theblimp
theblimp
About
- Username
- theblimp
- Joined
- Visits
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Comments
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Sorry i dont record my sessions, have played a few more games now and i think i was just unlucky
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4 of the same survivor or no items or all flashlights
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It was a great change, not being sent to the same maps over and over is the best
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I've basically had badham,garden of joy, and nostromo on repeat for the last week
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@Mr_K said:
The first chase could set the tone for the match but it's not the only factor in which direction the match will take. Even the best survivors can get caught off guard for an easy hook. Doesn't mean the next two will be just as easy.
Because 3 gens pop, doesn't mean a strong 3 gen is impossible.
But it is impossible to 3 gen, the devs made sure of that with nerfing all regression and limiting the amount of times gens can be regressed
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I use it because I have the game muted half the time while I listen to podcasts or music
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Pallet and head on stuns ridiculously generous for survivors so if you within the general vicinity you will be stunned and head on has a lingering effect
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Just remove being forced to go to locked locker, .ake it a 50/50 for the dredge
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928173#Comment_3928173
well the power role cope only magically comes out when we're suddenly benefiting survivors but when it comes to balance suddenly that gets thrown out the window because it's "unfair for survivors" or "in the name of balance" and we see killers and killer perks get nerfed
i'm personally fine with giga buffing all killers across the board and nerfing survivors tools across the board and if survivors complain telling them to kick sand because killer is the power role but we all know that won't happen
but this is about the blatant double standard that survivors get to quit when they lose but a killer can't
Ccorrection, they quit and get a draw
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Kindred,blastmine,autodidact,residual manifest
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926539#Comment_3926539
How about a daily then?
What WOULD be a better replacement milestone for Survivors besides escapes?Safe unhook maybe
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@LockerLurk said:
I would like to see them make the BP and Fragment gain a little higher for sure, and also alter some of the quests. Escapes and Kills are not fun milestones, I'd rather see Milestones based around interactions instead like hooking or cleansing totems. I'd also much rather have some of the later weekly challenges include things like glyphs, memory shards, and playing as specific characters again, I also really miss the Remix challenges.
Hooks is a good idea, please don't let them make cleansing totems a milestone. If they make cleansing a milestone survivors will never win another match.
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More quests open up weekly in this category
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Legion, just a fun killer to play
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He needs to have vertical mobility added
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Billy on any open map you can go for long chainsaw sprints
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11 hooks and mori is winning as killer, anything less is a draw or a loss. Survivor to win is escape through exit gates.
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Chaos shuffle's going great for me had one match as trickster on rpd got 11 hooks and a mori with 1 gen left.
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Thanks for the answers, makes sense.
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@KatsuhxP said:
Sound more like he's bugged for some reason? Is it still like this?
Seems to be working properly now, not sure what was going on
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889291#Comment_3889291
Also true, but that would also mean that 1 side did not optimize their gameplay. Which would still be a skill issue on that end.
If survivors somehow optimized their games on average to a point where 10 extra seconds on smaller maps allows them to win, because otherwise they would lose more often, then that means killers have not been optimizing their games in the meantime. Arguably because they have been able to rely on something they shouldnt have been able to rely on that consistently.
This change simply means killers have to rethink how to play the game. Find ways to create deadzones early on in generator dense zones, find ways to zone survivors in directions you want them to zone or force them to tank a hit and go where they want for a reduced total chasetime. Hook people strategically rather than just the nearest hook (spending those 5 extra seconds to get them in the center of your gen-dense area can often mean forced hooktrades or even a free hookstate because you can prevent unhooks consistently while keeping an eye on your gens). It's rare that I see those strategies employed these days, and they almost always happen by accident, while back in the day, it was pretty much a guaranteed early kill without needing to tunnel at all since there would always be 1 person on the hook.Creating deadzones in maps is now impossible with the sheer amount of unmindgamable pallets and strong windows that all chain into each other on all but maybe one or two maps
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This game is very much survivor sided, the only time the killer wins is if they go against potatoes, or uses one of the top tier killers.
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@jamally093 said:
I only got to play on that map twice since it's release
same
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They should just make it so that if all other survivors in the trial are on second hook stage or dead and the last survivor goes down then you can mori. disincentivizes slugging for the 4k and means there'snot a waste of time waiting for the last person to die on hook
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They should just make ir 10000bp a level. 1000 for every rift shard
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@HPhoenix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783888#Comment_3783888
Test result:
-We found no issue with Clown's pink gas.
-Bleach is working as intended.
non-bleach:https://clips.twitch.tv/GenerousPatientBananaTheThing-Ry5pamkymOcEOu0x
With Bleach:https://clips.twitch.tv/NurturingObedientMonitorChocolateRain-LZmQzaR4ihkfxoPU
In Conclusion:
The Clown's power seems to work as intended and I ran into the cloud a few time to make sure. Honestly, if I hear that Clown's power is having issues, I would had lost my mind @_@.Thanks
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@HPhoenix said:
I am going to take this to the Clown Main Discord group and see if anyone had this experience.
Question:
Where you using Bleach by any chance? Asking to make sure that add-on is working as intended.Only running colour swap add on
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The counter is slug everyone running this combo in the match and then start hooking
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I've had this happenplaying both sides during the event
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It was during the event, I didn't realise survivors opening the special chest can stun the killer
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Kindred, blastmine, autodidact, lightweight
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I think legion is the best beginner killer as it has a simple power and both built in slowdown and tracking while you haven't got all the perks unlocked
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Lagging and invisible walls. Only played on RPD before giving up until a fix comes out
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Twins, hag,trickster,myers,singularity
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I saw them a lot for one day and none since then
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@MarbleThrone said:
Without any recording or screenshots it's difficult to know what exactly happened.
There are plenty of perks that can suppress scratch marks. Are you sure that nobody in your matches brought any of the following perks?
- Babysitter (unhooked survivor leaves no scratch marks for 8 seconds)
- Boon: Shadow Step (survivors in its aura leave no scratch marks, effect lingers for a few seconds after leaving boon range)
- Dance With Me (after fast vaulting a window or out of a locker, you leave no scratch marks for 3 seconds)
- Deception (after using it you leave no scratch marks or pools of blood for 3 seconds)
- Distortion (once triggered, suppresses scratch marks for 10 seconds)
- Lightweight (scratch marks disappear 5 seconds faster and are much harder to track)
- Low Profile (suppresses scratch marks for 90 seconds)
- Lucky Break (injured survivor leaves no scratch marks for 60 seconds. Timer stops when healthy and can be recharged)
- Parental Guidance (stunning the killer suppresses scratch marks for 7 seconds)
- Self-Preservation (suppresses scratch marks for 10 seconds)
- Teamwork: Collective Stealth (suppresses scratch marks when close to teammate who healed you or until one of you loses a health state)
Note, the above perks also have other effects (for example, suppressing pools of blood, grunts of pain etc) but I only listed the part concering scratch marks.
Yeah I double checked all the perks they brought because I wanted to know what was being used.
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Just allow grabs when healing
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I've hit the cap on at least one gen every game with surge, it's ridiculous
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Devour hope no longer being a hex perk would be the most op perk
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Legion for the chase music
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Legion, because they have the best chase soundtrack
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@Satelit said:
If your perks aren't getting randomized try turning on anonymous mode,it sounds so unrelated but it worked for me.
I found the problem I had to have perks equipped before starting challenge
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@Blueberry said:
Shattered hope base kit, rework CoH, and then buff the other boons.
Shattered hope basekit, remove self care aspect of CoH, buff the the healing speed inside the boon and double the range of the effects maybe
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373414#Comment_3373414
One plaything and all totems are gone. And no. Survivors destroy dull totems. IDK if it's for points or if it's overzelous/inner healing, but it happens often. Maybe not in SWF.
Also your math does not check out in any way possible. 1, just pure boon healing is 21s instead of 32s (this goes towards your argument) 2, travel time is important 3, booning time is important 4, finding good bones is THE MOST important thing that takes most of the time (there are so many games that boons single-handedly lost the game, because of need to reboon instead of doing gens) 5, being able to get to that area is also super important - a lot of killers use boons against survivors - as a lure for easy 1hit downs.
But sure. Boons can be beneficial. They can actually carry the game. But that is most likely purely the fact that it can be set up and will never be interrupted or snuffed if killer is guarding his 3gen - making it's efficiency skyrocket. But in regular games where nobody is playing territorially - it's slower then self-care, but buffs the team - so overall about as good as self care without botany + but with quicker altruistic healing.
Plaything I see and have used more often than thrill, I only play solo and very rarely with one friend so I might be very lucky that dulls are not being destroyed when I play. Thank you for fixing my math, I agree travel time is important for both sides but while one survivor is travelling and spending boon time the team as a whole has 3 members progressing the game. Good bones is the reason shattered hope should be basekit.
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@theblimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373408#Comment_3373408
Don't make it so killer can't kick the same gen more than 3 times make it so perks don't affect it more than 3 times and that would be enough. Finding a totem and booning it without being interupted is not a hard thing to do, nobody destroys dulls any more, I have very rarely seen thrill of the hunt abd if they are guarding totems they are throwing the game, quickly snuffing doesn't matter as the killer has wasted a huge amount of time to get to find and get to it, and any way for a survivor to heal themselves even if it take 32 seconds is way better for survivors than having two people off gens for the time it takes for them to find each other and the 16 seconds to heal
1 survivor healing themselves =32 seconds of survivor off gen time
1 survivor healing another=32 seconds of survivor off gen time plus the time it takes to find eachother
This means you get better value out of haling yourself in boon than having another survivor hela you
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373400#Comment_3373400
Make 3genning not possible. If killer kick a gen 3x, make it not kickable ever again. Why? Because limited boons and strong 3gens. Makes no sense? So does nerfing boons with current state of game.
Also Ironworks placement in top of the building is indeed bad. But it's not like anyone can select precisely this map (you can at most pick realm).
And another thing - finding totem, moving to it, not being interupted, nobody destroying dulls, killer having thrill and guarding his totems, shattered hope, quick snuffing, being zoned out from the location of boons are all the reasons that killers conveniently forget. In the end on average - healing in boon for single player takes longer then getting heal from basic self care. The timing is THAT bad
Don't make it so killer can't kick the same gen more than 3 times make it so perks don't affect it more than 3 times and that would be enough. Finding a totem and booning it without being interupted is not a hard thing to do, nobody destroys dulls any more, I have very rarely seen thrill of the hunt abd if they are guarding totems they are throwing the game, quickly snuffing doesn't matter as the killer has wasted a huge amount of time to get to find and get to it, and any way for a survivor to heal themselves even if it take 32 seconds is way better for survivors than having two people off gens for the time it takes for them to find each other and the 16 seconds to heal
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@theblimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373397#Comment_3373397
What is the point you are trying to make, I understand that boons and hexes are different but why should a boon placed in a strong spot like the top floor of a building be infinitely repspawnable, that's what I want shattered hope to be basekit for
Sorry I messed up what I was trying to say, I should have said boons and hexes are not exactly the same they have the same principle of being a strong perk for one entire side of the game or the other
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@Xyphus said:
Kinda vote for that.. With the restriction that the Killer can chose between snuffing and breaking the totem. If he breaks it it can't be used for Pentimento
I agree pentimento should not be able to be used with shattered hope