variantgameplays
variantgameplays
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then its settled then,,, i thought the killer did close the hatch like when i spectate since the camera goes to meg. well if thats the case then its all good. i do know the hatch closes after 30 sec but i didnt realize that it was 30 sec already. then its all good now.. can close thread.
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Up! after a week still pending
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1874415#Comment_1874415
When Lery's was reworked during a mid-chapter patch it had a bugged totem that wasn't fixed until either the next chapter patch or mid-chapter patch. It was bugged for pretty long time. I'm hoping they fix the Coldwind totem bug this patch but I wouldn't be surprised if Coldwind rework is next chapter patch and it stays bugged until then.
it's so annoying that im ree -ing to it whenever in in coldwind.
@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1874403#Comment_1874403
Yeah this has been a thing for a while so this thread shocked me. Can't believe its still in.
last year i only encountered it like once in a month but since december i encountered it more frequently, and this week i got it like 3 days in a row, today i got 6 games on the very same bugged coldwind totem.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1874369#Comment_1874369
I made a bug report on it and iirc it was fixed. There's a small U shaped bush with a black trash can that spawns on the roadside. Sometimes an additional bush could block it.
annoying as it seems but coldwind totem is still bugged.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/219624/the-totem-bug-is-so-game-breaking
That's still a thing?
https://forum.deadbydaylight.com/en/discussion/comment/1873963#Comment_1873963
This happened to me a few times on Badham a short time ago. That one in the bush next to the trash can. Super annoying.
which spot?
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1874338#Comment_1874338
no worries ^^
i just got a little confused when i read about the tractor on MacMillain xD
btw, have you made a bugreport about this in the bugreport section already / checked whether its been reported already?
because in case it has not, the best thing to do would be to make a ticket there in order to draw the devs attention to it.
yes i will. im doin it already.. im just making surethat it will not be a dupe thread.
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@Mister_xD said:
are you sure the map you're talking about is MacMillain?
cause thats the mining company map - and i dont think there are any vehicles on these maps.
tractors would be on Coldwind Farm, which is the farm map with the corn fields - could it be you are referring to this one instead?
yes...... my bad i already edited the post. thanks for correcting ive just had enough of the bug, that pisses me off.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1874286#Comment_1874286
No, you refuse to even consider what I am stating. So I refuse to keep this conversation going.
i will still stand on what the issue is here. its been a long long long long time that bug totem exist, how long will they will be able to fix it. that bug even exist since last year. its already 2021 sir. that's the main complaint here. i encountered that very same bug yesterday 8 tyms on every coldwind today its 6 times, anything that alters the default game mechanic is game breaking period.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1874251#Comment_1874251
Iridescent head is an obviously overpowered addon that has somehow not been changed since it released. It can carry low - tier huntress players to victory. Which is to say that winning THAT match in particular is nigh impossible, even without the unbreakable totem.
So what you're trying to tell me is, that strategies that are counters to ruin and devour, are only applicable through a 4 - man SWF?
You are telling me that the common sense counter to ruin, which is to do gens separately so only one person can be pressured is only usable by a 4 man? You are also trying to tell me the common sense method of doing specific gens to avoid a favorable gen placement for killer, is only doable by a 4 man?
Granted devour is harder to counter, making you go for dangerous unhooks to avoid the killer gaining stacks. But even then, you are telling me it is only applicable by a 4 man.
Any individual survivor worth their salt knows the counters to hex perks. Which is either by direct removal ( which in this scenario is impossible ) or by mitigation of the park's effects.
You are only telling me that you don't care to perform common sense counters to perks, and instead choose to complain about the perks being unbreakable without considering any potential outplays. I even state that unbreakable totems are outright unfair for survivors, but you refuse to listen!
with the current unbreakable totem devour hope on that tractor wheel even a 4 man swf will be wrecked, what more of solo queued survivors? So you're telling me that every game is winnable then give me a proof that you can.
and what about that @bm33 game? where there are 2 unbreakable totems in the game? and for any chances that those will be ruin and devour? still can win it? and you say it's not game breaking? id like to see you say yes.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1874236#Comment_1874236
To be fair you'd probably lose that match to the iri head, rather than to the unbreakable totem.
that is why i asked you to win it. even a rank 20 10hrs ingame can have a 4k no sweat
i always check ruin at the start of the game assuming taht the killer have ruin undying perks then i look for totems when that unbreakable totem is on that spot we're screwed. you can only that strategy you're sayin with a 4 man swf, but if you're solo then its a losing game for you.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1874141#Comment_1874141
Even with ruin you can all be on separate gens. The killer can only pressure to one person at a time, even with high mobility.
That means that the killer will be actively losing gens if he doesn't end those chases in less than 10 seconds. Which likely means they would be a good killer, which also happens to mean you probably would lose that game anyway.
You also have to be smart about which gens you do, unless you really want to three gen yourself.
Devour is definitely the primary offender of the unbreakable totems. But even then, there is still the chance of your team outplaying the killer while you do gens, or you have the chance of getting the hatch. Progress is not obstructed, you can still escape.
In short, you can still make progress, meaning that ruin and devour with an unbreakable totem is not game breaking. Like I keep having to say, it is definitely unfair. But you can still win.
try to win with that unbreakable totem with an Iri head military belt. geez..
i always check ruin at the start of the game assuming taht the killer have ruin undying perks then i look for totems when that unbreakable totem is on that spot we're screwed. you can only that strategy you're sayin with a 4 man swf, but if you're solo then its a losing game for you.
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@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1874069#Comment_1874069
It can be game-breaking if you brought Ruin and a high mobility killer. If you apply pressure no gens are going to get done or maybe it's Devour Hope then say goodbye to losing as long as you can do basic killer stuff.
-Over-Exxagerator
devour hope alone can be game breaking in that spot. even a potato killer will get a 4k
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1874080#Comment_1874080
Game breaking is not being able to work on the main objective of the match. If you can still progress the match and have the possibility of escaping, then the game isn't broken.
Say for instance, a bug occured where everytime a skill check occurred, the gen would explode, setting the progress back during a mandatory moment. That is game breaking because it prevents progress from being made in the match by the survivors.
With the unbreakable totems, there is always the possibility of the killer not bringing hex perks. Or the fact that the hex is not guaranteed to spawn in that spot. Even if the hex perk spawns there, you don't know what it is, it could be something like the third seal. Even if they bring devour, there is still the vague chance of escape.
So, I stand by my statement of not calling unbreakable totems game breaking. They are definitely unfair, but again, NOT game breaking.
so you think that bug doesnt break the game? geez man whatever.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1874071#Comment_1874071
I was lucky that the killer we got ended up being nice farming killer when he saw we could cleanse totems by the wheels. He could've destroyed us with the uncleansable Devour Hope.
got that devour hope 2 times today but i was not lucky enough to get a killer like that
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@bm33 said:
I had 2 uncleansable totems in one match because there were 2 hay throwers/harvesters on Coldwind map, one totem was dull and the other was Devour Hope. They really need to triple check totem spawns before releasing patches because it feels like each time there is a totem bug that can be on any map, not just ones they reworked, and it takes way too long to get fixed.
hopefully my next games tonight wont have a coldwind map
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@chieften333 said:
Calling it game breaking may be a bit much. Unfair? Yes, but it doesn't break the game.
The fact that so many totem spots like that made it through is quite embarressing for BHVR. Given that they've been attempting to fix all the bugs from the last chapter release.
Which I made a list for, and the total amount of bugs it came out to was roughly 150 if I remember correctly.
150 known bugs is too much. dude is not game breaking? come on the mechanics of the game is already spoiled.
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@bm33 said:
I had 2 uncleansable totems in one match because there were 2 hay throwers/harvesters on Coldwind map, one totem was dull and the other was Devour Hope. They really need to triple check totem spawns before releasing patches because it feels like each time there is a totem bug that can be on any map, not just ones they reworked, and it takes way too long to get fixed.
you're right. imagine 2 uncleanable totem with hex perk, the game is already over
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@Crowman said:
I feel like lately every patch has introduced a new unbreakable totem. I don't know if the one on Coldwind got fixed yet, but there was one on the Coldwind tractor. Which is also funny, because before that there was an unbreakable totem in a different spot on the tractor too.
i was like queued with potatoes and when i looked on to the totem at the tractor like meh not again! *reee*
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its like everytime i get coldwind i encounter that bug. last year im experiencing it for like once every month but man since december i encounter it more frequently, and today im so pissed that i got the same bug 6 times
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@Bond4ever said:
imagine if that was undying, ruin or noed lol
i encountered 1 lullaby 3 ruin 2 devour today.
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dwight's arm is dislocated coz the flashlight is too heavy.... it does happen to me 6 times in a row
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@R52G said:
https://forum.deadbydaylight.com/en/discussion/comment/1347766#Comment_1347766
Who would be the survivor then? And what would the map be?
The map can be inside the SCP complex.
The Survivor can be based on the lore of the SCP that is selected to be the killer. (can be a military man) (or a Containment Personnel)
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@Humanarian said:
You don't need to record your own game to prove there are hackers/cheaters in Dead by Daylight. The most famous DbD streamers/YouTubers like Otzdarva and Tru3Ta1ent have already posted the videos where they have encountered the same kind of hacker. And in all honesty, this. This very fact that it is even possible to apply such cheats to the game... It's the most pathetic thing about Dead by Daylight. Not Moris or keys, not some overpowered Perks, not even the ballance.
No. The hackers among Survivors is pretty much the definition of BHVR's "pretty good job so far".
he's just lucky i wasn't streaming at the moment I encountered the hacker
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/1165053#Comment_1165053
1/ He lose bullshit. Don't make me make you a video with killer ending with 30k points after camping a person for the full duration of his hook
2/ I don't want camping killers to decide my perks. I paid for this game and I want to play what I want . Who are you to tell me what I want to play ? Exactly you are nobody
3/ Look at 2
4/Good SFW will be able to do that. 4 Solo will do nothing because they don't have coordination. They are not supposed to. Also as the that person said that is just so boring. Do you know what boring means ?
Please don't tell random people how to have fun in the game and say things like "understand the game" when you clearly don't understand the core of gaming which is having fun. That is your problem if you are okay to play like this not his
look at number 2: (I'll return it back to you) then who the hell are you to tell me how i play as a killer? i also paid for this game.
if you're not having fun get off the game...( simple )
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@Gonourakuto said:
I think it would be nice to allow 5 perks now , there is so many perks and so many builds for both killers and survivors that could use a fifth perk i think a good way to balance it , would be to only allow a green perk to be the fifth perk of cours some perks would to be changed colors and they would have to change the perk lvl system with some perks being green at lvl 1 and 2 but after that i think its possible and could make the game more interesting
this is a much better suggestion
https://forum.deadbydaylight.com/en/discussion/131818/suggestion-to-devs#latest
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@batax90 said:
My question is why tge survivor are able to see the perk i use exemple when i bring tanataphobia survivor know i got tana the secind i injured someone but if i injured a survivor i dont if he got dead hard or if he got resilience to be fair i should be able to see them
if you hit someone for sure thana buff will appear to the survs. if you're down and carried by a killer if you wiggle and it's red means hes using iron grasp, if you stun the killer using a pallet and the killer destroy the pallet freaking fast thats brutal strength, enduring is also a good example recovering to a stun faster is more likely having the perk, having a lot of games against a billy with enduring and spirit fury im used to it. monitor and abuse is a perk that im having a hard time identifying since you will only be able to identify it once the killer is on a chase and the killer got freakin increase of TR. there are a lot of identifiers for perks same goes with survivors. once you encountered them a lot you'll be used to identifying them.
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@24Life said:
I'm deleting the game.
bye
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@6yXJI0 said:
Most people already use Claudette, cause she can blend in. Imagine survivor with good passive that becomes meta? It will be boring seeing same survivor.
that's why devs can make it balance, we're not asking for big things for their passives. I admit p3 claudette is hard to spot but, i disagree with the thing that they will use the same character all the time with their good passives, they have the teachable perk to combine with other characters passives.
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@Aiden_Me said:
https://forum.deadbydaylight.com/en/discussion/comment/1152040#Comment_1152040
Yes but this way the game going bored
just move on to the next game
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@XRuecian said:
I was actually thinking about this exact same idea last night. It feels weird that the survivors cost the same amount of auric cells or iri shards even though they technically only get you 3 perks, where buying a killer for the same price will get you 3 perks AND an entirely new way to play the game.
Technically, there IS a reason to pick different survivors already, if you really want to get down to playing as optimal as possible. Some survirors are smaller than others, some camoflauge better than others, and some of them are WAAY quieter/louder than others when injured.
Still, I would love to see each survivor have some small passive (and maybe even a small weakness as well) to mix it up a bit.
It doesn't have to be huge, maybe claudette can use medkits 20% longer (more charges), but her toolbox efficiency is reduced to compensate.
Maybe meg can leave slightly fewer scratchmarks, to reinforce her characters style of evading and staying hidden, rather than dropping pallets on the killers head.
Perhaps david could leave less blood or hang on hooks a little longer than others or something to show his 'die hard' character.
As long as the devs make sure that the passives they give out dont directly impact the core speed of the game (faster gen repairs, or faster movement speed) then it probably could work. Unfortunately, i don't have much faith in developers these days to be able to do that, so there would undoubtedly be a 'best choice' and everyone would just run that character because its passive is too good.
It doesn't need to be a big deal of a passive, still they still need to consider the balance of the game and not break the game so bad minor passives would do. I take back an active skill coz if paired with a DS it'll be F!
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@FiiiiischX said:
I strongly disagree.
Giving survivors a special ability makes them unique in a bad way.
If you look at survivor perks in aftergame lobby, you will see that most survivors use only a variety of abour like 10 perks, because the rest of the perks are not really good.
That would also mean, that there would be no reason to play a survivor with a lesser good special ability and nearly everone would only play the same character, what looks really boring to me.
You would destroy the diversity of character with that. And since i love playing my kate, i dont want to be forced to play another character, only because they have a better ability.
i actually thought of your point as well. that is why you have teachable perk for combinations.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1113308#Comment_1113308
Some people just like cosmetics. I also agree that it doesn't make a lot of sense to max out every survivor. Just get every teachable unlocked and then push your favourite survivor to level 150 to get all perks. But that is actually what I also like. Have my main that I somehow identify with and play him all day long. And I'm also happy that there are more than one survivor so we don't have 4 dwights running around in every trial.
Regarding your suggestion: I Know it is just a suggestion, but the existing perks should definitely not become unique, that would shake up too much. I would be going for the passive perks, that have to be added in addition. And these passive perks should not be too strong, so that they may have an effect less than once every game for example. Like running Breakout or Any Means Necessary, where you have to work for or be at the right place at the right time to get a benefit.
And/Or give the killers a bunch of passives too, to compensate the bonus just survivors get. As they already have unique powers, they don't need unique passives. And then, when you see 2 or 3 Megs in a lobby, where you know "she got 2% higher running speed", you can chose to take "5 seconds earlier Bloodlust"
Yeah. i agree that existing perks should not be on their exclusives. it's better to come up with different passives for survs. my list is just based for the survs and their respective abilities. passives should be Just A Little Bit of benefit, but not too much to have the game broken.
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@Marcavecunc said:
What if on top of giving the cosmetics, you would also get bonus bloodpoints? +10% points per prestige level. So it would give people who don't like the bloody cosmetics a reason to actually do it, and make leveling back to 50 less of a pain (and in the long run, with more and more perks it will really lessen the annoyance of going through webs of perks you don't care for)
check this https://forum.deadbydaylight.com/en/discussion/131818/suggestion-to-devs#latest
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let's all play killer......
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@Aiden_Me said:
Now i palying game vs The Cannibal(BUBBA) and he stayed on 1 place and facecamping with chainsaw and no way unhook this guy on hook!!! PLEASE add new report for camping or face camping!!! :(🤬😡💀.
You can post commend.
Thank you for your time!
killers doesn't need to follow rules, their role is to kill they can chase whoever they want. So what is the sense of having a report option for facecamping? if you die and get affected by it take a break and relax. furthermore there is no stating fact that camping is a bannable offense. we have emblems that determines the points we get on how we play even camping will get negative impact on a specific emblem.
I have my rules when I play killer:
- chase someone who gets on my line of sight
- closer survivor will be my priority
- if more than 2 i'll chase the injured since it's an easy down.
- if i know your hooked once i'll definitely chase you.
I don't really give a F! with those people complaining about being tunneled or facecamped but sometimes I still give the last survivor the hatch as a consolation.
There is only 1 way to counter camping, do generators.
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@Toastyy said:
Here we go with another NOED post but I am a mostly killer main that will play survivor when mates are up for it and I do think that NOED is a crutch perk that rewards the killer for not applying enough pressure on the gens.
I know most people use NOED now because ruin isn’t the greatest anymore but I refuse to use NOED purely because I think the perk is unfair and that it’s a bad habit to allow such a perk to exist.
I’ve played survivor games before and see the killer get 5 gen’d then he gets a easy 4k because of NOED.
I know it can be countered by cleansing the totems but in a solo queue or even a duo queue it’s quite unlikely that you will be able to cleanse all of the totems.
I think that either we should be able to tell whether they have NOED sooner than finding out when you get smacked down and left on hook or make the killer actually work for the perk.
just check for totems, that way you'll never have problems by end game.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/1129566#Comment_1129566
The balance ain't that great right now currently now add survivor exclusive skills on top of perks not to mention the months it takes for a map to get a rework not to mention it takes years for killers to get buffs let alone reworks
that is why it's a suggestion...🙄 I'm not arguing how many year will it take. they can balance out the game every patch they make. a rework of the game skills ain't gonna be days or months i know it's years. if you've been a long term player, how long did they fix the exhaustion recovery while running? it took a long time, im not expecting to take this on a rush of course they have to study and debate about it. some might agree to me and many may not but i don't blame them.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/1128380#Comment_1128380
I'm just saying you'll just have an even worse character meta on top of the perk meta
balancing will come on to play, it's devs jobs to do so. they can come up with new skills exclusive to the characters like the killers have their powers exclusively to them
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/1127936#Comment_1127936
But you and I both know it will not work that way in practice it's the same reason why your more likely to find p3 Claudette in high rank since it's harder to see her
I totally agree with the p3 claudette, but for some reason the enjoyment of having something only for each character is not present. I just hope devs look on to this, and think about it, traversing to another branch of gameplays for survs.
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@terumisan said:
How about no i'd rather not have 4 broken passives on top of the second chance meta
what i'm trying to point out is any unique skills for other characters to be playable aside from cosmetics. of course they also need to think about it. also that opens up more different gameplays than the usual metas.
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I'm even thinking that Identity V is already catching up with DBD.
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I played trapper and killed 3 the 4th escaped with hatch. and still i was called trash camper when all i do is just pick up my traps set them up slug people of course trapper is a zoning killer that's his ability. yet a lot of saltiness post game. i'm asking them "for more salt please" then they stop, if not I'll tell them " complain to the devs " ahahhahaha
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@Charger said:
Lol. Be greatful that you still have a second chance ( the hatch ) . Can't believe that from all things wrong with this game ,( some ) people think that exit gates close to eachother is a " problem " worth discussing.
Cmon man. Hatch got closed. You deserve to die after that.
well at least the exit gate shouldn't be on the same wall. most of my games have the exit gates on the same wall. most of the time it happens on autoheaven.
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@xFAKExAxoN said:
I mean how is anyone supposed to do anything against this? If anyone tried to unhook me, we would be downed instantly. I know that what the others did was the right thing to deal with this but I kinda wish that wasnt the only solution.
I know that camping can be necesary if the survivors are about to escape and you still haven't killed anyone, but this is just ridiculous. I also know that the devs don't really approve of facecamping but they don't do anything about it either. I mean how is this supposed to be fun for either side? The killer preetty much wasted his time and I was supposed to just sit there and watch as this guy just did the most scummy thing I have ever seen in any game. At least with the other killers someone can rescue even if the person is being facecamped but against leatherface there just isn't a way to save either person in the interaction
I don't see any problem with it. Both of you are on opposing sides, it is the role of the killer to kill, role of survivor is to escape. It's just the typical killer on slasher movies. But I'm not blaming you to feel that way coz looping the killer for a few mins will give time for the other survivors to rush gens, of course if your caught or slugged by NOED the killer will definitely facecamp you till you die, ensuring their one kill. I experienced being facecamped 6 times in a row and it's frustrating what I did, I took a nap and after I woke up I moved on to the next game.
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1113194#Comment_1113194
I use blood warden bbq whisper distressing
nah im not a fan of bbq for doc. i use Huntress LullabyL, Distressing, Unerving Pressence and Dying light. Shock therapy is more than enough for me to locate them.
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@Raven9 said:
I support a great suggestion, but will BHVR see this question mark
Thanks man.
I see online games come and go just because players saw that the game is just after their money.
I'm not saying that DBD is like that, but don't let players see up to that point.
The current thing i have in mind with each survivors, a walking bling bling.
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@Yung_Slug said:
Survivors were designed to be skins. Having different passives would mean high rank survivors would play the same survivor every game (as there would most certainly be only 1-2 that have the best effect(s)).
And I'm sure a lot of players would be upset that they spent all of their bloodpoints in their favorite survivor only to find that their effect is weaker than the other survivors.
so what's the point after playing to get the teachable perks then? I can be dwight all day long with david king perks nor a combination of william and jake. I'm not taking those reasons that you only play other characters for cosmetics. The entity is in favor of the killer so what is it for the survs that makes them exclusive? you can get all the perks make combinations, you can even unlock teachable perks on shrine without getting the character. at the end of the day still same character defaults nothing unique after getting teachable perks. sure there are certain rift quest requires a certain character to finish, is that the only reason for other characters to exist? come on...👽️
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@Sluzzy said:
I hate Huntress, I don't try anymore. When they changed her lullaby to be no longer directional you never know where she is. It's impossible to counterplay her hatchets with the hitboxes being so huge and dedicated servers make it that much worse. They can put me on a hook already.
sniper on the other side of the map like crazy. spine chill and dark premonition is good to be stealthy, a problem though if the killer use bbq.
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1112811#Comment_1112811
Not cool I love doctor.
I hate them when i'm playing survivor.
I love doctor when i use it specially with freaking skill check build.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1112800#Comment_1112800
I don't agree with this. Perks should be available on everyone. If you wanna add a very small, non-gamebreaking passive though...Im down.
im not saying that they follow my exact suggestion, what im saying is they should put something to survs that will make them unique not just re-skins.
I know i know balance issues. its up to them of course to do their jobs.
Don't get affected to much its just a suggestion.