Bulbasaur2008
Bulbasaur2008
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- Bulbasaur2008
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@Yords said:
It happens when you are stunned, lose a chase, and hit a survivor.
If it happens at any other time, report it as a bug.
Yes, but it wasn't like that a few years ago. Yet, survivors could escape as well as they can now. Building bloodlust from 0 after one of the conditions you mentioned takes soooo long...
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@HatchIsMyMercy said:
https://forum.deadbydaylight.com/en/discussion/204680/i-have-skins-i-should-not-have-like-ever
Yeah this has happened to everyone the devs say that they will fix it next update
Thank you for information.
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I have same issue, whenever i'm in blood fury my charged attacks have 400% horizontal sensitivity. Aiming in this state is impossible.
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I faced many 11-13 years old. Sadly i even played with few of them on comms. Disaster. They quite often play on accounts of their parents or older siblings. Then, account owner IS 18+ to play DbD (not like anybody care for age restrictions) and lil' bugs can play undisturbed.
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Wraith - silent boi, you see him when it's too late.
Bubba - 4-man down in 1 skill use (very rare but possible, makes me scared of him)
Ghostface - Sneaky sneaky with ability to one-shot
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1660552#Comment_1660552
You get MoM activated, then, when someone gets downed, you pick them up in front of the killer, and tank hits.
Oh, you mean Mettle of a Man? Oh okay...whenever someone uses short other than DS/BT/NOED/STBFTL/PGTW/PWYF i'm confused. Maybe i'll try to do it when i'll play survivor next time. With footage of course. :D
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What is the MoM quest?
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If you could make some thorough research about it, make it public and wait some time until it is checked by other professionals (if they would agree with it of course) you could sue them for breaking your mental health. I mean only in USA - rest of the world judges would laugh at you.
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I think BHVR has some issues with priorities. They hide behind "taking precautions" and "safe balancing" but honestly nobody asked about graphical update (game can lag even without it on good gear), and there are many examples what should be fixed/buffed/reworked right away. They want to nerf slippery meat, but it won't help trapper in any way since nobody is using that perk, and it won't be used because we have deliverance. And so on...
I'm not saying i would do a better job, but if i could be a DbD lead designer i would probably try to see how hard it is. Or maybe they don't even play DbD, and they make patches based solely on blind guesses and feedback from casual testers who plays it 20h per week just because they pay them to do it.
We have like 0 feedback from them what they are doing now. Based on how big DbD already is, they could have PTB set up permanently and make some small changes every month. If they are too severe for balance - reshape them. If not, make them go live and see how it goes there.
I don't know what to think about it - it is always easy to judge and guess like i am doing now, but they are going most of the time in the right directions, DbD is probably in the best shape possible now - but some changes are really unnecessary in comparison of what players expect to be done.
I don't know man...
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Cheat reports (if you have valid proof) are 1-way ticket to ban-bay. I reported successfully 2 guys like that already.
Also, saying that "someone is cheating" without proof is exact case if i would say "you are cheating on your girlfriend". Even if this is not true, i can hop onto forums and say you were cheating. I need proof? Why? I can create new thread named "to the devs" and write a few juicy lines of how angry i am, because you were cheating.
I'm not saying you are wrong about that lag-switchers. I'm saying this thread is worthless without any proof.
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That is the best description of DbD in 1 picture.
I wouldn't - it is repetitive game of grind (even more since archives are in game) and it can feel like 2nd job. Beside 'online asymmetric horror' is very niche genre, and barely anyone get hooked onto it. You must like both semi-competitive online games, and pressure of playing good enough alone so rest of the team (or you alone as a killer) won't be in desperate need to carry your ass. Probably that is why there are so many CS:GO users in DbD.
And before buying game for her, wait for free weekend so she can try it herself. Watching streamers is a different kind of experience from playing yourself. And i can't say DbD is in the best shape now - many players complains about "lack of fun". I mean in the terms of balance, they are the furthest so far - but some things like graphical update are unnecessary and we are getting them anyway...because yes. If you look at updated maps (badham/macmillan) they sucked their individuality out of them. They all look like Freddy dream version on XBOX360 with additional post processing. They may look nice, but they are horrible to play on. Not to mention DbD has 0 graphical options to tweak, so if you had problems with fluid gameplay, you will have much more of that now (it is unreal 4 after all).
And the most important question - will she play DbD alone without you, if she has spare time? As i mentioned already, DbD is a game of grind and new players without perks is pretty much dead player. Which leads to frustration of dying over and over. Which can lead to abandoning game in the end. There are much things to consider, but i would either let her play on your account (maybe derank a little bit before that) or wait for free weekend. There is no chance male can guess what female likes or not. Let her experience it herself.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1660348#Comment_1660348
Stbfl is great on everyone, though I didn't know it dictated teleport speed. Is that why there seems to be a huge delay before moving? Always felt like lag or something because I see other Hag's teleport instantly. Do you try to attack after teleporting to get yourself out of the animation lock?
Oh no no, i'm not a hag player myself - i just go these tips from all kind of youtubers and streamers. Can't test them either because i prestiged her recently(i'm getting blood points on doctor). But if you have unrelenting/stbftl you can test it yourself.
Play game with unrelentin/stbftl and with camera rotation to phantasm. Then play without attack speed perks but with camera rotation. Then play with attack speed perk but without rotation, and one game without attack speed perk and camera rotation. You'll see how big the difference 30/40% can make a difference (and camera rotation to active phantasm). And no, i'm not attacking to get out of animation UNLESS i can score a hit (which is sole purpose of phantasm trap). I mean you can use attack to do that, but i believe fatigue from missed hit is longer than that post-teleport lock.
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If i remember right, unrelenting and stbftl are amazing on her, because attack speed dictates how fast you teleport to phantasm. Also, when phantasm is triggered, you should rotate camera into direction of it, before teleporting as it will make you teleport there even faster.
I also want to add that hag is probably the only killer in game than can do well on red ranks WITHOUT any perks or addons. She is insane honestly (no, Freddy is not better - he is just easier to use).
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Since the introduction of the rift, survivors plays much often "for quest" instead of what they should do - objective. I can't count examples where 1-2 guys were camping me while i was about to pick one of them JUST to get that 1 flashlight save for archive. It is hard to confess that, but rift altogether made game a worse experience. I mean tome challenges. There is nothing wrong with Rift, but it could be achievable faster for all people who just CAN'T grind 70 levels in 3 months. And quests there should be straightforward - do genes, heal other survivors, destroy hex totem. Things like "escape using all Ace perks" or "escape after stunning killer 3 times with Jane" are just unfun. As someone who was a survivor main for more than 600 hours, i had 0 cases where i bring flashlight to the match, yet now i have to use it, and use it good - because tome challenges.
I totally agree with you OP - archives are making me sick of this game as well. BHVR made DbD your second job, if you want to get all 70 levels. I think i'll play something more fun for now...
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When i'm going for the cheapest possible bloodweb, it takes me around 1500000 from 0lvl to 50lvl. But when you want to do the same on T3 and unlock all perks available, i would say it takes at least 2-7 millions more. So...6-9 millions for one character. Multiply it by 36 (because we have this many characters now in game). So it would take from 200-300 millions to get all perks at T3 for all characters up to Descend Beyond going for the cheapest possible bloodweb every time. If you don't want "cheap" way i could bump those numbers to 300-400 millions. That is some hardcore grind bro...most MMORPG has less. If average match has 18k it would be...more than 20k matches. If one match on average takes 13min it would be...around 5k hours? But you can get there faster with events/offerings, BBQ and Chill/WGLF i can presume you can get there in around 3000-3500h in game. Pretty terrifying isn't it?
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Omg guys, It does not work with stacks but with percentage. You need to heal 1000% of health bar to get it, not just tap heal someone at 99% 10 times - and 3 OTHER survivors has to be injured. Yes they have poorly written achievements, and this is not the only case you'll bump into. It took me like 2 weeks to get resurgence achieve, because it is not that easy - there are a lot of survivors with medkits and self-care these days not caring to wait for you to heal them. If you need help, just go to steam guides tab - there is one very solid guide for achievements. It explains such details of badly written achieves.
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GamE sHoUlD bE fReE! DlC's ShOuLd Be FrEe! YoU aRe MaKiNg GaMeS fOr PaSsIoN, nOt MoNeY! gIb Us BeTtEr SeRvErS. FoR fReE!
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Myers probably. Especially infinite T3.
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Is this some PTB change? Is better hit detection coming to live version?
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1655841#Comment_1655841
https://forum.deadbydaylight.com/en/discussion/comment/1655832#Comment_1655832
I am aware of how impactful a measly 5% movement speed increase or decrease is, but I agree with @bjorksnas. Trapper is one of the weaker killers in the game right now and his base kit is very weak and very easy to counter. But then again, you are right in a way. He is a 4.6 (115%) movement speed killer. So what about if he had a 10-15 second duration for this? Would it be too weak or unnecessary?
He has very high kill ratio for the most used killer in the game (probably because he is free). He lacks ability of trap juggling as he can carry only 1 trap without addons, his traps can be scattered through map which makes it much more punishing on big maps, and how survivors can interact with bear traps.
Traps themselves does not need any buffs, but base escape % should not be higher than 15%, he should be able to carry 2 traps (starting with 1 on hand) and they either should not be able to be disarmed by survivors without sabotage perk(or toolbox), or they should have like 20% to be disarmed with each attempt with 10% of injuring survivor (because NOT everyone knows how to disarm bear trap, although EVERY survivor have engineering skills to repair generators while it is operating). He is the most punished by how easily survivors can disarm them, and this is where he should be buffed - that is why i think hindered is unnecessary IF survivors would have more troubles with disarming traps.
Also your statement that "Trapper is one of the weaker killers in the game right now and his base kit is very weak and very easy to counter." is far from truth. Look at this stats:https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019#latest
He is the most picked killer in the game, with something around 67% kill ratio spread across ALL ranks, and around 72% at red ranks. I know these statistics are from November last year, but they are the most up to date official stats. Even though i am pretty sure trapper still has more than 55% kill ratio spread across all ranks - he is not weak, he is addon dependant and can be fuqed by RNG (only pig suffers more from it).
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Bear traps sole purpose is to break bones, or not let prey escape in the first place. It is logical to apply slow, but it would be too severe for the game balance. Look how many killers/add-ons and perks apply slow. Maybe 5 overall, because it is soo good. And 5% does not seem like much, but look at perk Hope - 7% at level 3. That is huge boost although it seems like a trash, so making 5% slow whenever survivor free itself from a trap is the level of iridescent add-on. Besides, trapper does not really have problems with chasing - he has 4.6 speed.
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Maybe you should re-consider what a fun is? I am not saying in a bad sense, but you you are so unlucky to get 4x times iri huntress, what you could do to have fun is such situation? I can't help that much, since i don't have problem like that - in my opinion toxicity, tunnelling, moris, unfun addons, scummy players and noobs was always part of a game (i'm playing for like 3 years now). Also, maybe you have some minor case of burnout and you just need a few weeks or months break. Come back for next archive tome, or next DLC (december/january). Whatever the answer is, quote me up. I'm curious.
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You want to test them all 3 in one build? Lightweight is good in my opinion for ninja build with calm spirit and iron will (you can add balance landing, but it is somewhat hard to use on some maps).
Small game doesn't have much synergy - maybe inner strength with mettle of a man and dead hard.
Slippery meat? Why would you be on a hook in the first place? This is kinda trash perk topped in any possible way by deliverance.
But if you want to use all of them in the 1 build, then either put inner strength for synergy with small game; iron will to synergize with lightweight, or just everyone favorite dead hard/decisive strike/borrow time.
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@Skelemania said:
It also feels like it's easier to get 360'd & harder to see people ducking right beside you, even win you look down. Something feels off.
Yes exactly - i barely even hear survivor breathing these days. The have to be really close to me, for me to hear it. It wasn't the issue before 4.0
@Entity_Lich94 said:
Unfortunately these things have been around for a while. I've had scratch marks disappear on me within 2 seconds and the chase music being extremely loud to the point I cant even hear an injured survivors.
It sounds like you've been lucky enough to not have these happen to you until recently
Someone may be using Lightweight, but i can agree about very loud chase music. I think i hear it the loudest on Doctor, where only things louder than this "dum dum dum" is rushed vaulting and generator failed skillcheck.
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HEX
While it is standing it gets 3-5% decrease to repairing speed per token. It starts with 1 token, and gets 1 token more for each generator done. Well, maybe not tokens so it would have synergy with hex:undying since there is no chance to gain more tokens in late game while only 1 generator is standing, and survivors would surely hunt it.
It would help against survivors who don't care about t-bagging near loops with a flashlight and focuses mostly on generators. It wouldn't be very helpful early game, but it would give precious time in late game - especially for that last 3-gen(which would give 15-25% penalty to repair speed while only 1 generator is left to do, to power exit gates). It could also make failed skill checks more punishing (1/2/3% more regress per tier).
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@CookieBaws said:
Jake?
He is mixed Asian, and OP probably thinks about something like Feng with very outlined Asian physiognomy.
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Small timer (minute and second of a match) on the top of the screen.
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Did you take into consideration that they are literally in nightmare? Entity realm that sucks their hope and make them miserable, to later die from lack of will to go on? I mean lore part. Besides, every licensed survivor IS from other horror creation (either movie or game), so looking like a sh1t is acceptable, no?
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There is no need for rework Wraith. He is viable killer as almost everyone else. Although he could get a little buff to reappearing time in his base kit. Something like 5% should be noticeable but nothing broken.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1648208#Comment_1648208
it being useful to one killer makes it better than all of huntress's perks,all of demo's perks minus surge, monstrous shrine and a few others
Huntress lullaby is an amazing hex. Beast of prey after rework can make survivors do stupid things if they watch for you while running.
Surge is amazing perk as well (other two not that much).
I can agree that it is somewhat better than monstrous shrine, but i would like to see some buff to it nonetheless.
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OoO should give permanent 1/2/3% speed boost to survivor who is using it, but his aura always stays visible to killer and vice-versa. This could also encourage survivors to use Sole Survivor(as it never was used much anyway).
Remove dead hard window of invulnerability - it is used mostly as a dash to a pallet or window anyway, and would remove that 1-man cocky hook rescues when killer is near.
Since killer is playing 1vs4 it could have 5 perks.
Longer generator repair. 80s while working alone without perks is a disgracefully low. Everyone who played killer for at least some time knows about "gen rush". But it is not any fancy strategy, it is just a lack of map pressure and survivors working on different gens. Survivors should be punished for working on generators alone, and get more from working together. It could make perks that does not work on SWF because of voice comms more tempting to use (like bond, or better together; even maps with addons would see more play) It also would suit lore, no? #bettertogether
Make very weak version of Ruin a base mechanic. If no survivor is working on a generator, it starts regressing by itself by 10% of base regress speed after 20-30s. Nothing too serious, but when killer is in chase and there is no possibility to kick a generator or it will make him lose other one. Killer should be rewarded for keeping survs off gens, not punished.
Keys could also insta-open chests. There is virtually no use for addonless green key, and you'll get it noticeably often from chests. Make it useful.
Get tapping is a problem - survivors should have the same length of animation when they want to "tap" or start working on generator. Why i must use perks to counter gen tapping, when it is problem of a design.
Every exhaustion perks should have 60s cooldown on tier 3. Both for sake of balance, and use. It is easier to know every perk like that have 60s.
Make small game timer on top of a screen. This would help literally everyone. Killer to counter DS, and survivors to watch for things like "make your choice".
Some perks should work on the whole map, like wake up or empathy.
Distortion should have mechanic for refilling tokens. Like safe unhook, or healing 2-3 states of other survivors. It would go well with base kit of Jeff (talking about Aftercare).
Head On should not be an exhaustion perk, but it would prevent survivor from going into lockers when it is on cooldown.
Base kit of David makes no sense. How are you supposed to "take protection hit" for 'We're gonna live forever' when you have 'no mither' equipped? What, dead hard? I don't think it gives protection score in such circumstances, only distraction (and maybe safe unhook).
Ash perks could get some small buff or rework.
Red Herring should trigger when you are starting working on other generator, not when you go into a locker.
There should be some way for survivor using Autodidact to reliably trigger skill checks. Like "when you start healing other survivor, you will face one skill check immediately. This mechanic has 60s cooldown." It won't apply to normal occurence of skill checks, but would make autodidact more raliable, not RNG dependant (like pig traps).
Pig traps should have 20% of freeing yourself on 1st try. This would increase while you are getting into next jigsaw boxes with 100% chance on last available jigsaw box (to still make it possible to escape with addons that manipulate jigsaw boxes amount).
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@Corikstarr said:
It's meant to simulate the panic and pressure of fighting the spike as it tries to kill you. Skill checks don't convey the same frantic situation.
It won't stimulate anything after 200h in-game, not to mention people who have over 2000h. It is okay design, but in practice it is getting boring quite fast and later on it makes it annoying. Beside, you can also accidentally not click space hard enough, or miss one click by 0,5s and boom - you're dead.
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Yeah, he is a little shorter than survivor but it feels like low rider from GTA San Andreas.
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Blair Witch from Blair Witch project
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I'm sorry if we should read it whole (i only read bullet points) but i totally agree - perks should be tierless. Beside, only instance of perk that somewhat is better on lower tier is Discordance. Every other perks is either better or must have on tier III.
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Change dead hard so it does not have that 1s immortal phase. Survivors use it these days mostly for making distance to get to window or pallet, and it would give more room for team play, instead of cocky 1-man rescues. You could also make that forward dash longer.
Also buff PGTW so it freezes when you start breaking generator - i had countless instances where i started kicking gen 1s too late and it did not apply - it was just normal kick. It wouldn't be like that if it was frozen at the beginning of animation.
Monstrous Shrine should stay as it is (maybe a little nerf numbers), but it should apply to all hooks (not only basement).
I would also like to see some minor buff to Deerstalker - like 2/4/6% faster bleeding out while in downed phase, or make 1/2/3% faster walk speed if at least one survivor is downed.
Gearhead is also a bit trashy perk, it should be redone completely. Something like "while you are in chase and you hit your target once, you'll see aura of all generators being repaired(or survivors repairing them) for 2/3/4s". Or on the other hand it could be OP for killers with high mobility...
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In last week i attempted over 30 grabs, and maybe 2 were successful. Probably only because survivors i was grabbing were complete potatoes looking at gen while working on it. We want change!
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As i heard on steam forums, they made 1kk bloodcap because of cheaters. Before EAC It was a plague of guys cheating bloodpoints and legacy skins that were available in the first year (or two) of DbD.
Honestly if EAC is working, then 1kk bloodpoints limit is unnecessary because any cheater will get caught anyway. And that argument of maxing newest DLC content on day 1 is pile of garbage. What it will change that we get to TIII lvl50 in 30min of going through bloodweb? Literally nothing. People would like to play new content with preferably all perks available - not wait week, or two or even more to get to T3 because we have some archaic bloodcap.
I will also quote arcnkd:
"The Devs should have zero reason to dictate how people play the DLC -- they already got their money when it was purchased. Why does it matter if people only wanted it to power-level and unlock the perks immediately for other killers and survivors they actually care about? The perks are still seeing play. Maybe the new killers or survivors are just extremely boring or bland to play? Shouldn't have to force players to play sub-par DLC just because you limit their ability to level with stored points."
"Fun" mechanic like that makes ppl repelled from DbD on top of an existing bugs and issues. If devs would listen to community -people- that can grind 100h in game in a week because they like it and have enough time to do that, instead of some "testers" that play DbD casually 40h a week because they pay them for that - that would be nice.
I would go for removing bloodcap. If EAC is working then no fear about cheaters and making game a bit better in this part, won't make them unhappy and force them to play other very populated asymmetric horror games. OR MAYBE?!
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@GoshJosh said:
Unfortunately, achievements are seldom ever changed and probably never will be again. The only instance right off the top of my head is Legion's. I don't think there's ever been another time.
Most upsetting to me as someone who goes for them all legitly is Huntress's. Why do they have to be downed from that far, and not only hit?!
This achieve without iridescent head is reaaaal pain in the lower back. Have you done "Evil Incarnate" with Myers? This one is real bullock as well - many survivors will just disconnect when they see you have "Judith Tombstone" or they will go into lockers and fuq your achievement hunting real good. If you haven't done it yet, then i truly wish you good luck - it can be truly awful to get.
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It is not fun for sure, but will we get any change anytime soon? I have doubts about it. People playing DbD are spread through world and timezones on top of having different ranks, as arcnkd said - to have quick matchmaking in current disproportions we have to mix players up, or else we would wait 30-60 minutes to find game, which was the case for killers not so long time ago.
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Looking at pictures, everything beside perk wheel in the bottom right is dark so it is clearly not his setup - in that case perks would be very dark as well. Can't say what it is, but have you tried to reproduce it? Maybe it was an issue only in this one match? If not, you should post it in "bug report" section.
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Hmmm...peculiar. I suppose it was my misplay then. Thank you for info.
I think it is not a bug as i clearly dropped survivor right before escape line.
Thread can be closed now.
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Is description not misleading then? It is a bit ambiguous as it can be interpret as "they just have to step on them" and "when they step on it, you have to pick them up; when they free you won't get any progress".
I'm not saying we should change whole achievement because i understand it poorly, but could we get a bit more thorough description in some future patches? I'm halfway done with it, but maybe some other achievement hunters will be grateful for one clear meaning.
I think thread can be closed (not sure how moderation works here).
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@Mandy said:
There is a point in the "exit area" that if the killer carries the survivor to this point they can escape freely...this is to prevent griefing. I am presuming that you carried the survivor to this point, so yes they can escape freely then.
Until now i did not know such point existed. Can I check somewhere where does that "line" starts? After that i can say for sure if this was my misplay or something is up.
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Spooktober. Doot.