seffard
seffard
About
- Username
- seffard
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Comments
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@Decutor said:
As of patch 5.7.1 my ini started working again without any changes being necessary. I use the GarbageCollectionSettings line.
Not sure if BHVR listened to us or all of this were accidents. The AA enabling was an accident or disabling it again is. Either way, we are free from AA once more.
Thank you
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2928443#Comment_2928443
Can I get a screen shot of this mess that is so blurry you literally cannot see anything?
They didnt say they cant see anything.
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If you dont get the teachables they dont go away, but that's odd. There should be 1 perk besides teachables for you to pick indeed.
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You gotta do your homework before reporting normal mechanics.
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Something needs to change about them. Boons are as oppressive for killers as the first undying for survivors.
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The only aspect of the perk you are all missing is that the way it is it doesnt make sense that the killer ends up with more advantage than the survivor for a survivor perk, even more if they are those kinds of killers I said. Both get the information at the same time, but the killer benefits more from it during the end game. At least make it even for all situations.
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So you think you know everything there is to know on your side. Pretentiously simplistic.
I do believe the issue is out of your control though, because dbd can only have so many things working right with the neverending errors.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1576889#Comment_1576889
Camaraderie is a thing for the time extension - it does require someone to activate it by steping nearby for a moment but if the killer chases them away then you can actually be saved from the face camper.
I'll agree with the more bloodpoints being rewarded for struggling (like 2x the amount) while the killer face camps them because in a way they're basically wasting the killers time by not just "letting go" and allowing the face camper to do it to the next schmoe immediately in the 1v3 now
yea, but it should be by default. That perk is not worth one slot at all and it's also paid until it shows up in the shrine. I believe you dont balance a powerful strat with one perk as if everybody should resort to it just like it happens with ds against tunneling, that's narrow-minded. Healthy balance allows build variety.
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Every time the killer enters 16m after 10s(default camping mechanic) the hooked survivor gets a time extension on top of the killers' bloodpoint loss. Camping and proxy camping are still pretty powerful and such an easy cheese strat for killers to force survivors' altruism that they usually win with it because survivors want their (easy btw)points too. Yea, survivors could genrush with it, but it's obviously unfun to do gen after gen while the poor guy on hook holds to die, so further balance is more than welcome. But I guess Im just wasting my time with feedback.
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The reset pallet could have an aura(just for you at least, but maybe for the team too) while it's up so you know if it's been used or not and for looping information.
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It's not easy to deal with, but spinechill is ok. I just block line of sight and go sideways towards a gen when I notice ghosts.
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It's badly designed. You can hold the killer for 5 gens but you may die in the end on first hook because the killer suddenly gets a super boost for sucking, pretty fair and fun for survivor(kappa).
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@IMilkNobody said:
https://forum.deadbydaylight.com/en/discussion/comment/1541885#Comment_1541885
there is a way to counter both of those things its called rush gens cause the killer will have no map pressure
the usual goose's solution to every issue in the game, but if it's against him he cries, camps and tunnels. A wild card should not be a solution for everything.
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Id love that just out of curiosity.
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Remove icons because people can be prejudiced? That's an ignorant way to deal with it and it's not even a big hassle like voip comms.
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It may be fun for you, but obviously not for most survivors. That's what you get for being selfish.
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One thing that's definetely not right is when you fall after vaulting, specially medium vaults. You are always hit long after you fall or when you land. This bs goes beyond latency.
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If pig is op then I dont wanna know what you think of the strong killers.
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oh yeah, clean up the garbage! Kappa 😄
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1130389#Comment_1130389
It’s a very easy fix, like you say for everyone that is SWF those players get 5% per person action penalty or whatever percentage works.
Now, here is where the players come saying they shouldn’t be penalized for playing with friends... which is weird because those same players say SWF isn’t about winning, it’s about playing with their friends.
If they say that, it's corrupt nonsense. Swf clearly gives them an advantage, either from comms or knowing their own builds and playstyles. If the intention is to keep the game balanced they should have to deal with a downside and not only have their fun at the killer's expense, but you know it's incredible how the fact of comms advantage isnt obvious to some players and devs.
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They said the matchmaking is automatically regulated by the triangle time, fairness and ping. Maybe let players prioritize one or some of them. Im willing to sacrifice time for fairer matches with better pings.
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Dont say it's impossible to nerf it just because you have no idea how. I usually know in the lobby when it's swf just by looking at profiles and if many are private I dodge too because I know the match wont be fun likely. My suggestion to nerf swf is to increase the requirements to pip and earn bloodpoints, a debuff percentage according to how many they are. It's obviously much easier for them to get either of those now.
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@6yXJI0 said:
No need if they let survivors see each others perks in the lobby.
I had a situation when 4 solo survivors were using Plunderers
A situation that hardly happens isnt a strong argument, even 2 plunderers are much more likely to be in the lobby because of archive challenges If this happens all right, I dont expect perfection or no downsides to deal with. Letting them know in the lobby is tedious and briefly revealing the aura while searching is a good information on demand to give of where you(to heal or whatever) and a good item might be.
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It could have a couple more tokens, but I wish it had a passive too. I've always thought it should disrupt whispers, like a nice chance every couple seconds that it doesnt activate if you are within its area.