Avatar

Techn0

Techn0

About

Username
Techn0
Joined
Visits
0
Last Active
—

Comments

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394473#Comment_2394473

    That 10% extra movement speed translates to 75% faster chasing.

    It's not a distance tool it's a chase tool.

    Even if you look at purelly the distance dead hard that's a 1m dash is one of if not the strongest survivor perks. Almost solely because of the 1m dash. In a chase 2 meters is a big deal

    Ok so if it's a chasing tool it's just an objectively worse tool than just learning to use the tonic properly to cover as much of a loop as possible with one bottle or block out key zones. I'm making more distance in a shorter time by using the purple bottle. Using both is just a waste as compared to just learning how the tonic works.

    Also I can't understand the comparison to dead hard when the meter clown gets is after 2.5 seconds (not including the delay on yellow) as compared to dead hard being instant distance.

  • Cause it gives you two whole meters. It lasts longer but the value is lower at 10% compared to 15%. If you give clown more bottles he'll just spam purple. Yellow bottles are a failed experiment and all the update did was nerf his addons and make his reload faster.

  • Uh I like a lot of stuff so I'll limit it to one game and one movie

    Games-wise I'd love to see some fatal frame stuff as unlikely as that would be.

    Movies wise I would love to see a Fly chapter.

  • I mostly play crossplay off for both sides and I could never go back.

    Crossplay off is harder matches, yes but most of the people there in my experience are

    a.) Not nearly as toxic.

    b.) Actually try to have fun and loop instead of the extremely boring pallet camp into w key meta.

    And do note the toxic thing isn't bashing console players. The pc players on cross-off are way more toxic than the console players on cross off imo.

  • She had 60 ping. Normally I wouldn't whine about it but she had a higher ping than me, walked away from the pallet, got hit before the animation even started. Gave me feedback for the hit and ran off.

    Personally, I wouldn't mind if I didn't get feedback for the hit in 99% of situations, but this one is really stretching it for me.

  • Map: RCPD

    Character Set: PyramidHead + Cheryl

    Perk: Dead hard

    Mechanic: Perk tiers

  • @Pulsar said:

    Alright, here are my findings. Also thanks to @Positive_Jared for helping me test this <3

    CLOWN:

    • His gas now spawns in pockets, which will be destroyed after a Survivor touches it. Not sure if this is relevant but felt I'd mention it.
    • Running from shack to a predetermined point was 4.90 seconds.
    • Same test but with his Gas was 5.17 seconds
    • Difference is .27 seconds
    • Direct Impact does not slow down.
    • Gas will not affect Survivors if they stand still, no scream or anything
    • Gas will sometimes not blur vision
    • Gas will give Survivors a crosshair on occasion
    • Piss gas affected Survivors will not be slowed upon entering Purple gas.
    • It can take time for Survivors to be affected by the gas, up to 1 second, it would seem.
    • A loop around long-side shack from pallet to pallet was 8.53 seconds without gas and 9.02 with gas.
    • Difference of .49 seconds.
    • Clown's bottles at T-L's are hilariously inconsistent, you can vacuum through the gas.

    NEMESIS:

    • Control Run was 4.79 seconds.
    • Normal M1 Run was 4.33 seconds
    • Tentacle M1 Run was 4.45 seconds. There is a tiny slowdown, only .12 seconds.

    FREDDY:

    • Pallet-Pallet long-side shack run took 8.89 seconds without a snare.
    • Same run took 9.30 seconds with a snare. Seems to be slowing down just fine.
    • Snares also suffer from the same vacuum issues that Clown does. Do not know if that's new or not.
    • You can vacuum any window if the Snare is near it. Seems like the cutoff point is different for every window. Shack seemed to be at about 3-ish feet. T-L's were further. Jungle Gyms were similar to T-L's

    Clown is definitely hella bugged. Nemesis needs work and Freddy seems to have issues with vacuum vaults.

    Only currently living clown here! Not all of this clown stuff is bugged. Gonna go through this list for transparency.

    -Pockets should not be destroyed on survivor touch and I'm not noticing this inside of my matches. This is strange and I may not be understanding your meaning.

    -Direct impact currently has no effect. This is killing him currently

    -Clowns spread is weird. It spawns with one tiny thing in the middle and a larger ring outside of that middle part. That survivor standing still is likely in a gap if they are not screaming, there are currently no bugs with clowns screaming unless a survivor is in a window or pallet vacuum as far as my testing goes.

    -No blur is a bug, likely linked to the survivor not being affected by the slow for one second.

    -Crosshair is intended.

    -Purple gas is not meant to slow if a survivor is invigorated. It should simply remove the invigorated. Again poor reading might just be me here.

    -1-second gap is also killing him.

    -Clown has had this problem with vacuums since release. Not sure if it's a bug or not.

  • Rancor. The only killer perk I have a problem with.

    There's no reason somebody should be instadowned and mori'd after not being seen by the killer AT ALL during the trial.

  • I don't count kills at all. You can have everybody on death hook and no kills. I don't think 8 hooks is a loss.

    I'd probably say 1-5 hooks is a loss for getting less than half off the objective done.

    6-8 a tie for getting half of a little more of the objective done

    9-12 a win. Any escapes by that point are by the skin of your teeth.

    This is also coming from a player that attempts to 3 hook everybody. If I played meaner I'd probably focus on kills more.

  • Worst chapter? Nah. All things considered game health is fine for this chapter outside of the god awful map.

    I'd say worst chapter was Halloween for it's horrible map, old Ds, old OoO, old Stbfl additions that made the game horrible for months.


    Worst patch? Yeah probably, several killers don't function and we've lost 2 maps already. Though I can see the argument for the twins patch being worse.

  • I had something similar last night. Bugged clown. The survivors played for ormond. 3 survivors left with 1 gen left. Patrol for about 5 minutes. Go look across the entire map for 10 more. Finally find all three in the corner of the map, opposite to the gens. They were just wasting time to make me bored and make the match miserable. So I picked up the philosophy of "play boring die boring" and they all got to be slugged for 3 more minutes.

  • @Decarcassor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283620#Comment_2283620

    So what you are saying is survivors are only slowed if they walk trough a gas cloud ? Allmost as if the status only remained as long as they stay in the gas and vanish as soon as they get out of it like ? Like in 0.25 seconds ? 🤨

    So if the clown throws a bottle ahead of you, for the first second or so of walking into the cloud you are not affected by any effects, no blur no slow.

    If you're in the cloud after that second or so of "buffer" you get slowed for the full 2 seconds after you leave the cloud, just like normal. So you'll have situations like this with no slow at all.

    If this jake sat in the cloud for like .5 more seconds he would be slowed for two seconds after leaving the cloud, instead he is not slowed.

    https://media.giphy.com/media/SYqkrsFEsQvzslPs2H/giphy.gif

    I hope I am describing this well, I am not good with my words.

  • @Decarcassor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283201#Comment_2283201

    Well the hindered effect from Nemesis's Infection last for 0.25 seconds, wich is worthless. Could it be what is happening here too ? Could they have made Clown's bottles also only last for 0.25s ? 🤔

    Clowns bottles still have the full slowdown once applied.

    However direct hits and walking through the gas for brief moments does nothing.

    Moreso it's like clowns power only applies after .25 or .5 seconds of running through the gas.

  • @[Deleted User] said:

    Considering Legion was basically dead for almost a month after Twins' release, I hope all of you Clown mains like playing other killers.

    Jokes on you, I'm a stubborn idiot and I'm still gonna play him.

  • I've still been playing him. Every other bottle has the bug. I don't understand how something like this can happen and why not one game of Clown was played to make sure he works. Even 20 seconds of a clown match would have shown this.

    https://media.giphy.com/media/lRdN1QLi2R1ViRDsYv/giphy.gif

    I hope for the best but knowing bhvr and how much they care about the state of clown only the entity knows if this will ever be fixed

  • @miketheratguy said:

    I hate to say it but these issues just keep coming. I mean, man...

    Are you guys who are discovering these things sending official reports to BHVR? I know that there's not a lot of confidence in them right now but they're probably more likely to become aware of seemingly random issues like this that way rather than through discussion here on the forums.

    I did, I'm sure a lot of others have too on the topic of clown. Since I'm high on the leaderboards for him I know of a lot of people that play him that are filing reports and then uninstalling. I just want some public knowledge that he's broken outside of the players that only play clown. Hopefully, if enough people know of the issue it will get him fixed faster.

    Scream no slow has been a bug since trickster, but it's getting completely ridiculous and unplayable.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257795#Comment_2257795

    That's... the whole point of a MMR system? You're not going to go against a god Nurse or Trapper if you're not a "god" solo player yourself...

    In the state of the game, it's impossible for the game to work like that. There's so much RNG in this game. That solo surv just might get some really good maps or that trapper player might just get some really good maps. Then they get stuck with a higher MMR, and even if that solo survivor is good at the game, a solo in general, as good as they may be will have a huge problem with a god nurse and will likely lose without communication. Even if that trapper player is the best trapper player in the world if he gets a team of good survivors in a swf trapper ain't exactly holding up very well and that player will very likely lose.

    That's the problem. This game doesn't work as a competitive game because of how much RNG can drastically change it. As much as I would love to have this game be competitive there are just so many balancing issues and red tape everywhere. Why is bhvr pushing mmr so hard when the game is in such an unbalanced state with map design and killer design.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/256035/so-even-if-mmr-does-work-why

    I stopped reading after your first paragraph, because you already contradicted yourself. You don't need to sweat if you don't want to. Just accept the fact that there will be 4 escapes (assuming you are playing killer). If you don't take it competitively you shouldn't really care about the end result. Also ideally your ranking should decrease if you play chill and even a chill gameplay should be enough to get a few kills after your ranking adjusts to your gameplay.

    I feel I should have portrayed myself better.

    I'm fine with sweatier matches, I like the game in a more competitive setting. the problem is the state of the game doesn't allow for those sweatier matches to be fun for anybody outside of a very small group and I wish bhvr would focus on game health instead of pushing MMR down our throats.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257798#Comment_2257798

    I'm in call with him watching him play right now. He's ONLY getting comp teams.

    I'm not saying that. Ques are just long and it's mostly 4k hour players. Which is fine. It's tied mostly. Just not very fun.

  • @gendoss said:

    Because I want to have fair games.

    And what exactly is fair about being a solo survivor against a god nurse or a trapper player against a practicing comp team.

  • Yes, I only play the clown. Love clown. The only killer I really enjoy.

    The problem? Clown blows.

    When the majority of my 3.4k hours are on clown. My mmr is always quite high when they bring it back.

    Clown isn't equipped for teams like that without full stall. I don't run full stall, I find it incredibly boring. MMR sucks for people like me that just want to have fun on killers they enjoy.

  • @Zesty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207359#Comment_2207359

    OOO clown, I never really got into him that much but i LOVE his weapon wipe animation and laugh xd!

    I just love the sense of verticality he has compared to other killers gameplay-wise. Because of the way the gas spreads around heights I feel like I'm forced to think more creatively in matches.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207045#Comment_2207045

    Imagine nerfing slinger... What are they going to do? Add an overheat mechanic to his gun?

    Given that we’re already pretty happy with the way The Deathslinger performs, the changes to his base kit are minimal. We are not removing any of the options you have with his gun. Instead, we want to focus on the skill-based gameplay and put an emphasis on using your gun effectively, only adding a small drawback to misusing your gun.

    In [Patch Number], The Deathslinger's gun will now feature a new cleaning mechanic. shooting the gun will now cause it to accumulate grime, which can be seen both in the lower left corner around the power icon and on the speargun itself. This grime will dissipate over time whenever the speargun is not being used.

  • Clown since his launch. Nobody else really scratches the same itch.

  • During the last anniversary I believe it was. BHVR advertised that they were working on something akin to the end game collapse for early game to help killer with how bad the early game feels for the majority of them.

    If anything I think it would spice up the meta if done well.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2206447#Comment_2206447

    Nearly every killer makes a large portion of the playerbase feel miserable. I don't really see the problem with someone wanting to play Spirit when I've had my life threatened multiple times for playing Plague, Blight or Legion.

    I feel like there's a huge disparity between people that complain about Plague Blight and Legion compared to those that do it about Spirit.

    People complain in this game all the time and you kinda just have to accept that some people are whiners. But the majority of the community just hates spirit and I don't see this for any other killer. I get threatened for Demo and Clown all the time, but demo and clown aren't the killers I see people universally hating on in all the discords I'm in, all the forums I follow and, all the youtube comments I read through. It's always spirit. She just makes most people miserable.

  • PTB pyramid head.

    Clown

    Slinger


    Honorable mention to Ghostfaces menu music.

  • I wouldn't, I would condense map sizes and go from there. Almost every top tier in this game has mobility in their kit because these maps are too big. Personally, I think the issue that these killers are able to reach more survivors in a shorter period. With smaller maps distance between players becomes smaller and m1 killers can apply pressure without giving huge buffs to blight/nurses who already get across the map extremely fast early.

    It's not that I think gens aren't the issue. I just think map reductions would be the healthier change. If gens are still too fast we could go from there.

  • @PureHostility said:

    Any player who do chooses to play her instantly loses any respect from me.

    I don't feel bad if some Meghead uses Haddonfield on her anymore, I want her experience to be as miserable as it is for the survivor's who has to verse her.

    I despise EVERYTHING about spirit, be it her gameplay, her looks and her sounds. Her unbalanced state, spilled a pure form of hatred that soaked all whole image of The Spirit making me hate ANYTHING regarding her.

    #RemoveSpirit

    Honestly completely agree with this. I've played this game for something around 3200 now and if one of my high hour friends picks her up unironically I kinda lose some respect for them since they knowingly pick something that makes others feel miserable.

  • Spirit is the worst for me generally speaking. Playing her is the equivalent of watching all a game's cutscenes and saying you beat it.

    However the worst experiences in this game by far come from zoning PH, however, it's far rarer in my experience to find one and not all PH players play like that.

    So spirit gets my vote.

  • Maps suck

    Map offerings shouldn't exist.

    Uhhhhh.

    That's about it.

  • It feels like there's no even matches.

    3k hours mostly on clown, most games I steamroll the survivors fast because of a playtime gap (50 hour survivors are at rank 1 pretty commonly tbh), that gets boring quickly.

    If I lose the game 9/10 times I know I'm gonna lose within the first 3 minutes because of how snowball focused the game is, so the remaining time in the match is stressful and unfun even if I manage to turn it around.

    There's no way of knowing when you'll be getting a squad with meta builds compared to squads that don't, so I either have to run full meta myself and say "wow that was boring" when I stomp people that are running off meta. Or I run off meta and try to have actual fun as killer and say "wow that was frustrating" when I lose to a full meta squad.

  • Honestly I'm just so damn sick of the map offerings more than anything else red ranks throws at me. The balance and stuff wears off after a while and I get less upset with it.

    I refuse to believe anybody uses these things in red rank to not just completely ruin the killers night. Every few games it's an Ormond offering or something of the like and I know right off the bat the survivors are just out to not let me enjoy the game at all. I'll always be fine with just randomly loading into an unfavorable map, but being sent there just sucks all the fun out of the game and sacrificial wards are too inconsistent to do anything, you can't afford one every game.

  • As for Clown.

    Tattoos is EXTREMELY underrated. It's not about knowing the survivor is there. It's an I'm all ears with no cooldown and an easier requirement at every loop in the game. It's great for mind-games.

    Reload movement speed is just outclassed. I'd like it to increase the clowns action speed (Pallet breaking, picking up, vaulting) while inside the gas.

    Feathers however, are now useless. Clown has a 1 second cooldown after throwing where he can't M1 or break pallets. It has hardly any impact on gameplay and the only time it hurts you is if you throw before breaking a pallet. These should just be removed.

    It's fine that sulf has a timer, same with blindness, but they should just be extended by a bit.

  • I ONLY play clown at rank 1. I've not played another killer in 3 months and I give about 20 hours to dbd a week. I have gotten nothing but rank 20 survivors today, I've played about 20 matches today give or take. This MMR is not functioning, I'd like to have a game that isn't just a stomp in my favor. This is boring, and I should not have to have a copy paste apologizing to the new players I happen to get matched with for end game chat.

  • Screenshot (342).png

    At least I still have my dreams in photoshop.

  • Was planning on buying it until I saw that it was linked. I don't understand why very rare skins can even be linked. All this does is lower customization options which is a shame since I really like the mask and would have liked to run it with the red ringmaster suit,

  • I think that the game is probably in one of its best states. But with DBD's history I still wouldn't really call it a balanced game. To go down the list

    Perks: Some perks are just outright bad for the game, this is a lower number than launch but a lot of people are still really abusing DS, UB as a 60 second safety bubble after every unhook. Other than that I can only really complain about DH but I think that perk is just flawed at a core design level. As far as killer perks go I can't really complain about much, pop is demoralizing to see as a surv but it has counters, noed has counter play but I'd like a totem counter for solo's. The only killer perk I really hate right now is rancor, it's not fun or fair to be mori'd after not being hooked all game.

    Killer power design: has gotten a lot better, I can't say that a lot of killers are actually overpowered from a gameplay perspective. We have more viable characters than we've ever had in dbd and some lower tiered characters are being adjusted like LF to become viable against better survivors. We still have a couple of stragglers that the devs don't seem to want to help (Clown) but overall I think we'll see most of them adjusted. I think they've kinda fumbled with the fun value of recent killers for the sake of balance (Slinger, PH,) but balance wise killer design has improved a lot.

    Map Sizes/Gen Speeds: I'm going to lump these together because they go hand and hand. Map sizes in this game are just bad. Nothing more nothing less. I think this game is still tilted in survivor favor in most matches because of the map sizes. Maps are too big to pressure when all of the survivors spread out. Bhvr doesn't seem to understand that killers do better when the survivors group and nerfs survivors grouping on gens over and over. Honestly they should make team play the better option and reward it and give a debuff for working alone. Working together should be the riskier but more effective option as it can give the killer more pressure. Spreading out should be slower but safer as it gives the killer the ability to create less pressure. It should be a trade off. The current state of the game allows full spreading out and the killer just can't traverse the map fast enough to pressure, it's safer and more efficient and that just doesn't make sense to me.

    Chases: I think chases are in a good spot. A good survivor can kick some ass and stall the killer out for a long time. A good killer can wipe a team very fast if the survivors play chases poorly. I think the only problem with chases are broken structures and BHVR has made an effort to fix those.

  • I just want clown to get an addon rework really. Other than that some qol would be nice. Doesn't need need anything right now. I give it to Bubba, basic power and his only viability comes from nemesis pwyf.

  • I don't even mind the w-key gaming on the new map but I hunt for these staircases more than I hunt for survivors. The map is impossible to pressure if they have half of a brain. If I play survivor I can at least find it funny that the killer will literally never catch up to me if I run object, killer on this map has 0 redeeming qualities for me, I'd rather have a map with strong loops and gens that can be pressured than a map with weak loops and gens that are impossible to be pressured. It's boring, it removes all the fun from chases, it makes people extremely sweaty in a party game.

    Getting this map over and over again has made me afk for the first time since I've installed the game with the doctor release. I'm entirely done with killer until this map is out of it's heavy rotation and even then I'm entirely willing to leave my computer the second I get the map. The same goes for dead dawg but to a bit of a lesser extent because a few of the gens on that map can actually be pressured.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360764#Comment_1360764

    Imagine if there was a patch that somehow made survivors slower. So that is THREE killers now? I heard Billy also has a weird new slowdown bug.

    Clown is horrible but its fun to get victories as him. I was so looking forward to playing him without that ridiculous bottle slow thing. Now hes in even worse shape....I hope this gets a hotix and isn't one of those issues that takes forever to patch.

    I don't think he's worse off than before but that's just me. Would be better if this didn't exist but it's not gonna stop me from playing him. Still winning consistently and he overall feels better.

    I still hope we get a hotfix though but, knowing how much bhvr looks into clown stuff maybe we'll be waiting till mid chapter.

  • I'm assuming It's a bug. I've heard that pig also has this with her ambush as of this patch. It would also be absolutely absurd to give him a compensation nerf for something like this.

  • Hope to god it's a bug. But yes, he now gets a massive slow after reloading and if he cancels the reload. He can also no longer lunge out of reload. If it's a compensation nerf for the bottle toss slow being removed please just revert both the changes. He somehow feels even more clunky now.

  • I hate this map so much on both sides. I don't know how a person can look at a two story map. Give basically 0 ways to get to the second floor and, then say "Welp send it to live". Genuinely how am I supposed to pressure this, it feels like I have to hunt for a staircase more than I have to hunt the survivors. I can't even enjoy it as survivor because of the horrible Hawkins style pallets.

‹ 1 2 3 … 7