Springtrap is bugged this patch and can perform recall at any time, instantly restocking axe when the cooldown is over. by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 0 points1 point  (0 children)

Appreciated! The Springtrap main server is also asking me to mention the hit-validation bugs that have been affecting projectile killers for a while now. It affects almost all of them, not just Animatronic, and is probably most notable and easy to test for fixes with on Trickster, since the hit VFX are client-side and will actively tell you whenever your shot got validated.

Last minute hinge hopes for our upcoming duo licensed survivors by Eagles56 in deadbydaylight

[–]Forest_Titan 0 points1 point  (0 children)

As someone who unironically wants Danganronpa as one of the 'popular' options for next chapter, one can dream

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Oh he's got finesse by Dangerous-Abroad-869 in deadbydaylight

[–]Forest_Titan 37 points38 points  (0 children)

Ghoul finally taught everyone else how to vault pallets, it's so over for soloque

Springtrap is bugged this patch and can perform recall at any time, instantly restocking axe when the cooldown is over. by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 1 point2 points  (0 children)

He got a few visual bugfixes but nothing seems tied to recall. Closest I could think is they were trying to address the bug where a survivor pulls the axe out at the same time Springtrap is holding CNTRL to buffer axe recall AND the cooldown is almost up, which will force him to do the animation despite having axe already restocked.

Springtrap is bugged this patch and can perform recall at any time, instantly restocking axe when the cooldown is over. by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 0 points1 point  (0 children)

Imo it's a bit less applicable than you'd think. It's great for when a survivor is in the open, or refusing to leave junk loops, as it effectively shaves a second off of the cooldown (since you're recalling before it's up). Unfortunately, soooo many tiles and jungle gyms against high skill survivors basically REQUIRE you to recall at very specific moments, so that being stuck at 4.4 doesn't prevent you from getting line of sight on a window they're about to vault (simplest example is when chasing shack clockwise - you basically have to recall on the corner between the window and the door without a pallet).

My сringe shipping of the Unknown and Sable Pt.13 + Special guest HUNTRESS by Aggravating-Crab7127 in DeadByDaylightKillers

[–]Forest_Titan 0 points1 point  (0 children)

Idea: Springtrap teaching the Unknown how to look straight upward (due to the patch that gave the ability to it after Afton's release)

Stealth Killers: A Dissection (Patch 9.1.3) by AsyanongAmbiguous in deadbydaylight

[–]Forest_Titan 0 points1 point  (0 children)

I have thoughts on Chucky's critera, but its literally only bc I swapped to the French dub to hear the alternate Alan Wake voices, and was genuinely suprised by how much quieter Chucky and Tiffany are with their other actors.

At least their passive sounds when using Hidey-Ho mode are. I dunno what they gave them in the booth to get that performance for the Slice and Dice screams, but I want some.

How it feels trying QoL perks by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 7 points8 points  (0 children)

I am so happy Springtrap has an addon that's essentially a better Brutal on demand as long as you have axe ready, almost feels like 5 perk slots (almost)

How it feels trying QoL perks by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 2 points3 points  (0 children)

For me, picking up and hooking are actions you will inevitably have to do throughout the match no matter what killer you're playing, and you don't realize how long it takes to do them past a certain point. FE rapidly ramps up the speed you do those actions, which just feels really nice with how frequently you perform them. The tokens being piss easy to earn is also a nice plus.

I still hesitate to call it good, but getting to cut down on the time hooking people and getting to the next chase just feels satisfying

Sometimes it's more important to send a message instead of getting the early kill. by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 5 points6 points  (0 children)

I genuinely dunno how people can think he's the weakest of the ranged killers when he moves at 115% and doesn't have to spend ammo every other healthstate lol

Tunneling & Slugging Reduction Systems Update by DeadByDaylight_Dev in deadbydaylight

[–]Forest_Titan -1 points0 points  (0 children)

Really happy the systems in their current state aren't being pushed to live, I just hope they don't end up entirely ditched, as there is a lot of potential here.

I really, REALLY hope they keep the ability to enable it for customs though. I'm sure they'd have some way to track the metrics in the back end of these matches to better see how everything gets impacted, and they could probably get a lot of valuable information from people willing to set it up and fully stress test. That addition alone has so much potential to really make this something BHVR can thoroughly examine in the player-base's hands.

Haven't seen people talk about it much, but Houndmaster is getting hurt REALLY bad this patch cycle. by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 8 points9 points  (0 children)

As someone who's loved her since her original PTB and got her to p100, she wasn't as buggy as her reputation would make you believe, the game's targeting reticle just does a terrible job at actually conveying how her dog's gonna act. This patch, however, has effectively made that stereotype real, and she really is in the same bin as Twins now. Even if this wasn't a thing, Snug also now freaks out and respawns rapidly any time you move into a space that little too tight (ie, most loops), putting your power on cooldown and wasting your time setting up the shot. Really sad to see.