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Hex_Rural_LTE

Hex_Rural_LTE

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Hex_Rural_LTE
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  • Super glad BHVR ignored this, singularity is one of my least-favourite killers to face. They may as well just have all survivors permanently podded with how easy it is to autoaim.

  • I have some more evidence for this:

    This behaviour was identified as suspicious after the match. I got into a surprise chase when going for an unhook (springtrap proxy camping out of the door, surprise surprise) and decided to unhook anyway. When I get close to the hook, I get the prompt for the axe instead of the unhook so I go down before the unhook finishes.

    Imagine being a new player excited to play the FNAF chapter and the game gives you a match penalty because they think you're such an idiot it must have been intentional feeding.

    https://www.youtube.com/watch?v=1CqFOtyIc8U
  • @Seraphor said:

    1. Single click activation.

    2. Auto complete option for bloodwebs 1 to 9

    3. Auto-pathing option for bloodwebs 10 to 50.

    2 and 3 would be activated by holding down the center node and take about 4 seconds to complete a web, with pop ups along the bottom of the screen for everything you obtained.

    I want all of these things, but 2-3 may be more difficult to program than it appears on the surface. I'd settle for 1 (either through re-coding or simply making the animation speed 10-100x what it is now) as a bandaid fix until they can figure out how to do anything more with it.

  • @just_one_player said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265434#Comment_3265434

    You're typically the person commenting on the headline, but since I'm in a good mood, I'll answer you.

    1. I got downed after holding a Blight with ring and crow for 1 whole generation, he didn't just intend to take me down, as he has infectous fright, went after Dwight, hooked him and saw Mikaela near the hook to save, then went after her. But hey, it's me playing bad, not David blessing a totem in a critical situation.

    2. Oh yes, I will run with a Cheryl running behind me and crouching every 3s asking for healing. Oh, pointing at the killer coming our way is a bad play.

    3. How do I switch loops with a Leatherface being 6 m away from me? How am I supposed to guess that there was a Bill crouching behind a car (after all, looping the killer is bad gameplay, hiding when there's a terror radius is right)? Are you going to say that I should be with Bound and that's why I'm playing wrong?

    4. It's amazing to see you reversing all the situations I mentioned. Everyone was on the LAST HOOK AND INJURIED except Ada who has NEVER been in hook and is HEALTHY and she is in the basement instead of having the slightest sense of empathy and helping finish the last gen or healing the others. It is not possible for you to think that the other three were playing wrong (from here on I consider you to be just a troll). We tried until the end to finish the generator, but in a 3v1 with everyone on the last hook it's pretty tricky.

    5. There were only 3 survivors left, the 4th had already been killed and a Feng that was repairing another generator (remember that is soloQ, its impossible to warn her about the gen in 80%). After all, what is the average chase time good for you? 40s may not be an insane chase, but it's clearly not a bad thing. You are belittling everything I'm saying. (and I didn't lose 4 games in a row, I never said that, I said that all these matches happened on the same day, but not in a row).

    It's no use my MMR dropping along with the killer's MMR dropping too, I can clearly see that the killers are low level, but it's humanly impossible to escape if you play with survivors who do the aforementioned things. More than 80% of the games I lose, I can clearly see that it's because of the teammates, but according to you “hey, you're the one who's playing badly!”. I believe you should also find SBMM fair and rank players according to their skills

    You're right, you played all of these situations perfectly and there's nothing you could have done better to survive. Your deaths in each of these games was everyone else's fault and not your own!

  • Just adding on that I've seen this bug twice so far.

    Both times my method was just clicking my power and immediately dropping the guard. The interface element for the patrol route remains up for the rest of the game and I'm unable to use my power. Once on the new map, once on Midwich.

  • Match 1 - you were downed and slugged. Maybe a better player could have lasted long enough to allow mikaela to get rescued before they went down. Sounds like it happened pretty quickly.

    Match 2 - Why are you stopping to point at her? If you don't want to heal her, just leave immediately. Bad play.

    Match 3 - You should have split up as soon as you saw Bill in the loop instead of insisting on playing it together. You refusing to go a different direction is a bad play.

    Match 4 - Sounds like there were 3 potentially competent survivors alive. Even if Ada was useless, the rest of you couldn't get 1 generator done?

    Match 5 - Yui made a bad play, but what about the other 2 survivors? How did the game turn out? You just lost 4 games in a row, and you couldn't run the killer for more than 40 seconds?

    What you're not acknowledging is that when your MMR goes down, the MMR of killers you face also goes down. You don't just get worse teammates against the same killer, you get worse killers too. If you're still going down quickly against these worse killers, I hate to say it, but you're not as good as you think you are. If you refuse to accept it, you'll never get better.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265077#Comment_3265077

    Don't overrate 6.1.0. It did nothing in the grand scheme of things. If killer got updates like that often, then sure. But as it stands, the buffs given to killer in that patch are barely noticeable. As you see, it didn't even touch up on looping. Don't let those people fool you who say, "If you struggle AT ALL after the 'mega patch' then you're the problem."

    Really? Kill rates went up 5% overall. I'm not saying it's impossible to struggle against a good SWF, but the game is definitely easier to play as a killer now. Old Dead Hard for distance is gone, making loops much shorter. And the speed burst after being hit is 10% shorter, too. It's very noticeable.

  • Trickster is one of the best camping killers in the game, maybe only behind the Cannibal. I'm surprised i don't see more Tricksters camping, but it still probably needs a bit of a nerf around hooks only.

    Otherwise, he's mediocre against good survivors. You'll probably never get 6 knives in time against someone at a long wall jungle gym.

    I think the biggest one for me is Main Event - I usually end up with Main Event right after I down someone, and by the time I hook them (since I avoid slugging unless I'm sweating for ranks) there's not enough time left to find another survivor to use it on. If I do get to use it on a second survivor in chase, those survivors probably weren't going to escape with or without Main Event.

  • For perspective, Borrowed Time came at a time when a bunch of killer buffs were also introduced. Before this patch, kill rates were around 54%. Now they're at 59%. The additional killer buffs more than offset the addition of Borrowed Time, and I think it was a healthy change to help solo queue since you couldn't rely on your teammates bringing BT, which was basically mandatory.

    I'm a killer main, but I probably play 30% solo survivor and 20% partial SWF (with some <50 hour players). What I think we need in the first patch:

    • Anti-camping basekit changes (e.g. cannibal/hillbilly charges depleting around hooked survivor)
    • Give survivors basekit Kindred
    • Give survivors a UI indication when any survivor is in chase, not just the obsession

    We really need to close the gap between solos and SWF because even in my partial SWF games, not being able to communicate with the solo players is usually why we lose. Once survivors get those buffs to improve the solo queue experience, we can buff killers to compensate. Basekit shattered hope is probably the first buff on the table - Circle of Healing is still problematic, and being a generic perk no killers need a reworked perk to replace it.

  • Can confirm this is also happening to me. I'll never hit Iri 1 killer by the 13th at this rate...


  • @designator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074066#Comment_3074066

    Killers seem to think they deserve a kill by hooking someone once in end game and they’re entitled to a kill just by hooking someone once in end game. The game isn’t over until the third hook.

    it’s always the nurse profile pics huh

    The survivor's not dead until the entity grabs them. Feel free to come for the rescue if you think they don't deserve the kill.

  • @Regulus47 said:

    Agreed. If anything killers should be the ones penalised in endgame. They lost, they shouldn't be getting the go ahead to facecamp and tunnel with absolutely nothing that can stop them, completely wasting that survivor's match. But hey they'll probably do it anyway

    Survivors seem to think that they won by completing all the generators and they're entitled to the escape just by powering the gates. The game isn't over until you leave.

  • No, I`m not being a hypocrite, my worst sin is letting an entire team bleed out after a few minutes of teabagging at pallets and flashlight clicks.

    You did this because of a perceived injustice from the other side. Killers are going to see some of your builds or your style of play as a perceived injustice, and do the same to you. I think you've answered your own question here.

  • Record a couple killer games and post the videos here. You will get matched with better survivors sometimes to keep queues from being too long if necessary, but against the lowest skill level of survivors you're bound to run into people you can brute force with M1 into getting two kills. If you're regularly getting 0Ks there may be something about your play style that doesn't lend itself to kills.

  • I ran 7 games as fast as possible for the survey with no offerings or BP bonus perks. I didn't want to put a lot of effort into a game without bonus perks, so I just went for archive challenges, kind of screwing over my teammates. Since I didn't play the games normally, BHVR isn't going to get the information they're looking for based on the survey questions, since I don't know how skilled everyone was while I'm trying to unlock 4 chests per game.

    Does BHVR not have some kind of review and approval process for any of these ideas or do people just have the autonomy to come up with whatever they want and push it out live? Any verifier should have pointed out the wording was ambiguous and needed clarity.