loothound
loothound
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@Ricardo170373 said:
My question is, anyone already play as Trickster, Deathslinger, Huntress in 30 and 60 Frames per second? you can perform better if you play in 60 FPS with this specific killers? what the difference in their gameplays? Thanks
I mean its going to feel better at 60 fps, but if you're bad at 30 you're going to be bad at 60. You could adjust the config for better fps if you want if you're on pc.
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@Warlord1981NL said:
Oh look, the call for spirit nerfs is about to start...
???
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@TheArbiter said:
Noticed a lot more Spirits than usual lately, I couldn't remember the last time i played against one, but the past week they have been everywhere. At least it breaks up the blight and nurse matches I guess. Anyone else playing a lot more Spirits?
It’s probably due to the new bug? spirit has where you need line of sight with her to hear directional audio. Hens’ new video showcased it so people are playing spirit more now
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@TeabaggingGhostface said:
The perk should have a cooldown per pallet, to prevent people spamming it on the same pallet, dropping it and resetting it over and over again
Couldn't you just kick the pallet then? You kicking it takes priority over the survivor picking it up.
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Have you heard of this magical perk called Distortion?
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@JoeChill261 said:
Tactical Advantage on the new tome, forces you to hit the survivor currently in chase by a guard, which causes the guard to despawn.
It is literally how not to play the Knight.
Aren't you supposed to draw a path with a guard to cut them off, and use the haste+guard to hit them? Have you been trying for double hits this entire time?
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327219#Comment_3327219
Yes, because Pig's kit is bolstered by her traps.
Demo's kill rates are rock bottom, as he relies a lot on shred.
And shred is still plenty strong with the ability to shut down strong loops entirely like shack. Plus, with his strongest addons, barbs glasses and black heart it’s slightly faster than basekit speed now
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Pig strong enough to absorb it but demo isn’t? What kind of world are you living in. Demo is perfectly fine, run black heart if you really want to reduce the cooldown.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326662#Comment_3326662
Wouldn't adrenaline vial be bad to start out on though? I think it would be better to learn basekit first. The build though is my standard.
But he wants the power only for map mobility instead of trying to learn it so adren vial is better
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@MarKrTheDemigod said:
Hi,
yeserday I had a game that was extremely frustrating. I didn't play the best, I admit, and opponents I got matched with had prestige characters level 4-9, while my twins are lvl1, so there was obviously a skill gap between me and them.
However, I downed this one guy about 5 times but I never managed to hook him. He was always looping and when I finally manged to down him, he crawled under a pallet. When I tried to pick him up, pallet got dropped and he escaped. Only one time I managed to down him farther away from a pallet, but then (you guessed it), another survivor came for a flashlight save.
I was tired, I made a lot of mistakes, I commitied to that one guy when I should have focus others, I missed a lot of pounces with Victor etc. The constant T-bagging didn't make the experience any less unpleasant. However, I think Power Struggle would have messed me up the same even if I had played much better. So what is the way to counter this perk with Twins?
No, or just not use Victor at all.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315044#Comment_3315044
Thanks for looking at that. I use FOR as I use the guards for harassment a lot and to use up their resources (medkits, etc). FoR is likely to activate at an inopportune time for the survivors and then I can see where they are and plan my next move accordingly. Getting survivors off gens is my priority as, if I can disrupt survivors from doing gens long enough, I will win. They'll get frustrated, panic, and make mistakes. Why chase a good looper at a strong tile if I catch them out of position? FoR helps me to accomplish that by letting me know the survivors positions and also if a good looper is in a vulnerable spot.
Nowhere to Hide is a better perk overall in my opinion but since I don't need the 2 extra seconds for LP on Nowhere To Hide I use FoR so I can some additional updates to change my strategy as needed. I generally main Artist and I do use LP there for the strong open with Face the Darkness for the extra time but I don't find Nowhere to Hide needs the extra time since the patrol radius with Map of the Realm is usually large enough to catch them.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315045#Comment_3315045
Thanks for your input but I think there's a difference in how we're viewing it. While it might have been more efficient on a micro sense to just drop a guard and go my goal is not to win chases immediately but to wear the survivors down and disrupt their objective. Since I always use Dried Horsemeat and Map of the Realm except when experimenting I want the guards to chase the survivors. Every second in chase is a second that survivor is not doing something important regardless of whether it's me or a guard doing the chase. I could win a chase more easily but lose the game by not spreading enough pressure. Unless you have a specific example in mind I think I'm viewing the game more as time management as a strategy to win.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315064#Comment_3315064
Thanks and you're correct; a single match is not enough data. I would go further and say that any set of matches from a single player is not enough to determine the long-term strength or weakness of a Killer. What I'm mainly asking is why does nobody else I've seen play like this along with the statement that we agree on that tunneling, camping and 3 or 4 regression perks are not necessary on Knight to do well. Unfortunately, Knight is also an outlier in that I haven't seen any other Knight player that hasn't tunneled, camped and/or 3 genned with multiple regressions from the start. I think that there are other playstyles viable for Knight in regular play but, unlike every other Killer, I don't see it when versusing Knight.
I'm not playing against top tier tournament death squads regularly but, with the soft cap being what it is, neither is anybody else in regular play. If anyone is interested in seeing what the data looks like over a set of games I could record the results on rank reset from Ash IV to Iri 1 and summarize it on a data sheet for people to look at similar to what I did with solo queue survivor. I'm not going to estimate my win rate, and I'm not trying to blow my own horn or anything, but I'm much better at Killer than I am at Survivor so it might be interesting to see. But it does take time so my only hesitation about doing it is I don't want to do it if it's not useful to anyone. If it is useful or interesting to anyone I'm happy to put it out there.
Tunnelling, camping, running 3 to 4 slowdowns isn't necessary on most killers, but it gives an easier win, so why wouldn't they run/do it and get the mild dopamine hit from seeing that 4k screen?
"...if I can disrupt survivors from doing gens long enough, I will win." Its basically what all the other knights are doing to its logical conclusion. "If I can lock down this 3 gen, eventually the survivors will mess up and you win!"
I think winning chases immediately is a pretty good way of wearing the survivors down and disrupting gens. Why chase a good looper at a strong tile when you can plop down a guard, they have to hold W to the next loop or he gets hit by the guard or you and dies if there's no more interconnected loops. Forcing people to go for saves more and heal more often since they dont want to be caught edge map or just no other loops around is game delay in itself.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315004#Comment_3315004
Did you watch the video?
Ok I watched your video and the survivors are continually getting hit by the carnifex and jailer even though you can literally out run them in a straight line like at 13:10 where you make a needlessely long trail for ash to leave the loop or get hit and he literally just outruns your guard by holding W in a straight line.
Every time you use you your power at a loop you make a super long path to "cut the survivor off" but like you spend so long doing it and the survivors know about it they just leave the loop when crapping out your guard instantly would have the same effect and even better since the survivors have less time to hold W to a different loop which the Borgo has a ton of.
The Leon is well a Leon. Ash literally can hear and see you plop down your power at the beginning second hit hit and doesnt leave the loop and hold W to the next one so he dies, but other than that, pretty competent. The Nea is pretty competent as well. And Meg got double hit which was nice.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314918#Comment_3314918
That would make sense. I don't consider Knight weak but more of a macro strategy Killer. As you play Twins (I'm assuming) you know that if you can set up a slug or a survivor on hook, a survivor dealing with or healing from Victor, and someone dealing with Charlotte then keep on juggling that the pressure causes most survivors to fall apart.
I find that similar to the Knight and see how it surprises survivors. As an example, with the Ash who I thought was a decent survivor, at the beginning he did not expect me to plop a guard in mid-chase directly behind him from locating him via footsteps and sandwiching him between me and the guard in a lose lose scenario.
The multiple times I used the guards to tie up survivors was intentional as I was wearing down the survivors to disrupt their effectiveness and wear out their resources for a quick clean up at the end. I also used the guards to herd survivors to where I wanted but that also requires map knowledge and knowledge of loops. Also, in my opinion, pinpointing survivors by sound is an important skill for Knight gameplay.
If a survivor is in chase and/or injured from a guard, one is in chase with me, one on hook and one healing or rescuing nobody is on gens. Regardless of whether I win the chases at the beginning or not, I'll win the game if I can keep that pressure up.
If you focus on micro strategy then, yeah, I think Knight will feel weak since to use his power in chase outside of acting like Artist's weaker sibling effectively requires map knowledge and the ability to locate survivors by sound while the survivors are effectively invisible. I also think the Knight's potential is hindered severely if people focus on just chases instead of macro level disruption and harassment.
Anyway, thanks for giving your opinion. That does make sense that other Killers, such as Bubba, are used differently since they're perceived as strong while the Knight is perceived as too weak. I hope the buffs do something to alter that perception and make a non-boring playstyle more accessible and increase the current dismal level of popularity he seems to have.
A long distance guard chase without you there to pressure the survivor will most of the time be a waste of time. You spend time creating the path and the moment the guard aggros the survivor they just run around a rock or something and collect the banner and you just wasted your power and are now a just 115% killer
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@GensByDaylight said:
Maybe giving Dead Hard a 60 second cooldown, while lithe with 50, SB with 50, BL with 40, and Smash Hit with 30 would be an interesting rebalance to make exhaustion perks close to equal in strength, or at least viable.
Changing the exhaustion timer to 30 seconds will help the perk not be the weakest exhaustion perk in the game except like BL on shelter woods. Issue with smash hit is that even if you get that 30 second exhaustion timer, it’s still wildly inconsistent depending on the killer. Get a huntress or nurse? Guess you don’t have an exhaustion perk that game, whereas at least with the other exhaustion perks you can at least guarantee value each game.
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@sanees said:
just why? the survivors already have a lot of places where they can abuse, but do you want to make it easier?
In midwich it was already so hard to find a hook (once I had only 5 hooks on the whole map, and now the survivors can just take 4 offerings on the hooks and be unpunished
I hope that after a series of buffs survivors, you will finally remember about dead m1 killers
They removed that extra second though?
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@sanees said:
just why? the survivors already have a lot of places where they can abuse, but do you want to make it easier?
In midwich it was already so hard to find a hook (once I had only 5 hooks on the whole map, and now the survivors can just take 4 offerings on the hooks and be unpunished
I hope that after a series of buffs survivors, you will finally remember about dead m1 killers
They removed that extra second though?
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@lemonsway said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307181#Comment_3307181
Thanks for getting where i want to get at. You're agreeing with me in your own way. You're absolutly right, all killers will tunnel and camp but you're mistaken about why they do it.
They don't have time to afford multiple chases and multiple Hooks. They play to secure a minimum treshold of points THAT REPRESENT NOT LOOSING despite absolutly being losers in the way they play and whoever has to suffer for them to achieve that will absolutly undeniably suffer.
The currency of DbD is Time. The time required for Survivors to do their objective and the time required for Killers to do theirs. Time is in the favor of Survivors, they can work on seperate gens and finish their main objective far faster than killers can that's an undeniable fact. That would be ok if killers could make good progress on their own but vast majority of time it's impossible for killers to get anything beyond 3 hooks and if those 3 Hooks are not on the same person then that means all 4 are still able to escape which is undoubtly a LOSS for Killer.
Killers can prevent someone from contributing by tunnelling and Camping, that's an undeniable fact however there's still 3 other people that can use the amount of time that the killer is forced to spend on just 1 person.
People treat DbD as some super serious game when it isn't and wasn't designed for it. Killer exists simply to satisfy the Fantasy of someone controlling the BAD GUY. While Survivor exists as an Escape from Reality, where accomplishing a simple Task means you're successful. The problem resides in how simple and how fast you can accomplish Tasks.
How would you revamp or make gens harder? Also its losing, not loosing.
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It goes up to 300%
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ok?
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@Spirit_IsTheBest said:
I don't know if I it's just me or has the new RPD is still bad like before, so many safe tiles and windows, and the number of times I keep getting the map is really aggravating me. I really can't stand it. Please for the love of god just stop giving RPD to me.
What do you mean you don't enjoy playing 90% RPD straight for like a week? /s
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@bacon said:
For me it grabs the survivor then like half throws them as if its going to throw them but still holds on to the survivor? Thanks
You camp hook with power, wait for unhook then slam the unhooker into the unhooked
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@_kostas_pap_207 said:
But a few days ago I didn't lose a pip . While I already had 3 pips . That's the crazy thing
the crazy thing is that you can safety pip meaning you did just enough to not depip and just not enough to actually gain a pip, so you stay at the same amount of pips you had, a.k.a a safety pip
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3141870#Comment_3141870
He doesn't really need a nerf, i never said that.
But you did say “he needs to be changed” and that’s “he’s a noob magnet” while literally suggesting nerfs to him in your original post
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3139619#Comment_3139619
Because the angles are complete BS for Locker Blinds - there's no way to actually get the beam properly into the killer's face just like if they're directly facing a wall but for lockers it "magically" works.
The killers aren’t directly facing the lockers though? They stand a bit behind and you could blind them normally if they picked up in the same position. Plus blight, twins, demo, and kinda ghostie can’t be locked saved.
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/7ZE3NFZR5GNA/image.png
Feels like I have to play whole Hex build including NOED or Pentimento to even have a chance to get this done. Uffff. Not feeling like doing it. Probably skiping this one (at least for now). I don't like these challenges. Feels like about luck and not really something you can do much about.
there's always bringing noed and undying and sitting on noed once endgame starts
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@Audiophile said:
Teammate being chased runs past the box. Pinhead sees it and pauses to do it initiating the chain hunt. I immediately run to the new box while the chain hunt is going. However, I cannot do the GD box because the chain hunt begun by the box being completed by Pinhead is preventing me from doing the box. No matter where i move, how many times I break chains and go to a new spot, the chain hunt keeps stopping me from doing the box. The killer has time to down the teammate, hook him and eventually teleports to me because I can’t do the GD box. How stupid is this? After a night of tunnelling, god awful matchmaking and nurse slaughters, this was the last straw. Rage quit. I’ll take the penalty to get out of that stupid sh*tshow. Thanks for the fun devs.
The chains spawns in groups of three so if you dodge the three you should have enough time to solve the box.
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@Microchipd said:
I really do wish as a console player i could take part . Have the devs ever said anything about the possibility of bringing it to console ?
they said eventually the beta feature for wiggle skill checks will be used for ptb on console I think, but if that is we don't have a date
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@Entitled_survivor said:
Because essentially you are not healing a health state,, you transfer a health state,, it's the same reason wglf doesn't give endurance if you tapand use for the people on a downed person,, you actually need to heal split sec at least to give endurance this way
endurance not working with for the people if you don't heal them for a bit has been confirmed a bug
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@Phlyboy77 said:
Ever other tome V skin has been released into the shop except Nea System Smasher. They are already adding tome 6 and 7 cosmetics so where is System Smasher
https://us.v-cdn.net/6030815/uploads/56YZSG1LXM0L/a8fc2b08-a1f4-4091-97da-e8cbbdf00ce7.jpeg
soon™ like the rest of the rift cosmetics not in the store
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3097229#Comment_3097229
im not gonna break my dpi for hits, id rather use more fair gameplay. although mastering j flicks is definitely skillful its not fair to be able to do it, what if i hesitate in a rush so someone barely turns the corner but i use a j flick. that would be me getting rewarded for my misplay due to breaking a limit that was never meant to be broken. but thats my opinion on it
you literally cannot "break" your dpi it does nothing except having you move your mouse less when flicking/turning. You will get the same results with high/low dpi.
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no
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@MommyHunktress said:
So I am a huntress main and just went up against another, pretty good at holding hatchets and very good aim. I decided instead of playing dumb and dodging last second to look back and time my dodge better since they were a bit smarter, I was about a terror radius away and waited for the hatchet but no ding sound for full wind up and reached me in like 1 whole second. as soon as it left her hand it was on me, so i assumed hatchet speed because it wasnt fully charged. How badly does latency affect this sound cue and or hatchet release per person? I've never heard of this and it was also a private profile, like completely private, is it possible that people use speed hacks on hatchets as well or does latency affect this visual tell of hatchet throwing as well as hitboxes and travel time?
It seems like an obvious question but I am not too knowledgeable about connections and servers and such(I am not accusing of hacking but want to expand my knowledge)
Perhaps her addons? Rose Root increases your hatchet speeds by 20%
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@Remedicist said:
Huh, this happened to me in a match where I was fooling around with survivors but I wasn't sure why it happened. Now I know why so thank you. Originally, I thought it was maybe a visual glitch. Hope they are aware of this and fix it soon.
you can get infinite aura reading with cigar box too lmao
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They want DH and other crutch perks reverted the way it was. Not gonna happen.
Literally no one is saying that they should revert Dead Hard. Who are saying these things, the survivor demons in your head?
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@jamally093 said:
I started using it because I hated going against Wraith's because I barely heard him now all it is will be just nope they have to have a clear sight of you yeah there are two stealth killer spine chill is good for because they basically can down you in one shot so you want a survivor to feed them so they go down. I've played killer and understand the frustration but Spine chill was fine if you want to make it not OP then remove the speed boost on repairing and healing just make it Premonition 2.0 the perk to me is dead.
You literally have a "hey the wraith is within 36 meters of you" warning button, but you want an even bigger middle finger to stealth killers?
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I never had issues with DH as a killer before the nerf. You just wait that ######### out. That's it. It's so simple it's almost braindead.
Once again, you cannot "bait" or wait out dead hard for distance
I want an exhaustion perk that triggers when I tell it to. I don't need iframes or for it to even last very long, but just to activate when I want it to. It would of course still cause exhausted for whatever the timer is but the key is that it would trigger when I choose for it to.
If you want a perk like that just run new dead hard: doesn't last long, gives a 1.8 second speed boost and takes good timing to activate. Or overcome. Better yet, just 99 your sprint burst like the rest of us have been doing. Also your new perk idea is just dead hard for distance but worse. Damn was just about to catch this survivor but they pressed E to get to the pallet/window I shoud've just baited it out.
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@ViperzX_X said:
title says it all bc the summer sale is on the playstation store so i can buy some more bundles
Which ever one you like the most? They're all reskins anyways.
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@Slingshot47 said:
Am I the only one who's not receiving any notifications on which gens go off? I'm fine with survivors not being revealed, but I thought that it would still reveal which gens had the most progress.
If you want the information on which gen it is you could always run Surveillance with Pain Res to know which gen it is.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/comment/3065819#Comment_3065819
Forgive me, for I am now an old fogie... and also too lazy to take a normal screenshot and crop it. Taking a PC selfie and emailing it to myself was easier.
just use windows snipping tool with windows+shift+s or just searching up snipping tool in the search bar
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How exactly are generators slow with lots of camping? Are the survivors afk? Are they hiding? If a killer camps there is zero pressure on the survivors to stop them from finishing generators.
Not everyone is in a 4-man swf with perfect coordination to know that the killer is camping and to do gens. Plus that leads into your “The generators are fast and there is lots of camping.” If the gens are slow why wouldn’t they camp for an easy kill. But if the gens are fast now the killer has to camp. What are survivors supposed to do?
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@akaTheBARON said:
So I know if you're P3, regardless of perks or level, you automatically get to P9 which is what they're capping the 'catchup" at. So however many perk points you have doesn't matter.
What if say I have a character P1, with 70 perk points (which was enough to get an additional P level before they tweaked the catchup)
Is that character going to be only at P3 with the perk points not counting, or would they count getting me up to P4?
They didn't really mention perk points in the last update which makes me think that's not going to change exept for the P9 cap, but making sure.
if you have any character at p1 right now, you would be at least p3 after the update and the perk points would count still. So, you would be at p4 yes.
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and no she wasn't bad not in the slightest, you literally just need to double back when she blinks a second time no dead hard or any fancy perk needed
Wow why didn't I think of that just double back every second blink. It's not like the nurse player can adjust how far they blink or something crazy like that. I'll never get hit again from a nurse thank you for that.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/334032/corrupt-needs-one-more-change
Is there any time limit for corrupt? I think it could be pretty good for tombstone myers...
its still 120 seconds
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@kaneyboy said:
I mean I was getting hit down with an active 1 second DH- was it really necessary to nerf again.. they already destroyed it enough
People will just move onto different exhaustion perks like sprint burst or lithe. You don't have to run dead hard or else you die or something.
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@Bubbalover said:
Is the release date of the upcoming patch known?
19th or 20th of july
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@TheycallmeLix said:
Why is this even allowed on high mobility Killers?! It’s so unbalanced (especially on Solo Q) it guarantees a 4k since most of the players (including me) will not play against that since your basically just sweating so hard to get that 4k every match!
same reason you can stack all perks?
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3050695#Comment_3050695
well its unfair that the timing when perfected negates hits. like i literally had my axe swinging down and they negated everything and werent in aniumation or anything. both of us had great ping. when you master it it is just unfair because it makes it to where youre 95 percent safe at filler loops. and even as a survivor i dont think any of that is fair.
they coudl've just dropped it as soon as they got there and the outcome would be the sane
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@M4d_Psycholog1st said:
https://forum.deadbydaylight.com/en/discussion/comment/3050342#Comment_3050342
They are both basement masters but I think they rely too much on add-ons and perks to apply costant pressure in a 3 gen situation. I defenetively not agree with you
you can literally everywhere with hag traps in a 3 gen what
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@autocorrect said:
When will the nemesis get a skin. I’m bored with the big oaf.
when capcom says yes to a new skin
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@tendyhands said:
Start a game off and do 3 gens with killer only getting 2 hooks. Good start right? Oh wait now the killer just tunneled someone out and it's a 3v1 and killer get a 4k after. Fun game.
well if it was good survivor gameplay they would loop the killer and allow time for the other 3 to do the rest of the gens.