Avatar

dirizio23

dirizio23

About

Username
dirizio23
Joined
Visits
529
Last Active

Comments

  • pallets are unsafe but there is super strong windows, its basically distance vault window 3 times get a hit distance and repeat, predrop a pallet. I think it actually is strong for survivor, but boring for everyone.

  • can you name one of those situations? cant think of one

  •  "Anytime you are stunned or blinded by any Survivor (…) Survivors who stun or blind you (…)" does not trigger Deathslinger chain break. I think deathlinger chain break like bubba bumping his saw against a wall or nurse after the blinks are not treated like a stun, its not the survivor stunning them, its just them having a resting moment as part of their power. (might be mistaken with something here not an expert)

    i dont have my game on but game afoot in google says: performing the Break or Damage action which is clearly an action seperate from any killer power.

  • they are not going to do any of this, they dont want players to have major difficulties while playing a casual game with friends, so no they are not going to implement changes to make swf confused in the lobby or fight each other for perk usage

  • you lost, it said you scaped so you dont feel bad about losing, just that

  • @Colt45m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030509#Comment_4030509

    Yeah try to show that to an uncoordinated solo q team with no form of communication.

    yeah solo experience is garbage, we agree on that.

  • @jesterkind said:

    It's inconsistent, but the trend seems to be that killers who have particularly good powers for making range less safe/more threatening for the survivors have the slower walking speed.

    Hag can close the distance very quickly by teleporting, Deathslinger can reel you in closer to him, Huntress can hit you with a hatchet without needing to be close at all, Springtrap with his axe is slower but without his axe he's faster, Spirit can speed herself up tremendously and attack immediately on exiting, etc.

    It's still inconsistent though. They made Trickster 4.6 despite that being a weird choice, Hillbilly and Blight are still 4.6 when they should probably be 4.4, etc. When they choose to invoke the 4.4 movement speed seems to be up to a judgement call when balancing a killer more than having a hard and fast rule associated.

    trickster was 4.4 and it showed his power is very bad for a 4.4 killer, he cant injure in one shot like huntress or death slinger so as a 4.4 killer he takes too much effort for a health state.hillbilly and blight are powerful killers but their power is not immediate like nurse or spirit or range killers like i said before, if you see a hillbilly or a blight coming straight you can go behind an object denying the hit and then the killer has to chase you which means you have the chance to loop them.

  • @jesterkind said:

    It's inconsistent, but the trend seems to be that killers who have particularly good powers for making range less safe/more threatening for the survivors have the slower walking speed.

    Hag can close the distance very quickly by teleporting, Deathslinger can reel you in closer to him, Huntress can hit you with a hatchet without needing to be close at all, Springtrap with his axe is slower but without his axe he's faster, Spirit can speed herself up tremendously and attack immediately on exiting, etc.

    It's still inconsistent though. They made Trickster 4.6 despite that being a weird choice, Hillbilly and Blight are still 4.6 when they should probably be 4.4, etc. When they choose to invoke the 4.4 movement speed seems to be up to a judgement call when balancing a killer more than having a hard and fast rule associated.

    trickster was 4.4 and it showed his power is very bad for a 4.4 killer, he cant injure in one shot like huntress or death slinger so as a 4.4 killer he takes too much effort for a health state.

    hillbilly and blight are powerful killers but their power is not immediate like nurse or spirit or range killers like i said before, if you see a hillbilly or a blight coming straight you can go behind an object denying the hit and then the killer has to chase you which means you have the chance to loop them.

  • @Colt45m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030504#Comment_4030504

    There IS no counter. None. If killer proxycamps and decides to down you off hook there is zero counterplay. You are dead regardless of skill.

    1 person on hook while other 3 are on gens then they go rescue last second. killer hooks again and repeat by that time there is 1 or 2 gens left, survivors can try to take hits so if the killer loses the dead on hook survivor he loses the match if he succeds then is 3 survivors 1 gen left. If you cant loop of course is another story.

  • @Wezqu said:

    These kind of hooks are in most indoor maps. Most noticeable in Lery's and in both RPD's. You can find some oddly aligned hooks even in outdoor maps like they are not 90 degree angle from a wall as normally but in somewhere between 45-135 degrees. I made a report about this myself in April here is a link to it.

    https://forums.bhvr.com/dead-by-daylight/discussion/443836/badly-aligned-hook-on-lerys-memorial-institute

    wow thats crazy, looks like the same hook.

  • @Balrog said:

    Can you try reuploading the video? This has sound only.

    leryshook.zip
  • I agree Hag needs changes. For the buffs, I support the first and second, but I'm unsure about the last one. The counter for helping a teammate essentially means running through the trap. If disarming the trap is the only way to remove it, Hag would need significant nerfs, like a maximum of five traps or a cooldown between traps, which I'm not in favor of.

    As for the nerfs, I don't like them. Protecting generators is the killer's objective, and Hag isn't particularly strong in chases. Even at 4.6 speed, she can't effectively chase; her power is entirely about protecting areas. If she can't protect generators, she'll be nearly useless. There are counters, like crawling or disarming.

    Regarding traps being too close, I don't see it as an issue currently. When hit, you get a sprint burst, so she can't double-hit unless you step on another trap after the sprint, which is a valid strategy for a trap-based killer. Adding rules feels awkward.

    As for hooks, it might be reasonable to nerf by removing traps near them upon hooking and preventing new traps nearby. Other killers have power limitations around hooked survivors. If buffing her chase potential, the nerf should focus on hooks to discourage camping.

  • i agree 100%. i've seen oh tofu and friends play against a ghostface in a streak, i felt so bad for the killer. He had no chance of doing anything. And sure with voice chat some killers will need rework but we know the game has issues today, killers sometimes have a bad time solo survivors sometimes have a bad time and the way to move forward is make the base changes and deal with neccesary reworks, the sooner the better.

  • @Lexilogo said:

    Even though comms are considered an acceptable part of the game nowadays, I think the developers are afraid to open this pandora's box because of how toxic endgame chat already is and the effect it could have on the casual community.

    One of the biggest reasons I don't really play Survivor is because I'm very afraid of letting other people down in a PvP setting. I'm not saying that to argue the game's direction should be at the mercy of that fact, but because I don't think I'm the only one. The only way to play Survivor is to spend many, many hours looking like an idiot and failing horribly, and it only takes one really, really bad VC interaction for a person to give up during that painful process. (of course, the mute button exists, but that just prevents that one interaction from turning into three, five, etc. It doesn't prevent the initial incident unless you auto mute everyone)

    Imagine how many last-second hook saves before the next stage are going to instead turn into some drunk guy screaming at the whole team because he assumes nobody's coming for him. Or how many fun Ghostface jumpscares are going to be followed by a Survivor calling you a slur for getting downed so quickly. Or how many completely new players, who just failed the first skillcheck they've ever seen, are going to be welcomed to DbD by three people berating them.

    It's very possible, if not probable, that those fears of mine are overblown. But honestly, if I was asked to choose, I would vote for experimenting with gameplay buffs to soloQ players rather than giving them voice chat. I don't think VC is a meritless idea or anything, but that's just my preference

    in other multiplayer games there is toxicity i wont deny that, but there is toxicity in dbd today aswell. The way other games resolve this issue is to have report option so a person with a few reports gets a voice chat time ban and if that continues is a permanent ban. Other way is simply turn off voice chat and play the rest of the match without audio, basically like today. In this games that i talk about when you get a toxic player sure the game is rough but today the game is rough for solo anyway. So yeah i agree with you its not all pink colour it has its downside but i think its an improvement.


    Sadly any balancing change to improve only solo will be dismiss since the company want players to bring their friends, 'ive heard streamers say any change like that is basically "punishing" swf. thats why im certain the only way to even the game is add features to the whole game that will make swf and solo closer, and comms ingame is pretty much the only thing.

  • soloq needs audio in voice or at least comms better than pointing, its the only way the game can work. In one side you have friends in discord call in another side you have 4 kids that just downloaded the game and have a hard time finding a gen. REDUCE THE GAP

  • yes rankmode. stop using the win rate to balance a game that has a lot of different aspects +30 diff killers, swf and soloq, casual players that throw themselves to the killer and scape streak seekers, iris addons, etc. win rate means nothing when a stealth is playing in an open map and next match he is getting a 4k.

    rankmode needs:

    more information and comms to reduce the gap from soloq and swf.

    I also think some killers need some balancing differences like map ban for example open map for stealth killers or hawkings for huntress, etc.

  • how baby you have to be to cry about losing too quickly? 8 year old play fortnite wait in lobby drop from a bus and die in 2 seconds they are not crying

  • Yea sorry i got mad cause this happens quite often and it happened to me in a 2v8 match where killers have already won and i was slugged for a long time. I actually managed to get the hatch because i had class unbreakable so i had to wait till my teammates die to pick myself up. Anyway nothing fun about this mechanic and waste of time.

  • MAP OFFERINGS GOT NERFED SO IT SEEMS DEVS DONT WANT THAT. I WOULD MAKE MAP OFFERINGS A BIT STRONGER LIKE 50% iF ITS THE ONLY MAP OFFERING AND ONLY WASTE THE OFFERING IF THATS THE MAP SO BASICALLY IF YOU WANT TO PLAY A PARTICULAR MAP WITH A KILLER BUILD YOU HAVE TO PLAY A FEW GAMES BUT NOT SPEND BP TO REGAIN THE OFFERING WHICH MAKES EVERYTHING TOO HARD

  • I WOULD SAY SWF OF 3 OR 4 HAVE AUDIO CHAT (THEY USE DISCORD ANYWAY) AND KILLER HAVE SOME STATS IMPROVE TO COMPENSATE, SOMETHING LIKE THAT

  • fun is to counter killers and onryo is not so strong, sorry you had a bad game, try again next one!

  • agree, different mechanics could have different colours