Saitamfed
Saitamfed
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031430#Comment_4031430
It should also be noted that Dream Pallets that are going to detonate can't be dropped by Survivors, and you can use that to stop yourself from getting stunned by your own pallets.
That´s useful! Didn´t know I could detonate them
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@Wezqu said:
Dream pallets can stun you and its intentional. You should use the the secondary to blow them up when sleeping survivor is near them to make them lose health state. You just need to time it correctly as its not instant.
Ah. I didn´t know that. Thank you kindly!
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Genrush? When it takes a full 4 perks in order to make gens which is a pretty obvious unfun thing to do to progress the match faster? Shouldn´t we looking to address the main problem about how unfun yet neccesary is for the match to move on to do gens?
Killer is way more fun because you have different activities to engage in. Survivors on the other hand? Either be chased by the killer (which I say is 95% of what makes survivor games fun, the other being finding bugs). Ask anyone who plays survivor, even if they don´t main the role. How fun is to tap or hold RB and then ocassionaly LB for literally 4 or 5 mins in the fastest cases?
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Personally I loved playing 2 vs 8, as survivor and killer. As survivor, it helped me to realize how important may be to see which perk the other survivors are picking, so they can play at their strtenghts and distribute better their roles.
As killer, it´s nice to know that someone will do another job with you as in, you don´t need to worry about breaking pallets, another killer will do the job for you while you focus on chasing and hooking.
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@TieBreaker said:
If survivors loved 2v8 so much, why are the killer queues so bad? Even after BHVR turbo buffed the survivor role, the queues are still awful. Seems like killer players like 2v8, and survivors don't. None of the changes BHVR has implemented so far has made any real difference to the queue times.
Because you need the double amount of killers and survivors when you already have the standard 1 vs 4, that makes 10 people in a match. Also there were killers who wanted to try it alone and a lot of them were paired up with a friend so those in solo killer would need to wait until another solo killer was available too.
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It's not about being a "relic of the past". It's about if in the state the game is now, it still is balanced... which iri huntress is...
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@Quizzy said:
How can you call something "Main Event" if its so easy to get. Doesnt seem so main to me. Lol
Well, main means principal or major.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570893#Comment_3570893
How would that work for killers like Nurse, Wraith, Billy, Myers, Bubba, etc.?
Hummm, well... I am not the one supposed to think that. I mean, it's not my game... like Wraith could have certain stuff in the map that helps him move faster, break objects faster or stuff like that.
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@GentlemanFridge said:
Crucially, it tracks totems.
It’s also be impossible to make it fair by tracking more killer belongings, when you have killers who have none. Moreover, most belongings that are helpful have their aura revealed when nearby anyway.
If anything, it shouldn’t track bear traps.
I tried to imply that more killers should have more items who belongs to them.
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I used to be nice though and give the survivors the hatch or door, especially if they had it rough but after a few izi and they looked into my profile saying "I had no life" or whatever, I stopped doing so.
When I play survivor, I dislike when I am the last survivor and the killer uses me to farm points, negating me from moving on to another match.
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No. No matter which perk is it. No perks affect the lullaby, mostly due to the inconsistence that would come with it. So in example if you want to use a perk that has an efffect on supressing the TR, they will still hear the lullaby as lullaby is not the same as TR.
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@GannTM said:
Some of you people that play killer will never be satisfied. Killers have it WAY better than survivors in terms of the anniversary powers.
Survivors may have the ability to set pallets back, but those pallets only get use when you stun the killer. Otherwise, it’s completely useless. Meanwhile, killers can expose survivors in bloodlust and the pallet breaking power doesn’t need to be fast to be as strong as it is.
Don't get me wrong but due to how many pallets and stuff there is in the map, getting bloodlust is kind of hard... needless to say, if you hit bloodlust in-chase, that may mean you're already too slow.
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Sometimes it happens to me that I wait for the survivor to throw the pallet and when I get close just because it's like the animation didn't fully end you get stunned.
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@ASusSheep said:
I was doing the white glyph challenge where you need to bring it to basement. The game started and I collected my glyph. I noticed another survivor collecting a white glyph as well.
On the way to basement I was hit by the killer and dropped my glyph, but the new one that spawned seemed like it was the exact same one my teammate grabbed. It was highlighted white for me so I took it assuming that it was maybe supposed to be mine respawning after it dropped. But what's weird is that I'm certain I saw it spawn there even before I dropped my first one.
That is, I saw my teammate grabbing it at the start of the match, and then later it appeared in the same location when I got near, right before I dropped my first one. And it seemed to take the place of my first one "respawning" after being dropped.
Is it possible I took my teammate's glyph somehow?
I don't think so, maybe the game decides to spawn the glyph in the same spot if many survivor have the challenge.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423027#Comment_3423027
Except that doesn't work because the killer is lokced in an animation long enough for the other survivor to react (sound familiar? the same thing that happened with locker blinds...)
Not even 5 stacks of Fire Up, shaving 2 frames off the animation, will help.
It does, if they see your attempt for grabbing the survivor... by positioning yourself, they will run to one of the pallet's sides so it's not a lot to actually start the chase and use a lunge since they are pretty near.
It can get annoying, yes, indeed but it's a minor annoyance and if you commit to a chase in the same loop, they'll likely drop the pallet.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422953#Comment_3422953
Tell me, what's the counter? I'll wait.
If you say chase the nearby survivor and hope they loop the pallet and selfishly drop it to save themselves instead of running away is the counter, then I will laugh.
Well, you can just injure the survivor that is coming for the pallet save. Most survivors won't try a pallet save and risking themselves.
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@NothingThere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405106#Comment_3405106
Because you being childish ruins the game for people who actually want to play the game.
Okay, first you're assuming that the people who you play or are paired with are being childish.. and unless you know those in real life, you can not know why they suicidate, maybe they had deliverance, a luck offering, they just wanted to try their luck?
And second. I've been seeing this thread since the start. Do you really care about the game for other people? Because I can say tunneling or grieffing does that to me, yet you've said "strategy", hence you're basing your statement with something entirely related to YOUR experience, or POV. Not everyone will have/share your POV and that's okay. What is not fun for you, may be for me, what ruins the game for you, may be one of the few reasons I play this game.
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@NothingThere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405086#Comment_3405086
You have the right to quit whenever. You don’t have the right to go unpunished for it.
I am not sure I understand. Isn't this a casual game? Why there should be a punishment in the first place?
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@NothingThere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405049#Comment_3405049
None of those are good reasons.
You do not need a good reason. If you want to stop playing for whatever the reason is, then you have the right to do so... the difference between DC and hook suicide is that hook suicide doesn't negate the chance of a killer to get an adept achievement or anything, hence why DC and hook suicide can not be in the same scale.
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Well, people say I play old games. Now I play a lot Fight Night 2004 for PS2. I am from a poor country and never had the chance to use a PS2, except if I went to the arcade games which didn't happen often.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367692#Comment_3367692
ah so what the trick to make the killer leave the area when they holding a 3 gen from the start?? of course i 3 gen dumb dumb u was around them 90% of the match lol
I mean, you're four and the killer is one. With the right strategy it can be done... it does take some coordination... you can also force the killer to chase you, maybe give him a hook if that makes you earn some time.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367702#Comment_3367702
Yes. Sorry I just noticed that I didn't mention his name in this thread, a huge error on my part.
No problem, I figured it by your description. Thank you so much, I am oblivion to almost all "techs", I suppose that's why I lose a lot hahahaha.
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@SOULWARRIOR71K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367692#Comment_3367692
You do realize that certain maps are spawning very easy 3 gens right?
Yes, and that's the reason why you should do at least ONE of them.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367695#Comment_3367695
Basically you are touching the wall while looking at it. Then you look down and start using your rush (alternatively you bump at the wall with your first rush then while stillbeing in the rush chain window move towards the wall and then look down and start using your next rush). That allows you to slide off the wall rather than bumping on it.
So it's a blight technique?
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I think I know what hugtech is, but I'd like to ask anyway... What's the hugtech about?
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Not trying to be THAT guy but, Have you tried not 3-gen yourself? It's quite easy once you've figured the trick...
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@Blueberry said:
There is literally not a single situation it would ever be worth running Lightborn. Like literally, even a lobby full of 4 flashlights of best quality with the best addons, still not worth. As others have mentioned, you want them to waste time trying to do that.
This is why Lightborn needs a buff. Maybe make it so that it still appears to the survivors that they landed the blind but not actually blind you so that they still think they're getting value. Maybe make it give you a small speed boost as well.
The speed boost would be a nice buff... they've done it with one of Hillbilly's add-ons.
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I use it pretty constantly, it is nice to counter survivor "techs", meaning taking advantage of the grab function and it allows me to play more aggressively as the blinding can get pretty inconsistent and even facing a wall doesn't work sometimes.
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@Shroompy said:
Face the Darkness is a perk I regularly use on Dredge and got the challenge done within the first 2 minutes of the game. You could also just use it on a killer like Doctor and even if it gets cleansed youll still get screams if you really are that unlucky
No, that doesn't work. I've tried doing it and it only works on screams for the perk.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352532#Comment_3352532
Oh, could be, that'd make sense. Still, this one in particular really isn't that bad, I got it first try with Wraith since it's TR-based.
That one challenge for ending a match with a lit totem while using Undying was miserable for this, so I get where the sentiment comes from, but I don't think it really applies here.
Yes, I got it tho but I had to throw a game for it... I've tried to get it in a normal playthrough but it didn't really work out for me.
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I don't mind because I am not an entitled person who believes they should do something for my amusement...
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@JustWhimsical said:
I wish people would stop pretending perks that perks which work even when they aren't in play are healthy for the game. Not to mention perks like dead hard clearly weren't nerfed hard enough compared to the other meta perks that were nerfed because it's still the most used survivor perk for a good reason too.
Because, in essence, it's virtually the same only difference is it's not used for distance. Can we escape the dead-hard meta? It's been so many years it's so dull that this perk is still the king of exhaustion perks.
Like, I get it some of you don't mind new dead hard, but I hate how it's still overused, and when it does work, it still gives you the most value out of any exhaustion perk.
Difficult to use or not, it's not healthy for the game, and it's not enjoyable to always have to play around with it. It should have been nerfed to the ground with eruption. I never use eruption, but I do use dead hard, and I still can reliably get value from it. It's not as hard to use as people like to pretend, and even when it's not in play, I can waste a killer's time by pretending I have dead hard because every killer has been conditioned to "just wait it out," like do you guys really think that this perk is by any means healthy? Sure, it's better, but it's still obnoxious and still better than it should be. I would gladly give survivors back 5s ds than have to deal with dead hard for 5 years more.
I think a good condition for dead hard would be that you can only use it with a safe unhook, then you know you will only be usable for a maximun of 8 times per trial, and if you have very experienced players, they won't be able to use it in the first chase. Of course, as the perk has more conditions then we should make it a bit more forgiving but otherwise, it rewards a healthy playstyle which is going for the unhooks.
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I am sure It's not going to be aura reading, like BBQ, but YELL READING...
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@GreyBigfoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338946#Comment_3338946
This is either not true, or only applies to certain killers. I've done Adept Dredge like 4 times now, trying most recently without any addons. No achievement.
That was something from my point of view.
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Well, I have done an adept too with add-ons and addonless later on. It seems there's a bug with the addons and you need to use it addonless now to bypass it.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329464#Comment_3329464
i already did, so feel free to reread the thread and familiarize yourself with what i said
i am begging on my hands and knees for you to obtain the patience to wait the ten minutes between finding the key in one game and equipping aura reading addons in the next game. you're already playing a game where the most important core mechanic is waiting for a progress bar to fill, certainly you can wait for the next game to come around. the BP you obtain throughout the game are also not usable until after the game finishes; do you think we should remove BP? because I don't
the ultimate irony of this is that I do think that green keys should be reworked, because right now the aura reading provided by keys in general is almost always not powerful enough to justify bringing them. it's just that "i can't use it the second i get it" isn't a valid reason for keys to be removed from the game in general or chests specifically
Actually... you're talking about a let's suppose. What if I don't escape the trail? Then I'd be forced to be with a key that does nothing at all.
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I do not think the breakable wall changes a lot, but Dead Dawg shack is bigger, which is why not many survivors loop there, because there is more room for you to catch up. I do believe that, if we change the shack somehow, it will be better or fairest.
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Actually... looping is a flaw design that shouldn't have existed in the first place... but people found that looping is the most optimal way to play the game and the most optimal way to use its resources.
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How to fix literallly every complain?
Step one - uninstall this game
You did it. You won't have complains if you don't have players... haha.
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@RainehDaze said:
They really should rework the notifications to actually have something event-oriented. Like an actual... calendar.
That could be helpful.
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@HarlockTaliesin said:
My only issue is with Lethal Pursuer. Seems counter to the intent of the game to have a perk that shows you the location of your targets for a while at the start of the match. It's understandable that after it expires the killer has to three-perk the rest of the match, but the damage is already done. A lot of people quit if they're found/downed/hooked a few seconds into a trial. No investment in anything yet, one hook state already down, no reason to stay.
It's like a mini version of Legion.
I mean, then that's the person's fault for not wanting to play... I've literally appeared at the killer's side, it's unfair? Yeah, can be but I don't let that stop me.
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@jesterkind said:
Today's reward was the Rift Fragments, and those don't have a little pop-up when you open the game, you just get given them. You can tell you got them if the progress ticks up the first time you check the Archives sidebar.
Oh, I see... that can lead to missunderstandings I guess.
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Nah, if someone wants to die, then let them die. No need to pay with the same coin. However, if I catch someone who is unwillingly going to, even try, to get one of the three gens done and there's another survivor who is struggling to finish the game, then I am going to kill the one hiding in lockers (IF I am able) and then let the other escape.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3280613#Comment_3280613
They added a warning when the game loads up. And you guys really need to get over the flashlight change and stop getting angry at people having legit health issues.
Well... not to be that guy but the warning only appears once... it should always appear.
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A chat filter is a bad idea in general... people already have the option not to open it anyway. People can be offended about many things but just because it offends you or touches a fiber, doesn't mean it deserves to be censured.
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@some_guy1 said:
sounds like a bug, do you have any footage of that?
Nope, but I guess you can try to do it with a friend. Unfortunately, I have no friends who play this game.
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@Ghost_Face_Main said:
I'm seeing alot of great tips on chases with guards, but no one is really giving pointers on set-up.
When you're approaching a location you assume or know a survivor is nearby, path a guard not directly in the tile they sit in, but around it. Corral the potential survivor from the opposite side as they are alert of the guard's position. From here, you can pinch a free hit/down as the survivor is forced into a chase by both you and the guard you cornered them with.
That's a great idea!
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@mischiefmanaged said:
Some tips I'd give that I haven't seen mentioned very frequently.
First tip, run Map of the Realm and Dried Horsemeat. You can replace Map of the Realm but Dried Horsemeat is kind of required right now to get any value from the guards during chase.
For placing your power, you should understand that your power, for the most part, cannot be used long range. You'll lose too much distance, your guards can't really chase solo, and you won't be able to zone them.
For the most part, his power isn't really that effective at being dropped without any kind of path. That's how everyone keeps saying to play him, but the moment a survivor sees you do that they can just run and they'll escape the detection radius. You're then an M1 killer and have a very punishing cooldown. But, you also don't want to draw any kind of complex path as it takes too long and isn't really worth it. Just draw some squiggles both in your current tile and in the tile you don't want the survivor to go. They'll either have to run towards the stronger tile where there's a guard or a weaker tile where you can M1.
Use sound to also help place paths. He requires a lot of map knowledge so that you can place effective paths. And if you mess up placing a path, it is very punishing.
Understanding how the hunt starts is important and is probably the thing I've seen people do wrong the most. Once a guard spots a survivor, they will always go to EXACTLY where that survivor is in 2.5 seconds and cannot harm or body block a survivor until that time. If you see your guard moving left at the start of the hunt, don't just assume this means you can go left to flank the survivor. They may run through the guard. Wait until the hunt actually starts. You want to force the survivor to choose a direction before you start to flank.
Your guards ARE different from each other and you actually do need to use them for different purposes to get the full value.
Carnifex's differentiator is the longer hunts. He won't get a hit during it, but you can use it to harass a survivor on top of just the normal usage. It takes so long for the flag to spawn most survivors will just run forwards blindly. He breaks things faster but this practically doesn't really matter.
Assassin is faster in chase. The other two you can hold W and just run away and never get caught. Assassin will catch you if you hold W but he won't really catch you if you loop due to his larger hitbox.
Jailer has a larger detection radius which makes him more useful for just dropping quickly at a loop. Be careful with Jailer. His longer patrol path is very punishing.
If you want to cycle guards, breaking pallets and generators is a good way to cycle through them. Although you should prefer kicking generators as your guards don't get to use any perks or even get the 2.5% regression from kicking.
Understand you'll get most of your hits with the Knight himself. That's fine!
Also, don't be afraid of sticking to a 3 gen. He's not very mobile and he can defend areas very well.
Thanks, it seems very helpful. Specially to know how to use better the power of the guards!
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3277594#Comment_3277594
I am very close to just saying don't play him at all.
So far, the best thing I've been able to use his Guards for is to deny unhooks and force bad situations around the hook.
And other than getting some horrific messages and some nasty TTV's saying some appalling #########, he really hasn't done much well.
Same here about the former!
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@Pulsar said:
I can't give many tips yet.
He's extremely difficult and not very rewarding.
I'm still trying to learn him myself.
Then this thread might help :)