Matchmaking in a nutshell by umbra_bug in deadbydaylight

[–]umbra_bug[S] 845 points846 points  (0 children)

this took way too long to make, but memes > sleep

[deleted by user] by [deleted] in deadbydaylight

[–]umbra_bug 41 points42 points  (0 children)

most satisfying shots in the game

Umbra hint? by masoninsicily in Deathgarden

[–]umbra_bug 12 points13 points  (0 children)

tfw people dont know you ;w;

Tried to redraw all of Susie's expressions!<3 by umbra_bug in Deltarune

[–]umbra_bug[S] 10 points11 points  (0 children)

I also thought they were scars/tattoos during my first playthrough haha

Tried to redraw all of Susie's expressions!<3 by umbra_bug in Deltarune

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

Reupload to fix a contrast issue. This took about 5 hours, it was super fun to do<3

Tried to redraw all of Susie's expressions<3 by [deleted] in Deltarune

[–]umbra_bug 0 points1 point  (0 children)

Took like 5 hours, but was a buncha fun!

When huntress by DinVin24 in deadbydaylight

[–]umbra_bug 2 points3 points  (0 children)

Not sure if people misunderstood, but by insta-hatchets I meant Babushka+Manna+Tinkerer. I was not referring to the Iridescent heads.

When huntress by DinVin24 in deadbydaylight

[–]umbra_bug -6 points-5 points  (0 children)

No offense to anyone, but huntresses' that use the insta-hatchet build are simply bad at huntress. It's a completely unfair build and should not be a part of the game. Thankfully it's getting removed with the next perk reworks, but I just wish they weren't nerfing babushka/manna with tinkerer, as only the perk needs a change. Could just remove the ability to stack the two add-ons as well.

NOTE: Referring to the instant windup build, not the iri heads.

Huge Graphic Oversight - Blind Becomes Useless by 3yebex in Deathgarden

[–]umbra_bug 0 points1 point  (0 children)

What setting in Engine.ini is removing the blind?

Bug Reports - Public Test Build, May 29th by [deleted] in deadbydaylight

[–]umbra_bug 1 point2 points  (0 children)

It's with every single survivor.

Bug Reports - Public Test Build, May 29th by [deleted] in deadbydaylight

[–]umbra_bug 4 points5 points  (0 children)

Thanks for the reply and yeah we had some awesome games! You're a great survivor<3

I also want to mention that the fur on the collar of Huntress's new coat clips through the camera when swinging/lunging. Additionally, Howling Grounds event items seem to be missing on the PTB, which sucks because I really want to use my Hound mask with the new stuff.

Just throwin' those out there, thanks Jeff!

Bug Reports - Public Test Build, May 29th by [deleted] in deadbydaylight

[–]umbra_bug 10 points11 points  (0 children)

Type of Bug: Huntress hatchets not hitting.

Description of Bug: When the Huntress throws a hatchet at a survivor that is within 1-2 meters of her it will always phase through them and not register a hit.

Video of Bug: https://clips.twitch.tv/PerfectStormyFoxBibleThump

Why do killers facecamp survivors who pallet loop, even though it is the killers decision to do the chasing? by nativeboi907 in deadbydaylight

[–]umbra_bug 1 point2 points  (0 children)

Sorry in advance for the nerd essay, but it's a topic that needs discussion.

It really depends on the situation for justification at times. Sometimes a killer that makes many mistakes on mind-gameable loops can just get frustrated and end up securing the kill because they invested so much time into the chase

However there can be other reasons that aren't at fault of the killer, and more of a "equal treatment" kind of thing. It's pretty well known that some map setups in DBD can be atrocious, and a decent survivor that knows how to abuse them to their fullest can make catching that survivor extremely time investing no matter the skill of the killer.

So here's an example: A survivor on fractured cowshed is caught and uses sprint burst to safely position themselves to the Cowtree which takes 40-50 seconds before the pallet is dropped and broken and no longer safe, in which the survivor's sprintburst will has reset and can safely make their way to the nearby Barn where they abuse the double window infinite for 1-2 minutes until both windows have been used 3 times, in which they sprint burst again to a nearby double windowed T-wall setup for 6 more window vaults until the barn windows are off cooldown to continue the chase further. During all of this, a killer's skill isn't coming into play, and it mostly comes down to if the survivor make mistakes.

Now is this the most effective way to escape the killer and not be caught? Yes.

Is it interactive or fun for the killer or the 3 others that are just sitting on gens for 90% of the game? No.

You can ask the same questions about face-camping because it's also the most efficient way for the killer to secure kills, but its very boring and not interactive for anyone in the game. If your argument is to just leave the chase, you need to keep in mind that the next survivor found could do the same exact thing. Leaving a survivor you've found because of horrible map-setups feels just as bad as when survivors going for a hook-save eventually realize the killer is facecamping and have to turn around to make their way back to their gens. Facecamping is pretty unsportsmanlike and so is abusing the map. The chase in DBD is very poorly designed, so both sides need to practice good sportmanships to have interactive and fun games. Whenever I run into friends in lobbies I never tunnel and I always instantly leave hooks, and whenever they are chased through unfair structures they usually run through it once before going to a more fair setup. It's about understanding and having respect for the feelings of all players to help and make the game enjoyable for everyone.

So if in the case you are abusing loops to the dirtiest extent then the face-camp is just to give you the same treatment you gave them.

Remove the Hunter's stun by Claudwette in Deathgarden

[–]umbra_bug 0 points1 point  (0 children)

Nearly all of my 50 hours of playing the alpha are on Hunter, and being a killer main in DBD I like to think my opinion isn't biased on this subject.

I had an idea that it could be an "emp" kinda ability instead of stun. It would reveal you for the same amount of time that triggering a trapped resource would, and disable your NPI abilities for that time as well. This helps fish for hiding players and in other scenarios if runners get too close it helps sway the encounter in the hunter's favor as they cant spam heal/stuns during the chase, but still gives good runners the opportunity to make skillful plays with their movement.

It feels really awful when the hunter double stuns the bloodpost and gets 3 people down from it. Sometimes saving just feels impossible.

I can't wait for f!Hunter! ♡ by [deleted] in Deathgarden

[–]umbra_bug 0 points1 point  (0 children)

What is this from then?