aid doses it wont reliably kick in until you have 12 injuries. Thats 6 hook states assuming you even hit 12 dashes. His infection doesn't really matter until the game is nearly over.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3165002#Comment_3165002
Position himself quicker for his second dash. Very helpful at loops like T-L walls.
Most importantly however, he can cover more distance than demo. His zoning potential that way can be a bit better, if you want to cut off survivors from a very strong loop. And he just generally counters holding w more effectively than Demogorgon, being able to catch up to them, and even potentiall get a hit against them, from further ranges. He is stronger than Demo in between loops.
And he also has some game delay as well, even though Demo admittedily has a bit more map pressure.
Demo has a teleport
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@Lekitzul said:
Honestly, I think it's just for Wesker fans. I FREAKED out. Like, I have been working my way through the RE games to see Wesker, but apparently the ones he is in I have ended up playing last. XD So I got excited to see Wesker at least in a game.
Thats understandable. I love Wesker and I'm glad he's here. But when he's a lower quality xeroxed copy of a killer I own it's hard to justify playing him.
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@deckyr said:
i haven't had a real killer main since they removed old freddy - a killer so purposeless that the devs decided that he shouldn't even exist. and yet, he appealed to me massively, and i thoroughly enjoyed playing as him. and while they've added a similar killer since (i'll let you guess what i'm thinking of here), it's just not the same, and as a result, i don't enjoy playing as them.
so he's "like demo". but he's not demo, is the thing. oni is "like billy", so why do we have oni? does every killer need to appeal to every single person? no, they don't. do you like every single killer the game has offered you so far? probably not. if the new one doesn't appeal to you, that's unfortunate - but i would say it's an unrealistic expectation for every single killer they add to appeal to you.
some people are going to love demo because he shreds pallets. some people are going to love wesker because he vaults them. both players deserve to have fun.
now if only the next killer had all of old freddy's mechanicsThe difference between the oni and billy comparison is oni and billy operate differently. Besides different stats to their dashes oni has a blood mechanic and can slide off surfaces. The only difference between wesker and demo is wesker can go over windows and demo cant. But to be quite frank demo doesn't need to go over a window. Demo can charge shred nearly 3 times faster than weskers power and he moves twice as fast as wesker. Their functions are nearly identical. People can enjoy what they like and I'm not going to attack someone for that. But that said if you're going to release a killer that's just a strictly worse version of another killer just make it a skin at that rate.
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@OrangeBear said:
I wish more people were talking about how weak the infection is. Today i used wesker build with iridescent uroboros + video conference with 4 slowdowns and survivors never ran out of first aid sprays. They either escaped with some to spare or they all died with some to spare.
People like to say his infection effect is strong. Which is true. But to make them run out of sprays you need to hit them 8-12 times. Not just infect. Injure. By the time youve got that many injuries the game is over the vast majority of the time
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@ad19970 said:
If his bugs and hit box gets fixed, he will be a strong killer. His double dash ability is very good at letting him catch up to survivors, and it can be good at some loops as well.
He has good chase potential, a bit of map mobility, and a bit of game delay. He is definitely strong.
I don't know if he has his very own niche or purpose, but he doesn't really need to. He might have similarities to other killers, but he is unique enough, and definitely powerful when considering his entire kit.
What can he do that demo can't?
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@nigylotwitch said:
He truly feels like they wanted to put another RE chapter into the game and thought wesker would make a cool killer then realised that they don't have any ideas for a power and they already obtained the license so copy and pasted nemis infection and gave him a worse demo dash
Actually that reminded me of a con I forgot. His dash is painfully slow. On the first dash it ramps up to 11 m/s the second one ramps to 14 m/s for comparison demo dashes at 18.4 m/s. Why does he move at nearly have the speed and takes twice as long as a demo shred?
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For everyone saying it may lock you out of vaulting and pallet drops here are some points to consider. Activating it when the killer lunges is very feasible. It lasts twice as long. Unless they have said otherwise you have full control of your character.
So. You go to lunge, they activate it, they get a free third health state and a sprint burst. So you walk up and basic m1. Now you have to give them several meters of extra distance in which case they still get their extra distance which means they just predrop the pallet or vault the window or predict you and activate it.
Even if they're locked out during the animation what exactly is stopping a survivor from just camping the pallet and dropping it on you the moment the effect ends? Keep in mind the survivor now has 4 meters of free movement since it lasts an entire second.
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My only concern is if it's possible to get good enough with it to be able to use it on reaction. If so then it just got a flat buff.
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I dont disagree with you but sprint burst at least has penalties like being forced to use it when running. I just don't like how exhaustion perks are basically a core mechanic instead of a group of perks at this point.
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@egg_ said:
People waking up now cause Hens (and Otz?) made a video about it? Two friend of mine already sent me the circulating screenshot where they confirm they're working as intended and there's no bug. But one just needs to open the Nurse's fanwiki to see they work as intended. I made a thread more than 2 months ago explaining how range add-ons are stupidly broken
https://forum.deadbydaylight.com/en/discussion/318710/nurses-range-addons-are-unhealthy-and-broken
It's been known about and was "fixed" awhile ago. Devs just kind of confirmed it's not a bug and it's intended which is why everyone is talking about it now. Personally I'm not surprised, since they're aware duration addons give recharge rate too and they decided not to patch that either.
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@Jaxton2000 said:
FOV slider would absolutely break the game. Survivors (killers too obviously) had stretched res, which was essentially an FOV slider and that was fully cheating and killers thought it was unfair, and survivors alike. BHVR I think would never add an fov slider. If they did this, most likely survivors would think it's unfair but yet somehow I think killers would be fine with it... and some but very few killers would think it's not fine.
That's how it would go exactly... in my eyes.
The amount of times I am thankful the killer didn't see me, boy if that went away completely basically due to FOV I would be pretty upset.
Stretched res affected your vertical fov as well which is what led to it letting you see over loops. Shadowborn just adjusts your horizontal iirc. But even then I dont think people are arguing for 200fov on killers. Just let shadowborns fov be the cap so people have a choice without being forced to run a perk. Even if it was a binary choice between default and shadowborn wouldn't be too bad.
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Probably an unpopular opinion, but I haven't noticed games being sweatier than usual. That said it would make sense why people are. Killers get more bp the better they do and survivors need to at least power the gates for their masks. It's just incentivized to play well. Then there's the spoil sports who actively try to make people have a bad time but they're in the minority.
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I understand why they limited fov in the beginning, but I believe the game has outgrown it and they should just add an fov slider up to shadowborns level. If that's too much they could just make shadowborn basekit. It would go a long way for players who get motion sick or have vision problems as well.
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Most likely because it does nearly nothing mathematically. It takes 14 seconds to break a totem. It gives you 6% speed boost 6% of 1 is 1.06 so for every 16 seconds you save 1 on a gen which is...really bad. That said it could also be that they're looking to normalize game time. Nearly all the perks mentioned affect the matches speed in some way.
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I dont think simple answers like devs bad or because new players are good because they don't entirely make sense. If the devs are just bad you would expect some improvement over the years and if anything it's gotten worse. The new map has at least 2 windows that have to be entity blocked. How did we go from removing infinites to here's 2 in one map?
And if we're arguing we're balancing it for new players even they wouldn't find this extreme randomness fun. If you tell someone they lost solely to the map it's just as infuriating as losing solely to perks because both are totally out of the players control.
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@Adjatha said:
Map design WAS a priority. They redid nearly every map.
They just redid most of them very poorly.
The old maps had a ton of pallets and super safe loops taken out over time. When the redesigned all the stages, by golly they tossed nearly all those super safe loops and way too many pallets right back in there. And going through them all AGAIN would be a pretty hefty indicator that their map balance team just has absolutely no idea what they're doing.
So I predict map changes will be extremely minor, covert changes over time. Rather than taking the time to go back through everything and correcting all the poor decisions they made on the redesigns, they MIGHT subtly take 1 pallet out of a map over the course of months. Just to see if anybody notices, or if it changes that map's stats.
Like boarding up one of the windows on the main building in Swamp. It was never officially declared, but people noticed it. Then, if it made too much of a bonus for killers, they'd say "oh that was a bug, we'll fix it," and if it didn't, they just won't say anything and it'll stay that way.
That's something I've never understood. If map redesign was a big priority how did we come about with the gideon rework? How did we end up with a direct port of RPD? You would think if this was a priority they would have been careful about every change and remake they do because if they don't they would lose customers and waste money. The redesigns feel more like 1 maybe 2 people were told to make a new map in 3 months or they're fired while everyone else worked on something else.
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Double post
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Double post
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@Yords said:
Idk honestly it should be one of the most important things when a new chapter comes out next to the actual killer itself
If maps were made smaller (preferably to the size or close to coal tower) it would be healthier and more fun overall. Smaller maps means that non mobile killers no longer have to travel a marathon each time they want to check up on a gen. It also means more survivor/killer interaction, meaning more fun since there are more chases.
Smaller maps would help but even then its a total coin flip. You can see 10 jungle gyms or 10 dead zones with everything in between. I know years ago they talked about having a system in place that has loops weighted but it's obvious they dont, it's been broken/outdated for years, or they just don't understand how to weight a loop
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@ad19970 said:
I mean I have heard the agument before that we have so many anti-loop killers because of bad map design and what not. I guess maybe there is a bit of truth in that. But I don't think that's the main reason.
The fact is, if we didn't have killers with different chase powers, chases would be always the same against all killers, which would become boring very quickly I feel. Giving different killers different forms of anti-loop abilities makes chases much more varied in gameplay and counterplay.
To an extent. Some anti loop is fine. But if your map design prohibits or discourages base gameplay then your design space will be limited. The common trope of "m1 killer bad" points to the fact that if you dont have mobility and/or anti-loop you're just not going to be nearly as viable.