Powder_Kegs
Powder_Kegs
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- Powder_Kegs
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Perk: Any means necessary
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@MikeyBoi said:
I don’t think reworking deadhard/nerfing it would really solve the issue with it because it’s fine where it is. The issue imo is how much strong rng good survivors can conveniently and consistently deadhard to on the spot.
It's not. Thanks to that validation update, it messes with killer powers. It's broken and unhealthy and op is right it rewards bad plays. It also isn't used as intended, as people use it to extend chase rather than dodge hits. If it had no vaults and hinder d for a few seconds and if the validation was fixed, it would be healthier for the game and put where it was intended to be: to dodge hits.
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Nobody really liked Hellraiser except the bhvr guy that begged and pleaded to have him included. Pinhead is a B list horror monster at best.
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@Myla said:
I threw the game just to chase this guy since his movement was very weird, he was getting distance more than usual as if he has permanent haste. I followed my guts and tried chasing this guy to make things clear. I don't think I found compelling evidence since I recorded immediately after I found him to be suspicious and game was near the end so there's only two minutes of footage.
Also he had a level 0 account with 44 hours in the game. Could be a smurf which he is since he knows what he's doing and playing around the chase mechanic by sneaking walks and slow vaults but I think he's more than just your average smurf.
0:22 Do you get that type of distance from running shack that way? Also had bloodlust 1 on but he still has comfortable distance away from me.
Then the last one should be at the gates at the end of the clip, I thought he had Dead hard hence I missed but apparently he only had Sprint burst by the end. I'm pretty sure that should have hit but you guys decide.
Also excuse the quality and me running loops dumb. Was doing all kinds of nonsense to see if he loses some distances at all since these type of guys have wall hacks too but who knows maybe the match was just perfect for him and I sucked that match
The slow vault at :30 leads me to believe he's running at 105% movespeed
There's little to no way he should've had time for that.
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Nea is a thing that already existed, not sure why but she's been there long enough people should know the devs have always been pro LGBT.
There is no proper way of doing anything related to anyone for any reason. We're human and any level of controversy is always going to be controversial. The issue is when people start reasoning as to why anything happens that a problem actually exists.
If the characters are going to have their orientations as a focal point, then Freddy ought to be addressed as well, shouldn't he?
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@Spotty_Rain said:
Hey, I just wanted to put these here.
These videos are from Shesez, a content creator that focuses on out-of-bounds stuff in video games.
I wanted to post two videos that were dedicated to some Dead by Daylight stuff. The first one is pretty light and didn't seem too focused but the second video was a bit more in depth thanks to getting a team to help him out.
https://www.youtube.com/watch?v=Es2PH4GDLCc
https://www.youtube.com/watch?v=mv6K22HJefs
If anything, I'm really surprised at how stretched out and weird the Killers' bodies are in real time during their first person play. I wonder why they couldn't just use a HUD. You don't see that sort of thing in something like an FPS with the bodies being heavily contorted.
Thoughts?
Spaghetti
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Boons are busted, nuff said
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Otz did a whole video countering this statement. Ghostface can be revealed with stretched resolutions.
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@pseudechis said:
I haven't seen shadowstep much so far. Its mostly the healing boon.
However several games now, mostly those with shadowstep, have nothing coming up on BBQ for me when I hook someone.
Basically its either everyone's aura is hidden or they are all hanging around the hook. Its doesn't really incentivise me to leave, at least not very far.
You are correct. Without the information that an aura provides, there is little incentive to leave, especially if you hook at an active gen.
Never feel bad about camping or tunneling, because it's an intended part of gameplay. Anyone who complains about camping and tunneling is simply a salty loser who can't handle occasional boredom.
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Nemesis is totally fine. It's just his zombies that need to be fixed up. The zombies should not be getting stuck in walls and their fov for visual detection should probably be widened.
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Yea, both are disgusting, but no, Mikaela is not a new Meg.
Meg is kinda clueless, like a runner with ear buds on blasting music at high levels whereas Mikaela has an air of undeserved confidence like fans of jackass trying out the latest milk crate challenge and uploading the footage from the hospital bed.
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Yes
In the game of "do gens or die" you have to do bones at the same time as gens or dying
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2600622#Comment_2600622
Alright, 90% speed, M1 only, no power, have to get survivors into dream world first
Burger King Freddy is acceptable nerf. This pleases me greatly.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2600615#Comment_2600615
M1 without power, 110%, reduced FOV
I thought said nerf Freddy into oblivion and this is all you can come up with?
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2600609#Comment_2600609
Alright, let's make him m1 without power.
Moore.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2600592#Comment_2600592
Yeah, I guess he doesn't need teleport, right?
More.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2600558#Comment_2600558
Too late for that...
Not enough. More.
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Nerf Freddy into oblivion.
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Dbd is deteriorating rapidly. Pretty soon, one of these hotfix updates will lock the game up altogether.
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@Mileena_Kahn said:
I’ve played solo que for most of my day and have noticed that myself and my teammates have been tunneled and camped in almost every match. The crazy part is that the camping starts At the beginning-middle of the game which makes no sense, I could understand if it was endgame then yeah… cause the killer has no other option. But players like this make the game extremely boring. I’ve noticed it’s mostly the nemesis players that do this. Keep in mind it’s SOLO QUE, so there’s no telling who’s going for the save, who should stay on what gen etc.
Camping and tunneling are the only interesting parts about playing killer anymore, especially after the recent and toxic hatch update. Killers have more control in a trial than ever before, but only if they play by the rules of "do gens or die". Survivors are forced to "do gens or die" so there isn't anything else for them to do. Gen speeds are barely in a place where either killer or survivor have time to do anything other doing gens or dying.
Camping and tunneling is efficient at any stage in this game, but it works best near the beginning due to how unstable the survivor team becomes after 1 death. Their chances of survival plummet as a team to rock bottom levels after the first death. If you're managing a decent patrol and not too slow, putting the second survivor on a hook when there's 3 gens left is almost a guaranteed 4k; there simply is no room to complete gens in the game of "do gens or die" so everyone does. All of that is ensured by slugging the last two survivors, which means they have absolutely no chance of survival.
The devs have intended this. For survivors, it is "do gens or die". In order for killers to play "do gens or die" they have to camp and tunnel to stay in control of pressure levels.
All of this means, this is why most meta builds have four of the same six perks you see round after round. There's no room or time for anything else. If anything else, consider that the game devolved from what it used to be; the hatch update was a toxic endeavor as it stripped away conditions for victory and dumbed it down. The game is pretty stale these days and has failed to evolve.
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DC is only the surface layer of what's arguably a series of systemic problems along with unresolved bugs and insufferable QoL
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DC is only the surface layer of what's arguably a series of systemic problems along with unresolved bugs and insufferable QoL
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just go back to release legion for a few days, then after everyone suffers miserably, revert legion to current and nobody will complain about legion again
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Monitor & Abuse, Iron Maiden, Hex: Devour Hope, Hex: Haunted Grounds
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2597671#Comment_2597671
Her face isn't game breaking lol
That's rather subjective, sir.
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@adam1233467 said:
Her face is broken since one of the pinhead hotfixs, and it is still not fixed, I am literally losing hope
Since she has not been kill switched, her face must be as intended.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/2595482#Comment_2595482
Don't forget that Ace Visconti has luck based perks, one of them adds 3% of luck for any survivor alive in the trial.
With all the offerings (right now) and luck based perks used, a survivor has a 58% of chances to escape... if we were to change the chances said number would become 64% which is pretty high and easily explotable.
Now, to counter your point...Why do you want them to stay in-match? Just to punish them for "being selfish" because if they just go AFK, then you won't benefit from a survivor like this at all... needless to say what happens if said survivor sand bag you or sabotage your match? This is bannable but devs don't do anything about it and I am pretty sure they won't, but anyway... the frustration you'd feel it would be way bigger than letting him die.
Yes, Ace is lucky.
I wouldn't call it a punishment. If this survivor is behaving this way, then their time in that trial is wasted, is it not? So if that person is allowed to leave and join another trial and behave exactly the same way, this proposed update would slow them down, which would cause less trials to be affected by that survivors behavior.
To counter your counter, a salty survivor that self unhooks is unlikely to sandbag anyone else, because they're already on a hook. With a self unhook, they would also pull the killers attention...meaning they'd be sandbagging themself and the rest of the survivors would benefit from their toxic behavior trying to quit.
It's more of an equalizer than a punishment; less trials are impacted by that jerk and the current trial's survivors get a few more seconds on their gens.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2596289#Comment_2596289
Its really stupid that this doesn't just work. I feel like just increasing the range for where they can be interacted with is the simplest fix but with how things added break things completely unrelated it wouldn't surprise me if they said it wasn't possible
Thanks to spaghetti code, if they tried to slightly increase the range, it'd likely end up being stompable across the entire map
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On quite a few maps, sometimes the shack bones can't be stomped
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Cowboy, because he wasn't broke. Why fix what ain't broke?
Clown, because buffing survivors is silly. Why speed up survivors when you could have honked the clown nose instead?
Pig, because all of her buffs were actually more nerfs. Why the pig abuse, bhvr?
Wraith, because all seeing blood shouldn't be a thing. Why isn't this iridescent if it's gonna be a thing?
Michael Myers, because we spend one night in haddonfield and Freddy has five nights at badham. Is this a joke to you, BHVR?
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It was a sarcastic approach to pointing out an easy to see trend, that was all.
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It was a sarcastic approach to pointing out an easy to see trend, that was all.
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@Sandwich_Jesus said:
they should just make the chat filter optional.
While the game may have a mature rating, the fine folks at BHVR feel that it's mature audiences make immature comments.
Sorry, but someone's feelings got hurt.
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The fun analogy here is the amount of time and electrical energy spent getting the single blood point is comparable with the amount of time and energy getting the Hellraiser NFT for a single image.
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/2595630#Comment_2595630
So you just want it buffed for other reasons than to combat first hook suicide.
No, that's not what I said. Have a great day!
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Toxicity comes from those that complain
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Put the sandbag on the ground then put the sandbagger on the ground. Proceed to hooking the sandbagger before hooking the sandbag. If the rest of the team is paying attention, they'll have an opportunity to rescue the sandbag.
If they do rescue the sandbag, I'll hard proxy camp the sandbagger.
If they don't rescue the sandbag, I'll hard proxy camp the sandbagger.
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/2595563#Comment_2595563
It's a buff, a fix is what they did with dead hard.
The amount of people that would potentially use a increased chances in a self unhook is vastly higher than the amount it would deter from 1 hook suicide.
All the person would have to do if they did get unhooked is go afk and wait for the killer to hook then again.
That's exactly one of the reasons why it should be buffed tho. Between DC penalties and having to spend the time in a trial they were matched up for coupled with the new hatch conditions, there is a need to fix up the self unhook base chance and keep people in the game.
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@Hoodied said:
DBD support also has ALOT of reports to go through daily, probably because the horde of cheaters dbd is infested with, but it'll eventually be seen and responded to, just give it time
Almost reminiscent of Keynesian economics...
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/2595482#Comment_2595482
If it's not a buff how would it kill first hook suicides.
You can call it a buff if you want to, it technically is a positive gain for the self unhook chances. I'd call it a "fix"; sometimes devs "fix" things with a buff or nerf.
Nomenclature tbh
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/2595406#Comment_2595406
So give survivors a buff to self hooking?
Yea, but I wouldn't call it a buff. If they upped the base unhook to 10%, survivors would have about a 1 in 3 chance of getting off the hook with self unhook. Currently, survivors have about a 1 in 9ish chance of getting a self unhook.
This would kill hook DCs but still make self unhooks risky even with 3% offerings.
Numbers might look like this:
Current self unhook chance, no offering: 12% chance of success or 1 in 9ish
Current self unhook with offering: 20% or 1 in 5
Current self unhook, monstrous shrine: No chance.
Current self unhook 4x salty lips and monstrous shrine: 3% chance of self unhook
Proposed self unhook chance, no offering: 27% or 1 in 4
Proposed self unhook with offering: 34% or 1 in 3
Proposed self unhook, offering, monstrous shrine: still no chance
Proposed self unhook and 4x salty lips and monstrous shrine: 20% or 1 in 5
Also I'm bad at math.
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Just increase base chance of self unhook, and the survivor is forced to spend more time in the current trial
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You're supposed to report this. The game doesn't really have logs that work to route out these issues and you're at the mercy of the mod team for reporting after the fact.
This kind of thing will happen and because of the new hatch update, you have absolutely no chance of survival in that situation. There isn't any recourse other than reporting, and that doesn't prevent this from happening nor is there an alternative resolution.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2595197#Comment_2595197
The previous matchmaking system didn't have that problem to quite such an extent, because even if a teammate died early, you could still pull off a safety pip or even pip up by hanging in there and getting some unhooks, gens, good chases, and even running around cleansing random totems if all else failed. Now the game treats dying with 20k points the same as dying with 2k points and that 'my team flopped, but I didn't' safe haven is gone.
But otherwise you're completely correct about this. It's especially flawed on the survivor side because an individual survivor has relatively little control over whether the match goes well or not. Yes, my contributions are important and can lead to a make or break... but if I get paired with 3 scared Blendettes, the only way I'm going to get my MMR up is if the killer is somehow so bad that I can escape from them innumerable times while also completing 5 gens on my own. It's not possible to win the game on your own as a survivor, and MMR hell feeds itself by giving you teammates that don't carry their own weight at all.
Yes that.
The new safety pips is only achievable by the hatch. That means you'll nearly never win mmr on your own. There will be rare instances where you are on a gate and your last teammate is hooked, but what on earth would incentivize you to go back at that point?
You could high risk high reward for your teammates +mmr pip, but you won't net additional mmr for rescuing the teammate *and escaping. If mmr gains is your goal, it would be best to leave at that point and keep your net gain.
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Biggest issue for players that get matched up is the snowball trend the team tends to have. Even at mid mmr ratings, it's likely that the team fails and the devs have acknowledged that the survivors have far less of a chance at escaping once the first survivor is killed off (hence the killer gains the most mmr on the first kill, and less mmr for each successive kill in the same game).
This is a trend that sets survivors up to fail. If your mmr teeters a little bit, the chances of your mmr continuing to plummet go up and up, especially with the current hatch update forcing the "do gens or die" gameplay. To be fair, the previous matchmaking system would have a similar set up for failure with the hatch the way it is now. There is little to no room for error and the devs believe this is balanced because do gens or die.
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You aren't supposed to spam the wiggle. I believe there's a certain button pace that makes the wiggle bar a little faster than simply spamming the wiggle keys.
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Like how plague basically locks out medkits, hex perks should lock out blessings.
A hex perk should only be cleansed. Being able to bless over it has been a poor decision on the devs part.
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Not the first time this game has lied about anything
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Camping is the killer equivalent to gen rushing. Specifically proxy camping. Face camping is much slower so it would be the equivalent to tapping all the gens
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@MrCalac123 said:
Flashlight clicking should have never even been a thing, no reason why it should be able to be spammed. Same with Tbagging, neither of these add any tactical value or strategy to the game besides purely taunting and making the Killer player unhappy. It's toxicity for the sake of toxicity.
Devs had stated that teabagging is a grey area. That tells me they are not against teabagging at all.
By tolerating this kind of behavior, the devs otherwise support selected types of toxicity. This game clearly has boundaries with messages and various expressions, with an insane number censored phrases and words. How is it that teabagging (which can easily be described as a derogatory expression) wouldn't be also fall under that category?