Garresh
Garresh
About
- Username
- Garresh
- Joined
- Visits
- 144
- Last Active
Comments
-
Bardic Inspiration is censored lol
-
I got 3 skull merchant dailies since the rework. DCs every game lol. I'm just gonna reroll em from now on.
-
@Langweilig said:
The random undetectable is still super annoying
Do you DC against Myers or Ghostface?
-
@LadyOwO said:
While it's a cool concept SWF would render the killer useless. I don't really see anyway it would work tbh.
I've posted about this before. The way to make a mimic killer work is to give a power that lets you "infect" a survivor, without any visual cue that the survivor is infected. The "spy" survivor wouldn't know they were on your side. While infected, the killer would see their aura, as well as any survivors near them.The killer could activate the power again to "emerge" from the infected survivor, allowing them to ambush other players near the "spy". To prevent tunneling, the killer cannot injure the spy. Hitting the infected cancels the infection but doesn't damage the survivor.
Tldr: Make a mimic killer work by having the "mimic" be an actual player who doesn't know they're the mimic. The only question is how to infect discretely. I suggest traps since they favor stealth anyways.
-
I still don't understand how anyone can defend Ace in the Hole not being able to get Iri addons, when Dramaturgy can. Chest perks as a whole need a buff.
-
As a killer main, I've suggested something like this for a while. After 60 seconds on the ground survivors can pick themselves up at the cost of a hook state. Would be interesting and not exploitable.
-
I'd really like to see Skull Merchant added(back) to Dead by Daylight.
-
@FinestFantasyVI said:
Im so glad I got her adept before this.
But this also proves that her power is problematic at its core and unfixable. She needs to be as Pixel once said "get Freddied". Her power needs to be completely changed. And I'd do it to make her a hybrid of Singularity and Pinhead. Set up a drone, let us look thru the drone. And then like Pinhead control the drone like his chain. Lets just dive bomb the drone at survivors. Make her a pseudo surveilliance/cross map range killer. Survivors can hack the drones still to disable her power. Play with some numbers and cooldowns. Forget the whole laser tag, claw trap, haste and whatever mechanic. Just fundamentally change how the drones work, because no amount of whatever these "reworks" are is fixing itIt doesn't prove anything except BHVR has a competency crisis.
-
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804541#Comment_3804541
This is correct for killer MMR. It's not a straight average of them all, but a veteran killer will always have a decent starting number because they still know the basics even when first playing a new killer.
But we don't have the specifics. And personally I do notice pretty big skill differences between survivors when I switch killers. Given the number of balance and bug issues in the game's history, I can see the rubber banding causing an issue with how they analyze kill rates.
-
Gonna give this one more bump
-
@TheRealConsent said:
SWF would spot a mold, intentionally step in it to run to the opposite corner of the map from their team, effectively wasting your time waiting at a god loop while you have to be an M1 killer against 3 people doing gens.
You're right…except a smart solo survivor could do that too. I intentionally made it trap based to allow some counterplay, and that's why I suggested the killer get a second power for chase. Regardless, even in the worst case scenario this provides information to the killer. It tells him 2 things:
- That gen is being actively worked in.
- The rest of the team is away from that generator.
In that case the killer also has options. He can hunt the opposite side of the map which speeds up his time to find a target. He can get a down then immediately trigger the clone for a quick Pop activation, which resets his traps and also applies gen pressure. This power is primarily an information power first and an ambush power second. This is also why I specifically stated it should not be his only power, but be accompanied by a chase power to prevent m1 scenarios.
Essentially this creates a sort of layered mindgame of "I know the killer knows I know". But even at the absolute worst case situation, killer can use it to teleport immediately to a generator being repaired, and know a generator is being repaired. If accompanied by a chase power it creates a wonderful information metagame that would be a lot of fun.
-
@Ohyakno said:
Isn't this just rusty shackles hag with like ten extra steps?
Not even close. The only commonality is traps and a lack of indicator. Hag traps are used to attack the person who trips them. This is used to attack anyone else, and provide a lot of information.
By that logic isn't Skull Merchant just Trapper with extra steps?
-
No idea. But Xeno feels weak in my hands because of how terrible your vision is. Being so low makes you much easier to juke, and harder to see movement if you're moving through grass and junk on swamp maps or whatever.
-
Nah he just needs a Myers style addon that keeps his whip in level 1 permanently but gives him like 4 or 5 zombies lol.
-
I know it's not exactly on topic, but I always found his grenade launcher just felt really bad to use. It might be my history of playing FPS games like Quake, Unreal Tournament, etc., but nothing about it feels good or consistent. It bounces like a timed grenade, but has a variable time because it detonates on the second hit. But it also has a fairly slow and low arc which feels more appropriate for an impact detonation like the Flak Cannon in Unreal or the Grenade addon in Doom 2016.
I know this isn't an FPS but cmon that power is a grenade launcher. It should work like a grenade launcher not this weird half-measure it has now. If it has to be nerfed or adjusted in other ways that would be fine, but I absolutely despise how the "grenade" handles right now. Deathslinger feels great if you play any FPS games. He's one of my mains because of it. Unknown does not.
-
I'm a killer main who hates slugging. The reason it's so popular is because killers are insanely vulnerable when picking up or carrying survivors. This is in addition to actually hooking taking quite a bit of time on the killer side. Hooking advances the game state for the killer, but at the cost of reducing pressure on survivors. And if you pressure hard enough you achieve a 4 slug which is effectively an instant win.
Most of the save mechanics are not super powerful on their own, but the fact that there's so many puts killers in a lose lose situation. Any time a survivor goes down near a locker, a pallet, or an open area, hooking becomes a pretty big gamble against competent players. It's lose lose all around because most survivors can be pretty easily countered by looking at walls, but really good survivors can make hooking not a viable strategy.
Personally I do think survivors should be able to pick themselves up at the cost of a hook state, but only after being on the ground for 60 seconds, similar to the hook stage timer. This might suck for killers in some ways, but it makes for a healthier game overall and they still need to spend a minute on the ground to unlock the option.
-
Also, I play on PC, so maybe they assume I'm more likely to be using a lagswitching program? But if I was it would be detected by VAC. Does DBD not use VAC?
-
@FredKrueger said:
But can't they tell a difference in your ping between bad internet and lag switching? I used to have bad net and always disconnected until I hardwired my ps4 and never once got banned.Never even got a warning. Might want to check into it.
They SHOULD, but then again these are the same devs who can't balance the game for crap, as shown by the Depip squad. Ugh.
-
Apparently not. Either way it's absolutely absurd to get banned for lagging. Funny thing is I fired up Deceit just a bit ago and I'm having zero issues. Been playing for the last 3 hours with no problems. It's sporadic enough that it shouldn't be an issue. And for games with dedicated servers it ISN'T an issue most of the time.
-
If I see a full SWF stack, I throw it on. But I don't use it unless they're toxic generally. TBH, I think it should only work after 2 hooks though. It may be rare, but it unfortunately does make the game less fun for survivors.
-
@George_Soros said:
I'm sorry to say this, but if your ISP is so unreliable, you should either change and get a better one, or if it's not possible, don't play online games. I know it's tough, but you can't just shrug and say "it's not my fault", if as a side effect you also waste the time of a lot of other players.
It's a problem with where I rent, so I don't have any other ISP options.
The real killer is that 70% of the time there's no issues. When it transitions to bad connection I stop playing. And it can sometimes happen very suddenly. Or If I'm doing a ritual I do farm runs where I don't kill, and I don't do survivor rituals while I'm having issues. Like if the killer is "lag switching" but doesn't actually hook anyone and just gives out blood points should they still report? Also, Idon't know if it's good or bad until I log on and play. It really does vary depending on the time and day. I think this area is overloaded or something, but there's good stretches sometimes several days long without issue. It also seems to be more of an issue with packet loss than straight up speed issues, as youtube and streaming services work fine mostly.
-
Wait and I just realized. Sorry still processing this. Wouldn't VAC detect a lag switch? I'm not VAC banned on steam. Or do people who lag switch unplug their cables really fast from their computer....? How can you get a ban for lag switching without getting a VAC ban on steam?
-
Oh, and if the devs are watching. Do yourself a favor and check how many disconnects I have had DURING loading screen, or at the start of a game. You'd find an actual lag switcher wouldn't have so many D/Cs during load screen or start of game. Just saying.
-
Sorry to be clear the grab was more of a comparison. Essentially you could only attack(for one health state) in situations where you COULD grab. Not a full blown grab. Just a regular attack out of stealth but only in grab situations.
-
@ClogWench said:
The problem with Wraith hitting out of stealth is it effectively just makes him a 126% movement speed killer with no terror radius. They'd have to drastically alter his stealth mode to do this.
Even if it could ONLY be used on survivors that are using actions? It would be completely useless in a chase. Well not completely but it wouldn't guarantee hits and would only be used to catch up after a juke.
-
Also, because the infection is hidden from the survivors, even voice comms won't help. One of the survivors is simply infected. And no one knows who.
I imagine this power only being used a few times a game, but imagine going to heal another survivor only to have the killers tentacles and limbs burst from your body and down your friend as you flee.
-
Here's a random thought. The killer could infect crows, lockers, chests, or certain areas. A survivor who interacts or crosses that area becomes infected, but doesn't realize it. Only one survivor can be infected at a time. The killer sees the infected survivors aura and the aura of any other survivors within 8 meters. Additionally, the infected survivor has an INFINITE DURATION BORROWED TIME effect which DOESN'T cause a knockdown after a time limit. Essentially borrowed time on crack. The survivor doesn't know this. The killer does. If the killer strikes an infected survivor it removes the borrowed time and the infection.
At any time, the killer can "reveal" that the survivor was a host all along, instantly teleporting to the survivor. The survivor takes no damage from this and gets a huge speed boost for a couple seconds which doesn't cause exaustion, AND leaves no tracks for 5 seconds. The borrowed time lasts until the speed boost ends. But the killer is instantly free to attack after teleporting.
One survivor unwittingly becomes a double agent, without realizing it. The survivors are able to figure out who based on killer behavior. The killer gets no advantage against this survivor due to borrowed time effect making it impossible to use this to attack them. But at any time the infected host passes near another survivor, they could unwittingly attack them as the killer reveals themself.
Imagine the paranoia that would cause. Utterly terrifying.
-
Just to be clear, I think the instant-unstealth attack should probably not be a grab, but a single health state hit like normal. This attack should have a longer cool down/stun following it than a regular attack, allowing a survivor to gain distance. In this way the wraith starts a chase at an advantage if he lands his ambush, but then must still secure a chase or break away for another ambush still allowing a survivor to escape or loop which wraith remains pretty weak against.
-
What if a survivor with RBT on saw the aura of the hatch along with the the jigsaw boxes? They get to make their choice between trying for boxes or getting near the hatch and trying to stay hidden til the other players leave. In the case of TWO active rbt during endgame collapse then the timer slows down massively, or even freezes.