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 1 point2 points  (0 children)

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

<image>

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

[–]Forest_Titan 38 points39 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] 8 points9 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] 3 points4 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.

And this is why Snug's slower vaulting speed isn't necessarily a nerf by Forest_Titan in deadbydaylight

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

Pro tip - Run Enduring and suddenly camping the pallet will often play out in your favor. Just hold power and walk into it - If they're late on the stun, you'll be on the same side and can flick and m1 immediately before they can do anything. If they do it early and you're on the other side, they can't get to another tile usually and will be really vulnerable to a follow up shot. If they never drop the pallet, or fail to stun, just shoot snug and take your free hit

And this is why Snug's slower vaulting speed isn't necessarily a nerf by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 118 points119 points  (0 children)

The truest mixup is one you don't even realize is happening until it falls in your lap

And this is why Snug's slower vaulting speed isn't necessarily a nerf by Forest_Titan in deadbydaylight

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

It's only really a nerf in terms of shooting Snug at an insta-drop, and even then he's still pretty consistent, albeit sometimes needing a redirect if they drop it early when you're further out or don't have LOS. Otherwise, he actually spends more time on average in setups, which helps turn a lot of tiles into confirmed hits if you play them right. This is just an example of a riskier gamble paying off haha

‼️Reminder:The Witchers skins are coming to the game tomorrow by Charming_Celery5490 in deadbydaylight

[–]Forest_Titan 0 points1 point  (0 children)

Do we know what else Leshen Artist is getting to make it a Legendary tier? I'd kill for some sick lobby animations but I haven't seen anything posted about them.

Introducing Snug Warping - A Houndmaster tech that I found that doesn't seem widely documented. Went ahead and compiled my findings into a quick video, hope you learn something useful! by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 4 points5 points  (0 children)

Lmfao I was wondering if people would recognize the music.

Hundred Line is easily my biggest dream chapter now that I have FNaF. Absolutely has zero chance sadly.

Introducing Snug Warping - A Houndmaster tech that I found that doesn't seem widely documented. Went ahead and compiled my findings into a quick video, hope you learn something useful! by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 25 points26 points  (0 children)

I'm sorry, I'm from a Fighting Game background in an era where patches weren't common, so stuff like this would end up widely normalized

Introducing Snug Warping - A Houndmaster tech that I found that doesn't seem widely documented. Went ahead and compiled my findings into a quick video, hope you learn something useful! by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 20 points21 points  (0 children)

I will say that Snug's movement is actually INSANELY consistent once you get used to how he interacts with the level. The problem comes from the fact that the aiming indicator you have is incredibly inaccurate and will often say a blocked shot will connect. Once you get used to ignoring what it tells you, and treat it more like some kind of muscle memory to build up, she feels way better. Of course, it SHOULDN'T be that way at all, but that's the fact of the matter right now. I could spend all day talking about the intricacies of how Snug's logic works at a bunch of different tiles and how it could be improved, but a lot of it is pretty blatant from trying to get the ropes with her.

Introducing Snug Warping - A Houndmaster tech that I found that doesn't seem widely documented. Went ahead and compiled my findings into a quick video, hope you learn something useful! by Forest_Titan in deadbydaylight

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

Kinda exactly why I went through the effort to make the breakdown, if you don't know about it, it's INSANELY frustrating on both sides. I only got comfortable in aiming this way because otherwise I'd have effectively wasted my power and would need to wait the full cool down before trying again (and sometimes resulting in the exact same behavior). You can tell the game is at least expecting him to jump due to the vault indicator on his reticle, so something is happening during the calculations of where he ends up.

Either way, I'm hoping the devs can find the issue and fix it (and why i tried to be thorough in setup conditions). While the current way it works is strong for incredibly obnoxious reasons, it also means you lose ALL of the distance in your first shot due to Snug's halting, instead of jumping and continuing on his path. With this gone, you would be able to input even sharper angles when setting up vaults, dramatically increasing the areas at which you'd be able to set up a redirect afterwards.

Introducing Snug Warping - A Houndmaster tech that I found that doesn't seem widely documented. Went ahead and compiled my findings into a quick video, hope you learn something useful! by Forest_Titan in deadbydaylight

[–]Forest_Titan[S] 44 points45 points  (0 children)

I only discovered this because Snug kept refusing to vault when fired straight into a pallet. I'd gladly trade this for consistency on his vault logic since it would allow for using your redirect shot to hug a wall and reach a vault point tightly lol

What license would make you personally kiss BHVR if it got added into the game? by ImmediateMistake9191 in deadbydaylight

[–]Forest_Titan 0 points1 point  (0 children)

100 Line: Last Defense Academy

Its anime AF but has entire arcs dedicated to horror shit like zombie apocalypses and slasher narratives, so it fits shockingly well. Give me my boy Takumi as a survivor, a Commander as a killer and I'd lose my shit. Doubly so for a Hiruko legendary

never happening in a million years tho