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MisterTIBS

MisterTIBS

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MisterTIBS
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  • Nothing to do with Steam Beta, not got it on. Logitech mouse, this just happened to me for first time, possibly 4 hours into playing like others have suggested (definitely more than 2 games.)

    Everything beyond being in the game = fine, but as soon as able to rotate camera once game starts it's just slow as treacle.

    Not tried the Overlay off yet as it's first time it happened and played plenty since Friday.

  • Twice seen this regarding 2nd point, Alt-F4 only option.

  • IIRC Plague loses her power on a pallet stun, right? I think same should apply to Oni, and I'd add in Head Ons to that.

  • Used to like him, opinions are valid, he's good at both sides, wouldn't say killer biased (last time of watching, maybe that changed), and have thanked previously for his teachings which were really helpful (just general commentary while playing), but turned off due to all kinds of shaming he'd do on stream, most of which was probably not even considered, just his character coming through. Gave him another try, benefit of doubt, done it again, so done with after 3 years of watching.

    Can't please all the people, of course, but apes be apes.

  • By design, I believe, though makes me wonder how we're meant to get a Steam64ID for a cheating killer now *rubs chin*

  • I was getting that prior to taking 4 months away from the game, if you mean the one at rank reset? Minor irritant in my case, it didn't have any impact on the actual rank update itself.

  • @Mak0 said:

    Whispers dosent need a counter perk like Adrenaline is Against NOED. Whispers dosent pinpoint the exact location of survivors it just gives you audio cues when your close. That's all no Auras trackers exposed effect etc. You have to make a prediction where a survivor is to work properly I don't think you should be too concerned about it especially when whispers can be throw off by a dying or hooked survivor

    So come endgame, with one survivor remaining and the hatch closed, do feel free to explain how the remaining survivor has any chance at all of opening an exit gate?

  • Anyway, I'm done, it's clear that there are far too many who play the game who think only of themselves and their own way of playing and have absolutely zero room for a mechanic being added which would SOLELY be to disrupt arguably the ONE perk in the game which (ultimately) is unable to be countered regardless of how well a survivor does in the game.


    Personally, even as killer, I don't think having the position of a survivor on the map should be a 100% given at any time, and certainly not once it gets down to 1v1. But maybe that's just cos I like to rely on a thing I call 'skill.'

  • @Rydog said:

    Whispers forces the killer to hunt around and make correct guesses about player location. The counter is to move around and not try to "hide" behind a rock or whatever.

    Running any perk solely to counter one other specific perk is a dumb idea, regardless. "A perk to counter this perk" falls down in terms of logic, because you can't plan around it or know what the other side is bringing, so chances are you're just gimping yourself.

    Heard of Poker?

  • @Horrordude83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/630487#Comment_630487

    I was being sarcastic, and obviously your mad because you died. Mainly noobs run whispers anyway dude. It's not that helpful unless it's endgame and your looking for the last survivor. I quit running whispers over a year ago, and got much better BECAUSE of it. You rely on it way to much, and it can actually hurt you more then benefit. It's not like whispers pin points the exact location and reveals there Aura. Put some Neosporin on that butt hurt and move on dude. Whispers isn't getting changed... I'm done here

    You think I'm saying this cos I just played a game where it came into it? Bless.


    I think beyond the end of the nose on my own face, unlike some apparently ;)

  • @Horrordude83 said:

    I would like a counter, but not the kind your thinking. It'd be nice if there was a physical counter on the whispers icon that told you how many survivors were around you when it activates. 😈

    Yeah, and little arrows pointing them out on the screen, seems like you'd be all for that too.

  • Horrordude, your mind is so open, Moses would've had nothing on you, clearly.

  • The point is that there are different ways of playing the game - one of which is stealth. So you could be the one survivor on the team who outplays the killer for the entire game, never being seen (which already will see you not rewarded for that in the way a survivor who runs straight up to a killer and throws every single pallet on the map down will be), getting totems, doing the gens, unhooking other survivors, playing THAT role perfectly, then you get the last gen as the last other remaining survivor gets downed.

    You go for an exit gate but the killer knows you are there despite remaining hidden, he knows you're NOT at the other exit, and now he's got eyes on that exit gate you're nearby and closes the hatch. What's your plan? There's literally nothing (short of getting or having a key for to reopen the hatch) you can do to escape even if the killer STILL never finds you one single time in the game, you're gonna die.


    Remember, this would solely be to counter a perk which most killers won't even be running, and I highly doubt many survivors would run it either - so what's the problem with taking 'no chance' and giving 'tiny chance' for situations like this?


    And yes, as far as calling Whispers the 'worst tracking perk' - you obviously speak of your own opinion, which is wrong btw :)

  • So you're in a team with 3 potatoes and that = "you got outplayed"? Riiiight, 6000 IQ answer right there.

  • "Survivors using DS usually suck so you end up finding them again while going after other Survivors"

    You realise that survivors running DS will very likely WANT you to get them again before it's out, right, and so you "finding them again" is quite likely more along the lines of "they run straight at you again" to take the hit for their teammate? Just sayin'.

  • @Jdsgames said:

    I don't see whispers needing a counter. It is situational at best: Practically says someone is around here somewhere. However, good stealthy players like myself can keep this perk busy for a long time.

    But what good is that to you if you're the last survivor and the killer has kicked the hatch closed?

  • My two pennies, I love the anti-tunnel effect of it and it's true that all the killer currently needs to do is not pick you up again within 60 seconds of being unhooked, which for the most part is completely fair imo.

    My suggestion would be for it to cancel out that 60 second timer in the following three scenarios:

    1. The killer hooked another survivor before the 60 seconds.
    2. The last gen has already been done, OR it was completed AFTER you were unhooked.
    3. If 2 is considered 'harsh' then at the very least once the exit gates are opened.

    I've made use of it myself in endgame situations which felt bad - gung-ho-ing a hooked survivor near an open exit, take the hit for them, they get out, I get hooked, use my Deliverance, get downed, use my DS, gg. That's a bit rough and shouldn't really be what it's for as by that time it's hardly tunneling, the killer's extremely unlikely to get two hits on a DIFFERENT survivor even if you're half map away from the exit.

  • @AStupidMonkeyy said:

    @MisterTIBS No. If you got beaten that bad, and the killer wants the 4-man after his hard work, he has earned it. You can hide stealthily, hide in lockers, heal your teammate, search for hatch or camp near door if you know the killer is about to get it. You failed your objective, the killer shouldn't be punished because of it. They even made it so hatch spawns even if no gens are done. EGC prevents you taking the game hostage after the killer closes the hatch. They can change the perk to something else but this is unacceptable.

    You're missing the point - the EGC is about stopping the game going on forever when all you want is for it to be done with (both sides) but in it's current state killers are the ones holding the game up (more often than not) by slugging the 3rd survivor so the EGC never starts - either you finish the gens (unlikely) OR keep getting the 3rd survivor back up at the risk of the killer 'baiting' you (which is obviously the intention) but it becomes a baf game at that point, not to mention if you DO get that surv up and then it's rinse and repeat anyway.

    So yes, EGC prevents taking the game hostage, the point you miss is that the killer is taking the game hostage (effectively) by NOT allowing the EGC to start anyway. So what should be a 5 minute game sometimes is now dragged out to 20+ mins of killer slugging cos they want that 4k, hence my suggestion for making Left Behind activate if that 3rd is slugged and you have the option to not only make it less boring but also get to EGC by your own making, not relying on a killer not being baf for 15 mins before the inevitable.

  • Alternatively, if the killer closes the hatch then make the gens available again - if the survivor gets a gen done, hatch re-opens. This way, killer patrolling the gates only leaves himself open to said gen being done and hatch escape a possibility (without need for a key.)

  • Just 'used' it (Head On) in 3 games (running Dead Hard, Quick and Quiet, Head On, and DS each game), 1 basement locker fail in each of the first two BUT Q&Q kicked in upon jumping out (which would suggest I 'rushed' out as required), and the 3rd game was in a normal outdoors locker and finally decided to work.

    Yep, inconsistent to say the least.


    (And just for clarification, nope, I wasn't already exhausted.)

  • @Mister_xD said:

    99% the gate.

    thank me later

    Yep, that's the approach I've been taking (where applicable), though teammates open other exit so yeah, more do this please.


    @OP, I agree that maybe unhooking a survivor during EGC could maybe add 20-30 secs back on the timer, but my main issue with it is when you're the last survivor and the killer already knows where the hatch is before hooking the 3rd surv, runs over, kicks it, then you have 2 gates close together and it's a nurse.

    I think the fair solution to this 'no chance' is that once a killer does kick the hatch closed then that re-enables the gens and the surv can repair a gen to re-open the hatch, this way if the killer has both exits covered then you can do a gen and still possibly escape.

    And to add to that, if hatch is kicked shut while one survivor remains (in the dying position) then I think it's worth considering putting that survivor into injured state - wouldn't be the first time the killer has then gone on to waste best part of 2 mins just standing over the downed survivor who can't do a thing but effectively be t-bagged by the killer; that does work both ways.

  • I like the idea of it blocking other stuff and not just the exits but like Kiskashi said, the length of time it's up is really the main issue with it; scenario, Lery's, you hook one just inside the main map near the exit gate, all 3 other survivors are at the exit, whether it's NOED or whatever you manage to down ALL 3 of them in the exit. GUARANTEED, you'll get TWO of them if you're EXTREMELY lucky with the hook placements (especially on that map, but will also apply to other maps) and the 3rd will just crawl out in the time it took you to take those two to hooks and back. Chances are though, you'll only get one to a hook as the hooks will be too far away from the exit gate anyway and they'll just wiggle off.


    That 60 seconds is nothing - it's probably even down to 40 seconds realistically before you even down those 3, and if you're an M1 killer then pretty likely the first hit will run and get the unhook and they'll both run off into the sunset, and you'll see the others run off as well and manage to catch up to one of them just as the gates open and 3 survs still escape anyway.


    End-game changing now though so interesting to see what BW may become.

  • @Entità - if the killer was literally stood in front of you then the 45° cone would be at it's smallest, not sure how the game works that close up but it would maybe make sense that they'd have to be in centre of your camera view rather than to the side a bit when that close? (I might not be understanding exactly how you were doing it though, but was always a useful perk back when I was playing it stealthy.)

  • @aarongai - killer is one player, survivors are 4 (well, prior to this patch at least), so 4 survs can take an insta-heal each, along with their Borrowed Time, Adrenaline, and all that other crap.

    As a killer player, I'd be happy for there to be an item which countered a Mori, even if only just for the first unhook so survs would need to be at least to 2nd stage, though tbh that should be the case anyway.

  • Only read the OP and couple of comments after. Agree that stealth play should be rewarded more - you could play a whole game, do gens, avoid getting seen by the killer a single time, make saves, escape via hatch or whatever and still not get a pip cos you had no chase points etc.

    Also, think Insidious Leatherface, camps basement entire game, survs do all the gens, open doors, escape - nobody gains any progress in rank, complete waste of time, you'd be better off just all 4 going down and taking the hit, someone have BT and DS and actually get more points for having been hooked than if you left the game completely undetected.

    Anyway, it's gone downhill with this last update for me, no longer the fun it was prior to it, and whilst it's not necessarily due to the ranking system DIRECTLY for myself it sort of is as it's leading to other survivors just racing in for unsake unhooks leaving any stealthy approaches left shaking their heads at it after wasting their time trying to do it 'properly'..

    @Wolf74 - maybe taking out of context as have not read what you're responding too perhaps, but a single detection perk that can't be outplayed? Whispers.

  • So, I was just thinking - not sure of the mechanics or perks etc, but the idea of a Grim Reaper as killer could be something worth putting in the game, right?

    Maybe perks could include something like a 'Chill' effect which maybe either does similar to Doc's fake-chase kinda thing where a survivor (or multiple?) are 'terrified' into believing you're after them and maybe their breathing becomes way louder than normal and/or scream at random 'til they go and hide for a bit to 'calm down'?

    Another perk could maybe be to literally blind survs for x seconds, unblind x seconds, blind again, unblind again, for a few iterations, but making their screen go very dark and closed in, like Death's 'hoodie' being tightened around their head/face?


    And a 3rd perk, cause survs to get frozen in place (out of fear) if they look at him for x seconds - it might not work how I imagine but I'm thinking for things like anti-looping at pallets.


    Anyway, I'm certain others can come up with better, and I hope they do, but the general idea of having Death in the game is something I'd find really belonging and potentially scary af.

  • Damn HatCreature, that idea sounds golden.. looks golden... it IS golden! Ahem.. But yeah, really good idea right there, I loyk it!

  • Yep, I'm EU and generally get UK, Ireland, Germany, Spain, and Russia, but recently seen a little more from The Americas, Canada, Australia, and a little earlier today I had a game (as a Rank 5 surv) against a Rank 16 killer - and the other 3 (who were SWF) were all rank 8 or less. Definitely something up.

    I also had to give up on playing surv due to the ridiculous pings I was getting lobby after lobby - so went on killer and first two lobbies I got saw 2 green pings + 2 x 300+ pings, then something similar again. When I did get a game it was well matched but yeah.

  • (and I like the look of the new version in the clip there! Nice)

  • have a 'Win Line' with 2 rows above and 2 below
    a randomizer for the reel positions of the perks so they're more 'random'

    I'm not sure what you mean by that, could you show me an example?


    (Very crappy quick job but just to show A use of colour and the win line idea)

    @MisterTIBS said:
    Also, sound doesn't seem to be working on it?

    What browser are you using, what URL?

  • F me, even the forum has bugs and just ate up the feedback I just tried to leave?

    Okay, not gonna type all that again so basically I suggested maybe a bit more colour, more central position on screen, and to have a 'Win Line' with 2 rows above and 2 below, and maybe a randomizer for the reel positions of the perks so they're more 'random' than they would be without (though maybe that's already in there?)

    Also, sound doesn't seem to be working on it?

    But yeah, good job man, real nice!

  • @3stadt said:
    Hi guys,

    I made a thing and I would love to hear some feedback about it.
    It is a Perk Roulette for killers and survivors. Free and ad-free.

    It's available at dpsm.3stadt.com

    The documentation still lacks some better explanation on how you can "save" perk profiles, but I would love to hear some first raw feedback. On mobile it's (visually) still rough around the edges since the site is aimed as desktop and OBS.

    Cheers, 3stadt :)

    Hey, late on this, been a while since I last done a random wheel and now it's apparently lacking anyway, but gave this a try and it's nice, real nice, but you ask for feedback and so here's what I'm seeing is perhaps for the better: a little more colour, maybe also have the 'reels' a little more centered (vertically) and this is really unnecessary but would look a tiny bit better imo if you showed more of the 'reels' i.e. 2 above and 2 below the 'selection' line/row, if you get what I mean?
    i.e.

    ##### Hex Ruin ----------- Agitation --------------- Hex NOED --------- Stridor
    ##### Hex 3rd Seal ----- A Nurse's Calling -- Hex Ruin ------------ Surveillance

    WIN LINE## HEX THRILL ---- BAMBOOZLE -------- HEX 3RD SEAL --- TERRITORIAL ## WIN LINE

    ##### Insidious ----------- Barbecue ------------- Hex Thrill ------------ Thanatobia
    ##### Iron Grasp --------- Beast of Prey ------- Insidious ------------- Tinkerer

    And behind the scenes, an option to 'randomize' the reel placements/positions of the perks (if that's not already what you're doing anyway?) so they're not always in the same sequence, like alphabetical or whatever. Again, not really necessary but would set the mind at ease about random being as random as it can be!

    One last thing, should there be sound? I've got it switched on but not hearing anything, not sure if should be?

    And thanks, good job man!

  • Would prefer something along the lines of either cosmetics in the store being restricted to minimum devotion levels, or some sort of discount multiplier.
    If you're playing regularly enough so your devotion is higher than average then chances are BP isn't really much to write home about anyway - nice to have a million to throw into a prestige or whatever but it's temporary and 1m can be got in 10-20 games as killer (less if using Streamers etc, ofc.)