theArashi
theArashi
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- theArashi
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Comments
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Three of your points are: He's high tier but has problems...
Every time you find a survivor you decide: Do I want to chase them 2 times or 3 times from insignificant range?
If you just look at that then Demo is better since his shred actually injures you, sure you might have a chance to hit over a window or a pallet but you pretty much have to make it at the very end of the survivor animation, at that point shred would have reached them anyway.
Also his Tier 3 is a joke.
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They usually take some time to monitor the data before the change the killer post release.
I guess it's hard to gather the data from three players that still use her I guess.
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Not sure if it was mentioned before but: Shack pallet on Sheltered Woods can't be broken from outside.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1755077#Comment_1755077
because reports dont do anything. Its better to have no DC penalty than a DC penalty.
Then you'll have to wait progressively more time every time you get to go against farming killer.
Good luck
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1755051#Comment_1755051
Im sorry, but it doesnt seem like you can even be bothered to read a post before commenting random ######### that in no way relates to it. No, it wasnt a deathslinger, I never even mentioned who the killer was. And no, my team isn't going to lose against a farming killer (happy them).
Stop commenting when you dont even read the posts. Who knows how many times youve commented and randomly accused someone when you dont even read the posts.
You know that devs have no possible way of detecting that killer is farming other then you reporting them?
Why don't you just report the killer and survivors farming and leave it to the devs to decide?
I did read your post and gave you an example where your statement "The DC penalty is trash" would cause much, much more games to be ruined which you completely ignored. Would you rather see DC every game because of random reasons?
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@HollowsGrief said:
Power STruggle does nothing if the killer avoids walking through pallets while carrying a survivor, which all good killers will do so I honestly don't see this perk being all that useful, certainly not OP.
Flipflop allows you to progress wiggle bar when you're downed so if you stay under a pallet for a bit, usually because other survivor is nearby.
That perk should be changed to "After you wiggle for 3-4 seconds...." instead of % of wiggle bar and it would be good. Still annoying AF on game or PH map where you sometimes can't reach the hook without going through the pallet but still.
At it's current form it is creating DS + Unbreakable situation for the killer but under a pallet instead.
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@MythMage said:
Decisive Strike activates each time you are unhooked.
While Decisive Strike is active and you are picked up by the killer, you immediately stun the killer for 5 seconds, gain a 7% Haste status effect for 20 seconds, and become the Obsession.
Decisive Strike is disabled if any of the following happen:
-You begin working on a generator or an exit gate
-You begin cleansing a totem
-You heal or are healed by another survivor for one health state
-You unhook another survivor
Increases your chances of being the Killer's Obsession.
The Killer can only be obsessed with one survivor at a time.
Post this on another DS thread. This is undeniably the best direction for DS
Edit: Notice: no timer, no skillcheck
I'd throw in entering a locker also disabling it or just make it not work off grabs.
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So if you ragequit because it's Deathslinger and you don't like Deathslinger, entire team should lose because your sorry ass don't want to put up with other players in MULTIPLAYER GAME?
DC penalty isn't perfect but it's way better then nothing.
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Who are they?
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How many times one have to dc to reach 48 hour?
Does it ramp up to week and permaban after that too?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1713965#Comment_1713965
My guess: M1 isn't blocked while holding the power because they need the M1 input to trigger PotD, instead a 'debuff' is sent to the server upon releasing M2, which if you can send an M1 response before that debuff is applied, it throws an M1 because whatever calculations are made to block M1 are not fast enough to block it (and/or the way they actually have it blocking it allows an attack if it receives a signal).
IMO, if they made it so that PotD could be used about ~100ms after cancelling Rites (with the no attack debuff being sent as soon as it ends), the edge-case of using PotD some milliseconds after cancelling Rites is better than the conal attack with instant hit ( propagation wave is a little more dodge-able), and would actually tie in better with the animation being played.
What is silly is that so far that bug wasn't acknowledged by the devs so far so.... well... ya know.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1712962#Comment_1712962
It has been there since he was released
Yes it was, and then devs announced they don't like that so they are changing it. They released PTB that still had that in, just a little harder to perform and it is live since it was released to live.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1711611#Comment_1711611
When will you patch out the m1 out of m2 exploit?
It was reported during PTB by multiple people so it must by intended at this point.
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Refunding the real money they probably wouldn't refund but shards?
Why not?
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Because you didn't do anything during the match.
You get rank points based on your actions during the match, if you get moried off first hook you don't' get to do much. Simple as that.
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"None of the devs ever actually got flashlight save to tell you do get stacks from it" - kinda rings true now.
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A lot of variables makes these numbers not mean much.
Majority of players are in brown, yellow, green ranks and they don't know how to play so of course they die.
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I did get most POG game crash ever when I took the hit from freddy. He smashed my entire game with a single swing. So while Freddy OP I also perfectly accept that game crashed once or twice in the last 100 hours I played in it.
Survivors that still DC after certain action occurs like they get downed or hooked or they miss their DS should get flagged.
If it happens consistently they should get bans in days instead of minutes and penatly reset should never occur for them. Sure, your game can crash sometimes during random actions, but you can't tell me people game crashes every other game.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1676733#Comment_1676733
It was, we've been told by like 5 different devs like McLean that it was meant for anti-tunnel.
If it was anti-tunnel, it wouldn't activate if you were recently unhooked.
Old DS was anti momentum, not the new one.
Also, even if it was anti momentum, a perk shouldn't just throw your pressure out the window for no reason, remember old DS and MoM?
The problem is killer has no idea which perks survivors have.
So even if nobody run them, you have to play to dodge: DS, Unbreakable, Soul Guard, BT, (rarely that self unhook perk), DH
Maybe ds by itself wouldn't be that big of an issue but killer has to guess which perks are in play.
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@DbDKisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1677063#Comment_1677063
It's really not..... People are just learning how to use it and you dont want to learn to deal with it....
I've been around since it was released in it's original form.
Game changed greatly since then.
Ability to stop the pressure of the killer, especially with other perks that can be used with it gives killer no options.
All that matters only against survivors that are good at the game. You don't need to care about perks if survivors take 5 minutes to finish single gen or all group up a lot.
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It is way too powerful at the moment.
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Adept on survivor is EXACT SAME THING since the game released.
Adept on killer is tied to win conditions that changes many times over the years and get more and more difficult as you rank up.
Only reason it is like that is because devs don't give a crap about achievements unless there is actually no way to get them as in them being bugged. If you already got to red ranks, good luck getting actual perfect game with killer you are just learning.
Just keep playing with 3 terrible perks and hope for ######### survivors that won't dc.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1670902#Comment_1670902
What? I0ve been here a while and the harshest ones have been racists, but, death threats? Can you please give an example? This is way too far for a videogame, LMAO
I usually don't take screenshots from them but I do have one where I got death threat from a twitch streamer... yea, sucks
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1659159#Comment_1659159
This is a latency issue, and it's not part of Hit Validation which is entirely for melee hits. We're aware of the issue, and are looking for ways to address it.
Is there any progress on that?
Grabs became impossible as soon as game migrated to dedicated servers(with exception of survivor just not paying attention).
It looks very similar to occasional situation of LF cancelling out of his chainsaw because he approached the pallet with wrong direction. As in grab gets cancelled.
The issue with killer locked in the animation is also a thing abused by people hacking at the game. It seems grab or pickup NEVER happens unless survivor is sitting on top of the server.
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A lot of actions of killers can be skillful if you know when to use them.
If survivor gets unhook when you're close, down them first and chase the other - that way you PRESSURE other 2 survivors to come back and pick up the slug.
If you had a bad start and many gens got done and you have hard time stopping survivors, try to proxy camp a survivor and catch survivors on their greed. It's not uncommon for survivors to just push gens mindlessly unless there is someone hooked but one guy gets hooked, everybody rushes in to save him. It's called bait.
Sadly, weaker killers have to use some of these strategies if survivors don't go down quickly aka. are potatoes.
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They would probably disable INSANE amount of particle effects they shove into every single object.
If they enable that for PC I'd use it, I don't like my relatively smooth 60 fps to drop to 20 because I stand close to finished gen.
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I don't see of point of it being 2 time use perk but other then that I'm all for it with one caviat: Disable it if other survivor gets hooked.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/194247/rip-ph
Haven't you read the whole thing? Survivors were stuck in lose/lose situation. Either drop the pallet and get hit, or continue to run only for PH to cancel his attack and M1.
There was no counter to that, how is that fair?
https://forum.deadbydaylight.com/en/discussion/comment/1642963#Comment_1642963
What are you trying to prove by posting this?
That Spirit is still an op killer?
That you only enjoy playing with broken killers that need nerfs?
Says more about you than anyone else tbh
Why everybody says that?
How many pallets are in the long tunnel that makes it IMPOSSIBLE to dodge?
Somehow I've seen a lot of survivors that know they can do small 360 before or after the pallet that makes hitting them really hard.
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Devs clearly don't give a ######### about your issues looking at how often they disable that silly slap in the wrist kind of punishment OR MAYBE they finally noticed it doesn't do it's job.
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@MrLimonka said:
https://forum.deadbydaylight.com/discussion/comment/1628282#Comment_1628282
Oh really? How often do you hook a person, find another person, chase and hook that person, find the person that has DS still active out of 3 other possible survivors, down the DS person and pick them up, ALL WITHIN 60 SECONDS? Yeah, I figured as much. You're just finding excuses at this point.
Besides, it's ironic - you have a Pyramid Head on your pfp - a killer that currently has no counterplay in a chase. Well, let me tell you - DS has counterplay. Unlike PH.
Actually... that's not rare at all.
Just yesterday I got hit by DS after hooking 2 other survivors...
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DS needs a myriad of conditions that de-activate it and few buffs to make it actually prevent tunnelling and not just be a tool to pressure killer with.
Dead hard... I feel needs a change but I'm not sure what kind. I don't think it should allow survivors to jump over Trappers traps, good ol' daddy Trapper doesn't need another downside.
Small PP build could use some nerf.
Even with all of them nerfed, good survivors would still be winning most of their games as it isn't perks that makes them win in the first place.
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@JohnnyB1491 said:
https://forum.deadbydaylight.com/discussion/comment/1625127#Comment_1625127
There is 100s of spawn spots so if you're finding one in particular all the time and your killing all 4 players in the first 2 minutes you're definitely cheating. The guilty always make excuses. Why are PC players so adamant about them not cheating, when it's so obvious you all do. The ONLY way to ever stop game cheating is to stop PC play in all, but that won't ever happen. PC gaming has ruined every game out there because people don't have the skill to grind or actually learn the game or are just plain lazy and shouldn't be playing anyways. I would crush 90% of you if I got back on PC in any game, but I'm a true gamer and don't believe PC players will ever be taken seriously cause of the ease of adding cheats to any game. Make all games console only and the gaming experience will 1000% improve or just fix the code to not allow additions in games, which is easy but none do it.
Ok, thanks for clarifying for me that I'm cheating.
If you ever want to play cheater, I mean Killer role, when you start the round, go to the gen that's 2nd,3rd furthest away from you.
You will NEVER find survivor there. If you stuggle to identify which are how far away, use Corrupt Intervention, it highlights 3 furthest gens from you. Usually indicators where 3 survivors spawn.
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Tournament with random maps that favours survivors objectives over killers.
Of course poeple will play actually good killers as they want to win.
It still doesn't change the fact that most teams in that tournament weren't good teams in the first place. So many misplays...
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So if I start a match and go into location that is likely where survivors spawned, search a bit and find you, that means I'm cheating or did I just play on intuition and experience?
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Pretty old but still valid tutorial vid from Scott:
https://www.youtube.com/watch?v=t8u0jRxN2kQ
It shows how to chase survivors around basic tiles.
Other thing is to hug obstacle tighly when chasing a survivor. Survivors most of the time slide off them to make it faster to run around so you should do that too but it takes practice.
One addenum: Nurse is the best killer in the game but also hardest to learn. It usually is 4K or No K with her and he plays completely differently to every other killer. Spirit is 2nd best and she's easier to handle. Doc is standard m1 killer with some extras mixed in and Plague has very powerful ability to down people quickly.
Overall I'd suggest focusing on Plague or spirit out of these you picked. They are very strong killers and very rewarding.
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@[Deleted User] said:
I feel like this would make keys even stronger lol. At least now you need to find the hatch; with this change you just run to the nearest gate and get almost a guaranteed escape. I would like them to pay more attention to gate spacing, though. As is they often feel either way too far apart or right next to each other. They really should be the distance you described.
Problem with the keys is: if survivor find a hatch he's immune and can ignore last goal of the game:gates and possibly the gen and can take rest of the survivors with him. Feels just as nuclear of an option as moris.
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@TheFatTopHat said:
I don't like the idea of the hatch being removed. It always comes in handy for me whenver my team proves useless and dies when there's still 4 gens left. So while the killer is hunting for me, I'm finding the hatch and escaping. I never escape from gates last man standing style. And it's always a 50-50 shot when it comes to who finds the hatch first. It's just as hard for killers to find the hatch as it is for survivors. I think it's a nice game mechanic.
In case of terrible teammates you have to bet on one chance of luck who finds hatch first. Then you're pretty much toast with gates being as the are.
Think about it that way, if hatch gets removed and killer has to patrol the gate, you can quickly walk up to it to get first 20% of gates opening that doesn't light up the lamp, or make it so it does light up and sneak up to other gate as killer will keep looking.
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I've been struggling to enjoy it lately. I play survivor, get potatoes and everyone drops in 20 seconds in chase or hides in corners and no gens get done or I get 3 very good survivors and killer gets smashed regardless of how good he is and all survivors agree that something needs to be done.
Game has a terrible issue with balance, and devs don't do anything to fight it. So if you get good idea, you jump on the forums to share it and watch the dev ignore whole thread to respond to a single comment about something insignificant.
Add to it toxicity you're bound to find in some games makes you remember that one game for days and ignore all others where you had fun.
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Have you measured matches results?
Though red ranks aren't really that good of a proof of anything, I've personally saw red ranked default megs with sprint burst, that self care in the corner of the map and leg it at first whiff of a TR.
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Let's ignore how common all others perk are and focus on self care which removes the need of looking for a teammate when you're solo and you want to go for a save or get chased for long.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1581708#Comment_1581708
again calm spirit he cannot shock you out no screaming aka you can stealth a gen and he cannot find you
But would you bring a perk on a slim chance that killer is doc?
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1581394#Comment_1581394
Yes but why loop and waste time when you can avoid the chase and get in saves because your not screaming and won't give yourself away
You can't avoid getting found by doctor without wasting huge amounts of time so don't.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1576650#Comment_1576650
Cough cough no one runs calm and always scream cough cough
Ok, when was the last time you've seen survivors good at looping try to hide?
Why would you hide when you can loop killer for at least 1 minute knowing that all of your teammates push one gen each?
Just in case you're interested: you usually can loop the doc 3 times around weaker loops as this is how much time he needs to catch up and his shock prevents you from dropping the pallet at the right time, sprint burst from getting injured buys you 20-25 meters during which killer has to catch up after which you continue around another loop, ideally without losing the pallet.
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UUUUH... what? Have you ever had a chat open after you win as killer or survivor?
Count how many time you can see "gg" in the chat and how many times they throw ######### at you.
People do get salty because this game is competitive but horribly unbalanced.
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@BigTimeGamer said:
If someone else is hooked, DS deactivates
If you are in a chase, DS timer pauses
fixed
And then you have a survivor jump in a locker in your face or instantly rush in to hook save.
DS should deactivate when survivor does anything that progresses the game or jumps in a locker or when other survivor gets hooked.
In chase make it pause. If survivor with DS is downed he will still get safety net of 60 seconds during which other survivors may attempt to save him so it does prevent tunnelling(as you can't rehook) and if you keep chasing the guy off the hook he'll always have DS up as you down him.
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I do take breaks from the game mostly because of new fun games coming out and such. I recently got into Hunt: Showdown and I'm slowly learning while dying over and over but it NEVER comes close to the frustration that dbd provides.
I don't know if MMR got silent relaunch or I have terrible luck for matchmaking but I keep getting those games against very good survivors that sometimes are 100% in swf and sometimes can just be solos bringing everything they can to the game... and As you can imagine it gets incredibly stressful as I have to hope they will not be ready for the trap... but they almost always are.
Small PP builds, Purple medkits or even Sprint burst on a good looper which they use to first get 25 m headstart and then start looping on good tile...
I just get that feeling that there is nothing I can really do unless I play Nurse or Spirit which I don't really enjoy.
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Ok and seeing killer's profile help how?
I'd love a BIG RED QUESTIONMARK where swf of 3 is in the lobby so I can take a mori to balance stuff out and somehow it isn't a thing.
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Doc is a relatively weak killer.
If survivors play smart and can loop half decently doc already lost unless he gets upper hand by downing few survivors close to each other or getting someone out of the game quickly.
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I very much doubt they will ever do anything about it.