HorsePower
HorsePower
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- HorsePower
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Just had 2 fengs use both of these perks against me and I can verify after testing that this works all the time.
@MandyTalk Please kill-switch this perk.
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@some_guy1 said:
there is no issue here, addons says you should be outside the terror radius, tinkerer grants the killer undetectable status effect which reduces killer's terror radius to 0 so it should silence the chainsaw
This is not what I am saying. This addon is NOT working properly combined with Tinkerer. I know what Tinkerer does and use it on my Hillbilly. The issue is that the Chainsaw is silent even if Tinkerer isn't activating. I've seen this happen a few times in the past. Apex Muffler obviously shoud be going into effect when Tinkerer activates because, like you said, the killer is undetectable. The problem that I am possibly seeing is that Apex Muffler goes on to be active indefinitely when this happens (after Tinkerers effect ends and you are inside the terror radius).
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This has been fixed as of 4.2.1!
This should be acknowledged now.
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Basekit billy is fine where he is, only his addons should be tweaked.
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Freddy's nerf was well deserved. Forever builds are now more tolerable and not extremely boring to go against anymore. Nobody likes playing 30+ min games.
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You must be pretty bad with the new killer then. He has way better steering than Hillbilly (you can strafe with it really well using A S D and you also can't bump into objects. He even has great map mobility. His attack is slow because it would be way too strong if it was faster. His power (the dash) can also be used around pallet loops as the Demon Strike can do a "flick" when ending the Demon Dash (like the Hillbilly's chainsaw a long time ago). Getting your blood up really doesn't take long, especially with addons. The movement speed addons are actually ridiculous and should be touched before going to live.
He's a killer that also encourages slugging as picking someone up loses a lot of your power gauge, so Infectious Freight is a really good perk on him.
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@SaltySwag said:
https://forum.deadbydaylight.com/en/discussion/comment/839768#Comment_839768
Bye Felcia.
Go talk to Cote and the others about giving us our free legacy skins.
You cry way too much. Legacy was given to people that grinded for MONTHS and MONTHS until they changed the bloodweb like it is today. I think you really underestimate how bad the grind was back then, especially with a bloodpoint cap of 500k. Those people that grinded for that many months along with prestiging rightfully deserved it.
Legacy is never coming back, ever.
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If Unbreakable was built into a survivors base kit, I would probably never play killer again.
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@Spork said:
https://forum.deadbydaylight.com/en/discussion/comment/747137#Comment_747137
The saddest story is that these tactics have become popular in a lot of games today, and people like to enable it. There was nothing wrong with the cosmetic store that we have, and these new charms did not need to be the cause of another way to spend more money.
Still don't understand the issue. You are not forced to buy the Rift pass in any way. You can still use the store while ignoring the Rift pass.
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So you're mad you have to spend more money even though you already spent over $100 on DLCs and cosmetics? Very interesting.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/747098#Comment_747098
Imagine spending over 100 bucks on a game and having a battle pass put in it...
Can't spend another $10? Sad story.
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Spirit better be next. I love flipping a coin during chases haha!!
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Imagine crying about free cosmetics.
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Another nurse main gone. Poggers.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/672941#Comment_672941
Alright, to make sure my info is true Peanits
Isn't the longer the run the longer the stun when hitting walls?
No, that is not the case. His stun when hitting a wall will always be the same no matter how long the chainsaw run was.
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@Raptorrotas said:
You are (ab)using or exploiting the difference in collision sizes to gain an advantage in distance.
And some people here ridiculing this very definitive exploitation of game mechanics kinda proves the past sirvivor agenda.
https://en.m.wikipedia.org/wiki/Video_game_exploit
The controversy part is why we're even having this discussion
Killers are faster than survivors and can catch up to a survivor easily if they hug loops like a survivor does. It's not an exploit and never has been. If a dev has stated it is not an exploit, it is indeed not. Stop spreading this nonsense.
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Get better at the game, haha ez noob survivor!!
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Of course it's an exploit. Everytime a survivor loops a pallet/window, they should immediately get exhausted and break their legs. Boom, balanced and not as broken as looping is.
/s
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https://www.youtube.com/watch?v=TjGnDbRPLEQ&@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635418#Comment_635418
Same as you having no eveidence of it not happening as well I guess.
Here is evidence. As I said, crawling does not make the bleedout timer go faster.
I apologize for the video stuttering in the middle of the video. Video settings in OBS were a little high.
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Or you could just close the hatch.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635269#Comment_635269
There is - you can crawl. Crawling will make the bleed out timer go faster.
Completely false. Crawling making the bleed out timer go faster has never been the case since the games release. You do not have any evidence of this actually happening either.
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Hatch spawns with the number of survivors plus one generator. For example, if 2 survivors are left in the trial, 3 gens have to be completed in order for the hatch to spawn. This has always been the case since the games release.
The only time this doesn't apply is if there is 1 survivor left in the trial, in which the hatch spawns regardless of how many gens were completed.
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Trapper, Myers, and Clown better than Huntress? Nah.
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@FredKrueger said:
https://forum.deadbydaylight.com/en/discussion/comment/572380#Comment_572380
Cheaters will always find a crutch somehow, right? I give up. This forum is so survivor biased, why even try? Everytime someone mentions some kind of help for killers, the survivor clan attacks them, calls them a ######### player, tells them to get better,etc,etc.I'm out. ✌
My man says that playing with friends is a form of cheating now. Devs will never ever block any form of VOIP software (you can't block Steam chat). Even if they did, I could still easily use Discord or whatever on my phone. For your last point, if survivors try to get help for something, then the killer "clan" will also attack them, am I wrong? It's a vicious cycle at this point.
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Can we stop with these SWF threads? Let people play with their friends. SWF should never be restricted based on rank.
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@BloodMoneyMerc said:
Just run iron will. It negates her listening to you. Then at that point you just have to work on hiding scratch marks to the best of your ability. She is counterable when you actually know how she works. Also pay attention to when she uses her ability so you know when she's on cooldown and trying to bait you with a fake phasing.
Yeah just run a perk against a killer you don't even face every game.
Outstanding move.
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@Acromio said:
She already has too much counterplay. Slow movement speed, useless power tied to a 30 seconds cooldwn and completely killed by a dumb audio cue...
Git gud.
The slow movement speed is nothing when she already has a power that neglects that downside. The fact that you call Spirits power useless shows that you have zero clue on how to play her.
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Do you even realize that survivors automatically go into Dream State when they get hit by Freddy? How is that a killer with no power?
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Ah #########, here we go again.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/567862#Comment_567862
That doesn't make sense. It doesn't reward the killer for nothing (well, it does, but it's justified), it's to punish you not even bothering to take a sec and go "What if he has NOED?" It's there to slow the game down a bit for survivors to cleanse totems and punish them if they don't.
Nobody is going to waste time looking for all 5 totems when that time can be spent working on gens. The same exact thing applies to healing. Let's try this again.
Adrenaline rewards survivors for completing the objective.
NOED rewards the killer for being AFK (or losing) the entire match.
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@AetherBytes said:
It's punishment for not doing totems. Nothing more, nothing less.
Survivors also get punished by NOED for making the killer lose the game.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/562440#Comment_562440
That is a dumb argument. The game gives you perks to use for a reason. In fact, all the perks have been buffed at low ranks and are so readily availible that you can basically assume everyone will have 4 perks at all times.
Run iron will or spine chill if you have that many problems facing a spirit. There's perks that just straight up counter killers powers ( calm spirit / doctor) in the game already so I don't see why this is any different.
Why would I run a perk against a killer that i don't even face every match? Perks should never come into a discussion where we are talking about countering a killers power.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/559641#Comment_559641
Yes perks are counterplay. DS for tunneling, sprint burst for pig wraith, any exhaustion perk for legion, dead hard for nurse and trapper's traps, iron will for spirit, urban evasion for hag, BT for camping, spine chill for spirit in phase if used properly, calm spirit for doctor iron maiden and clown...
No, Perks should never be the answer when it comes to counterplay. Vanilla gameplay should.
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Balanced Landing: Very annoying on strong maps like Haddonfield.
Dead Hard: While very weak when being used in a dead area, it can be used to gain more distance on a loop, which isn't fun when facing a good survivor.
Iron Will: I love to use my ears when playing as killer. Iron Will is a problem for me when it comes to listening for injured survivors.
OoO: Very annoying perk when playing a killer with traps (Trapper, Hag) and when playing stealth killers (Wraith, GF, Myers)
Spine Chill/Prem: While not strong perks imo, they are annoying to face when they're being held by a player that hides a lot.
Unbreakable: Legit makes me mad when I have 3 survivors on the ground and I'm chasing the last survivor, then this perk comes into play.
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Ah #########, here we go again.
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Are you devs happy with the massive destroy of this perk? How about a new perk for killer, Mettle of Killer:
The perk was gutted because it had zero counterplay for M1 killers. It took no skill and it was stupid overpowered as hell.
Also your perk suggestion is REALLY BAD. Getting off the killers shoulders rarely happens in a game. Having to do it 3 times makes it borderline useless.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/536345#Comment_536345
We've both been over it and explained why it's considered an infinite. We've given examples backed up by logic. Literally all you've done is call us "bad" and say "nuh uh!", and block us when we play spirit. Shame. For shame.
All your reasons explaining why shack is an infinite is incredibly flawed. There is zero logic behind them. I have been playing since Winter 2016 and have never once in my life considered the killer shack an infinite, because it isn't. A chase at shack should take you no longer than a full 40 seconds if you know what you're doing. It seems you're someone that vaults the window 3 times and giving the survivor even more vaults and distance, instead of actually mindgaming the structure.
An infinite in DBD is a window that you chase the killer around FOREVER, making it impossible for the killer to hit you or catch up to you. The only infinite in the game is using Balanced Landing on the Myers house, if you know what you're doing. 99% of Infinites were removed when bloodlust was released. The only time killer shack has ever been an infinite was when it had 2 windows in the Beta version of the game (thank god that no longer exists). So please, stop calling it an infinite. It is considered a strong loop, but not an infinite.
If you still think shack is an infinite, you're bad at the game.
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@Raccoon said:
You save a little over a second if you break an obscene number of pallets, but have to eat the full stun time of DS (yay, endgame!) and flashlight saves (yay!) in exhange.
BuFfEd!
Flashlight saves didn't reduce the stun when using Enduring.
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I wouldn't mind this, would be a pretty good QOL change.
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@WheatThinO said:
They are fun and I hope every single one of you is plagued by spirits running them. I have a stock pile which never depletes due to my overwhelming amount of black wards.
Last bloodpoint weekend, I grinded and was able to amass an unreasonable amount of goodies on the spirit. And now I am again, proving that I can always have the beads around my hands so that every game is a silent one until the spirit just pops up without warning and ruins it. And if you seem to be in a swf, well, we like to remind you of your mortality with an offering to the entity. ♥️
Yikes, the edge is strong.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/528067#Comment_528067
Oh, don't worry, BHVR caters to braindead potatoes, so it's not gonna happen.
So.... you?
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@Acromio said:
Bamboozle should be a baseline mechanic.
LMAO, Iet's not.
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@Redd said:
https://forum.deadbydaylight.com/en/discussion/comment/527909#Comment_527909
https://forum.deadbydaylight.com/en/discussion/comment/527931#Comment_527931
I'll trade you for removing killer shack. Otherwise, no, leave well enough alone y'all. The perk is fine.
People that want shack removed are the ones that vault the window 3 times as killer.
Killer Shack is one of the most balanced loops in the game. What's wrong with it? It's really not that hard to deal with as Killer. ScottJund has a really good video on YT on how to properly run the structure.
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Hillbilly is the most balanced killer in the game and doesn't need to be changed balance-wise in the slightest.
The only issue with hillbilly is the hitbox on his chainsaw, which is incredibly wide (which is their answer to fixing false saws, when it isn't). It being wide causes some pretty BS hits.
Minus the hitbox on his chainsaw, he is completely fine.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/527925#Comment_527925
In what way is OP's reasoning faulty, given that the Doctor is slower in Treatment Mode and slows while changing modes?
Doctor doesn't get slowed anymore when changing modes, they changed that a long time ago.
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@miaasma said:
remove bamboozle
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/527385#Comment_527385
Actually I still see double pallets, everywhere. I don't get stunned by them, it's just the amount of time it wastes compared to the time it takes to do gens, it needs to be looked at
Double pallets happen because the minimum pallet count wasn't reached, so the system will break the rules and throw in any pallet in any location, regardless of how many meters they are apart. I definitely agree they are annoying and pretty dumb, but they are very rare after all. Only way to really fix it is improve the pallet system, which they are doing with map reworks.
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@johnmwarner said:
Jungle gym into pallet into jungle gym doesn’t give killers the advantage
That is bad map design/bad RNG. It constantly happens, which is why I suggested the aforementioned perk combo above to make these setups less annoying.
Also, that is not what I mean by killers having the upper advantage. That is a whole other topic when it comes to perks, addons, & killer powers.
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Pallets have been constantly reduced in the past 3 years. The removal of double pallets removed TONS of them. The only reason they still exist is because the map didn't reach it's minimum pallet count.
There is already a cap for how many pallets can spawn on each map. All maps have a minimum and maximum amount of pallets (the minimum amount of pallets on The Game is 15 for example).
I recommend using Enduring and Spirit Fury if you're having trouble with pallet spawns. It's one of the most powerful perk combos in the game.
Killers already have the upper advantage in the game. They've had it since the pallet vacuum removal (maybe earlier).
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@Detective_Jonathan said:
https://forum.deadbydaylight.com/en/discussion/comment/521971#Comment_521971
My attitude towards you and your circus of 🤡 stems from when one particular streamer put my profile on blast simply because I called her opinion on Deranking stupid.
Im gonna wait until I get to a computer because typing on mobile is a pain. @HorsePower
Edit: I will say this though, when I contacted said streamer to talk things out, I was ignored, thus beginning my investigation to bring their true nature to light.
You probably would enjoy deranking considering the amount of times you've dced from games. When people DC from your killer game, it's the apocalypse to you and you want people to suck you off.
Example: https://forum.deadbydaylight.com/en/discussion/comment/388714
(I had a thread of people dcing against you as huntress, but it seems to be gone)
But when you DC as a survivor, it's not even mentioned and there isn't a problem. Like I said, I've had many times of you dcing from survivor games. Genuine confusion.
So you think your terrible attitude toward streamers is because you think your opinions against someone else's was considered stupid? Your attitude, regardless of the aforementioned opinion, is so negative towards many people.
Survivors dcing from your game: "Wow, look at these babies dcing from my game because of this build and killer I played. Gonna make a reddit/forum post about this"
You as a survivor dcing: "Yeah, I ACKCHYUALLY have a 100% valid reason for that unlike the other survivors"