Mozic
Mozic
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- Mozic
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I've been having some pretty alright luck! Though I feel Brutal Strength is (still) pretty necessary for M1's - that or Bamboozle. You need to be able to shut down either palettes or windows.
That said, tiles are definitely still just as loopable as before - that's kind of the point! The balance changes did more to damage "Hold W" and greeding palettes, which has naturally pushed survivors to need to artfully loop & mindgame tiles more effectively again. There's no concise remedy for this beyond more practice & trickery.
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Coup De Grace is an amazing perk for Ghost Face! Since you'll be primarily aiming to end chases quickly and prioritize marked targets, that extra lunge distance can be a lot more valuable than for most other killers. In cases where you aren't hunting a marked survivor, conserving tokens by avoiding lunges is also easier to do. Lethal Pursuer is also a great perk to pick up as it will not only hint at which direction to head, but also give you ideas of what angles to approach from that the survivors are less likely to expect. Ghost Face requires a lot of smart positioning to take advantage of what zones survivors will consider 'safe' (where they've been recently) and unsafe (where they'll be watching for threats to appear from).
As for general strategy - don't patrol while crouched unless you know what you're sneaking up on. That movement speed loss across a full match really adds up. Additionally, many survivors will intentionally bodyblock you if they think you have them 99'd (because hitting them sets their exposure to 0) so you need to be careful about losing that stalk progress in the cases where they're right. Usually it's not worth the injury if you can get a next-to-free down later. Also avoid circling the very edges of the map. It's an easy temptation, as survivors generally don't watch the edges, but you're again losing a lot of time/distance/pressure with that routing, frequently for very little benefit.
Lastly - you can use the edges of your vision to intentionally "avoid" stalking survivors while still benefitting from the concealment provided by peeking around corners. It's become more difficult with the stalk changes, but it can be a handy tech. Even more skilled Ghost Faces will use that to gain stalk on one survivor while avoiding it on another who is already 99'd.
Beyond that, keep at it! Ghost Face is a huge delight.
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Dead Hard is still a perk that activates when you tell it to.
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Lightborn seems like an easy one to miss - though survivors can also find flashlights in chests. That said, there are many, many perks that are capable of contextually providing zero value.
I mean heck, medkits vs. Plague are practically worthless.
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MMR is going to feel out of whack until everybody has played a few matches and had their expected performance calibrated properly to the changes.
Additionally, there's going to have to be some meta adaptation on the part of the survivors - the matches where gens get done quickly that I've experienced so far involve people bringing multiple toolboxes. Just expecting empty hands to do all the work is a risk now.
And on top of that, there's nothing to say that there aren't going to be some amount of tweaks merited by such a huge patch change. The fundamentals, I assume, will stay the same - but the extremes might need sanding down.
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I'm gonna actually throw my hat in the ring against the Doctor. Dr. Carter has a rich history of going rogue and generally acting in an insubordinate manner on a nonstop ego trip. His headgear is more-than-likely affixed to him as a punishment from the Entity for some past malfeasance. He may be giggly, but I think at this point he's barely aware of himself anymore.
Ghost Face seems to rank highly among the killers who are more in control of their faculties and actively enthusiastic about participating in the trials. For many killers, the Fog is just as much hell as it is for the survivors - killers like Ghost Face are more the exception to the rule, and I'm sure those sick thrills make for good eatin' by the Entity.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3078651#Comment_3078651
Survival rate means nothing.
There is no skill to surviving, it is dependent on your teammates and the Killer.
I mean, is there no skill to any game or sport in that case? Solitaire, I guess? π€
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Survivors not having MMR would make the scenarios you're describing even more common, since as it stands currently you're being paired with teammates who are at least within the ballpark of your own survival rate.
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You'd probably needed to have checked the item in the postgame for addons that increase brightness or increase the width of the beam - the latter can enable some fairly improbable angles.
On the flipside, maybe just a cheater.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3078519#Comment_3078519
They didn't want the first LGBT+ character to be a new character, as it would come across as a cheap after thought. "Oh we need a gay character? Lets just make the next new one gay, they can be the token gay!"
So making an existing character gay, with believable lore to back it up, was their gesture to say "see, we're not doing this just tick a box, we want to do it right."
From hereon out though, they could make new characters LGBT+, the gesture has already been made.
Oh I know! I'm super on board with the way they introduced everything related to David - I more mean to say that folks who frame this discussion as some mutually exclusive matter seem to think that this was the one shot DBD ever had for inclusivity.
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@JibbyNeutron said:
https://forum.deadbydaylight.com/en/discussion/comment/3078550#Comment_3078550
Im at the highest MMR, I verse the sweatiest SWF troups constantly and the same cheaters in my Lobby. There is no better opponents.
That's very impressive! I shudder to think what balance changes BHVR might need to make to reign in your unmitigated competency at this game.
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Trust me - there are opponents out there who will make you reconsider. As you keep encountering success, you'll inevitably meet them.
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On the bright side you also got to keep anything you'd already unlocked on those characters - I had a few that I now need to level up a bit to get full teachable coverage, but they also have a bunch of flans and other legacy items stockpiled, so that's a fine consolation imo.
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/3078424#Comment_3078424
Except you get the same value at 6 stacks now that you got at 8 stacks pre-patch. Only after 6 is it diminished value.
This makes it even more valuable then I previously assessed.
I mean 0.1 seconds faster at 8 stacks is virtually meaningless. It's the increased value at lower stacks that would probably need addressing in some form.
π After Ive played a few rounds with it though
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Not to contribute to derailment but I'm getting a lot out of the Wraith/Nurse ship being regarded as canon as a byproduct of this thread.
As to the lingering piddly handwringing regarding revealing David as gay rather than creating a gay character from the ground up - why not both?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3078398#Comment_3078398
Technically any attack cooldown and action speed buffs are less effective now, as x% of 1.8s is less than x% of 2s.
8 stacks of STBFL would have reduced a 2s cooldown to 1.2s. A 0.8s reduction.
Now 8 stacks of STBFL reduce a 1.8s cooldown to 1.1s. A 0.7s reduction.
Is 1.1s that much better than 1.2s?
If these perks are strong now, then they were still strong before.
This was my first thought; STBFL at 8 stacks was already nearly inescapable.
My guess is that it reaches its signature oppressive state at fewer stacks than it did before.
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@Moxie said:
Yeah STBFL isn't completely broken right now at all with the base hit CD reduction.
I can't imagine why Killer mains are running this perk every game. A mystery to be sure.
I'm hearing that I should start running it too so I can have some of the fun before it gets nerfed lmao
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I haven't toyed with STBFL much but Brutal Strength was already a mainstay on my M1 killers and now its gone from a chore to bring it into a perk that I'm excited to run. Wild what an extra 10% can do!
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@BadZilla said:
https://forum.deadbydaylight.com/en/discussion/comment/3077292#Comment_3077292
You're doing something wrong.
Running builds like Agitation + Monstrous Shrine / Pain Resonance / Gift of Pain and Brutal Strength + Fired Up + Bamboozle + Eruption?
Yeah, it's definitely wrong. But it's also... fun. π
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Honestly when the AoT collab was announced I was a little surprised since it does carry a lot of baggage in some spheres related to discussions about its pro-fascist and antisemitic elements, but I know that most people don't engage with it in that context and think it's just a fun & cool anime. This is probably also not the best platform to really get into the weeds on why it is associated with these things. Sorry to hear you've been bullied for it, though.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3077290#Comment_3077290
Indeed, I've played more M1 than Nurse myself. (While I'm a Nurse main)
Excited to play more Ghost Face too once they fix the chase music (again... [again... <again...>])
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You should get matched up against me - I think more survivors escaped me tonight than died...
That said the survivors who had more success stuck to loops - the 'hold W' strategy folks fared much, much worse.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3077272#Comment_3077272
It may indeed. Even if I play both roles, because of time constraints I had more time for the killer side than for the survivor's. I'll be taking this opportunity to try to improve my survivor plays. (Especially since I'm only decent against killers like Nurse, Hag and Spirit)
I've been doing the same with my much-adored but seldom-played M1 killers. It's been super refreshing to spend more time on killers like Meyers and (addon-less) Spirit without feeling hopelessly outclassed just by loading into the game.
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Snowman Dredge all the way - though hopefully they also give Dredge a holiday sweater skin at some point and just have it wearing the sweater incorrectly.
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Give Nemesis his bazooka
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I noticed the same - instantaneous queue times are convenient, but also a sign that the matchmaker is desperate for a role to pair up with opponents. Hopefully this also means that match quality will increase!
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I dunno, tonight felt pretty normal. I had a pretty big disparity in match outcomes, and actually encountered survivors who were prepared to maximize value out of their loops & land flash saves consistently. Even so, I was still having more fun than before since the chases were much more left up to mindgames and tile knowledge rather than, ya knowwwwwww
@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3076896#Comment_3076896
It was only 75% usage in high MMR (which the devs said only consist of a very small percentage of players). On the chart they released it showed 18% usage in low MMR and 45% usage in mid MMR. Still high usage, but a big difference from the claim that 75% of survivors were using it. Many survivors were not using it.
Important to note that the approximately 50% usage rate in the median is still extreme by perk pickrate standards. Also, even survivors who chose to not run it still benefited in matches where their teammates did & used it to extend chases while making space for their non dead-hard running companions to focus on other things.
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I thought it was fun - though Im curious that it says the effect will escalate in future tome levels. I wonder how it'll get worse? π
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3074580#Comment_3074580
Its not about elitism. Thats why the mmr is hidden. Btw, the elitism will come back as long as people can see each others prestige rank.
If the objective was to prevent elitism: mission failed.
Yeah I agree - that really should be hidden at the bare minimum from the pregame lobbies.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3074772#Comment_3074772
I like risk/reward perks, but the variables that are creating risks for Dead Hard are a) physical human limitation and b) uncontrollables (i.e. network & hardware)
I am personally fine with running a different perk, i've been running a different perk my whole DBD life. But that doesn't excuse the fact that Dead Hard is now useless. Dead Hard as a reaction is not feasible with the current lunge animation times.
Earnestly I feel the pain, Head On is my exhaustion perk of choice and I get tilted hard whenever I am so close to timing it right that the locker bugs out and the killer pulls me out of the thing without the doors opening (which means the server rejected my head on in favor of the locker grab).
That said, I'm kind of ambivalent-leaning-unsympathetic towards Dead Hard as a personal bias and don't really mind if it's actually worthless for ideally a year or two.
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I hate how much I'm enjoying it right before I go on vacation for a week π«
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@BenSanderson55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3074756#Comment_3074756
So now its a no win scenario for survivors running that perk because theres always latency and its always changing lol
I guess? If it's no longer reliable it might be worth slotting a different exhaustion perk.
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Removing that animation lock would reintroduce the ability to 'dead hard for distance' by setting up a no-win scenario for the killer at a pivotal junction in the chase.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3074724#Comment_3074724
But I want to be gawked at too. When is it my turn?
Hopefully soon!
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3074709#Comment_3074709
But what about Adam? What will he get?
My distant admiration and respect, plus the opportunity to gawk at my really cool new cosmetics. π
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I know that different styles of player react differently, but I'm finding myself a lot more inclined to assemble less oppressive builds, give hatch, etc - certainly not something you'd want to stake the balance of the game around, but the changes have had a tangible impact on how I play already. If I don't have to sweat, I won't sweat.
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@dspaceman20 said:
I'm so tired of Kate getting cosmetics. Other survivors exist
Yeah but counterpoint Kate's my survivor main so keep em coming π
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@TeleportingTurkey said:
I hate that kind of votings, because it means a lot of potentially good content would be lost if the hivemind somehow decides to vote the other option because of some random nonsense.
We don't get to choose the outfits here because we're basically forced to choose between two batches, which is also dumb
If I had to guess, they do it this way to avoid a situation where folks either
A) Try to vote 'yes' on everything, which they don't have the resources to handle
B) Get really locked up about 1v1 matchups (Adam vs. David?? David mains outnumber Adam mains, so #########!)
I'm really appreciative that they're consulting us at all. Plus we get to see really cool concept art, too.
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It's been a day. They will probably need at least a few weeks to see where things settle.
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@Phasmamain said:
I feel the same is happening to killer at the moment as survivor before. Killers who tunnel and camp are going to be sent to MMR that is above their level until they get constant SWF sweat squads
Plausibly! On the bright side those squads tend to be really smart at punishing those strategies - so maybe they'll have fun together. That's also why I think couching all this in terms of who deserves to be where is a short-sighted way to discuss it. As meta shifts, who gets paired up where will adjust.
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@thisisntmax said:
https://forum.deadbydaylight.com/en/discussion/comment/3074504#Comment_3074504
Maybe people don't want to run progression perks? Maybe people want to run chaser perks, or meme about, and not be forced into running specific perks just to smooth out the game and counter any regression/deadweight teammates?
You're arguing to be able to have your cake and eat it, too. Plus a huge swath of meta perks were meta because people felt 'forced' to run it - DS being the chief example. If you want to run a different build, you can still do that - but expecting to not be deprived in some area because you wanted to focus on being able to do one thing really well seems like a tall order to me, especially when I'm making the same concessions in my killer builds.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3074616#Comment_3074616
The game wasnt changed for solo q besides making it worse. My build consists on solo q. Bond, kindred, inner strength and lithe since killers chase power was also buffed.
You're arguing past me. To my original point, if gen speeds (base or modified by killer perks/powers) is unconscionable to you, bring the resources that exist to counteract it.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3074565#Comment_3074565
The effect it should? my perks are exactly the same before patch, none of them was nerfed.
No, but the game was changed. As a survivor, you and your loadout don't exist in a vacuum.
To the point, even if you didn't ever run Dead Hard you still benefitted from its power if anyone else in your match was running it. If someone brings Prove Thyself, you benefit. If you bring Kindred, your teammates benefit.
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/335646/an-mmr-correction-is-happening
Let's be honest, that's assuming SBMM works as intended at all hours of the day, on all regions and servers. Which is a highly improbable system to maintain for every single match. Edit: especially when you take the fact that the system prioritizes shorter queue times over skill into consideration.
SBMM's goal is to provide you with the best matchup out of what's currently available. The devs have talked about this - if it had to wait for the literal perfect match, you'd be waiting all day. There will naturally be variance in terms of matches and outcomes, but I'm pretty confident in its consistency at this point even though it took a lot of time & effort to tune to to the point that it's operating now.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3074428#Comment_3074428
Oh its not about deserving to be here and there. Its just that the perk carried people with a decent amount of skill to regions where a lot of skill is required. That backfires now.
I'm seeing it more like the patch just shifted the window. Nobody got 'carried into an undeserving tier' - the tiers just changed. At least, you can't say that without also saying that lower skill killers are now the ones being 'boosted into a skill region they don't belong to'
MMR is relative. There's not some elite secret club or little league or anything structured like that (with the plausible exception of the soft cap, after which point you're in the Thunderdome). Talking about folks being in places they do/don't belong in adds this weird layer of elitism and judgment to people's performance in this game that I think is out of place for lack of any sort of structured acknowledgements on the game's part.
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@Jinxed said:
https://forum.deadbydaylight.com/en/discussion/comment/3074516#Comment_3074516
Yep, so blaming it solely on "survivors can't loop without dead hard" is an argument in bad faith.
I agree - that argument really overlooks the broad scope of changes.
@th3 said:
People pretending like thatβs the only change puzzle me.
You now hit faster and the survivor makes less distance. You have an additional 50 seconds of generator time. You have all these additional benefits while tools survivors use have been nerfed. It may be a skill issue but overall you are being handed an easier time by the game, not survivors relying on a single perk. Canβt wait until the next complaints about how broken sprint burst is.
This thread really isn't about Dead Hard.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3074540#Comment_3074540
Ok make kindred basekit and I'll have a free slot for gen repair perks.
I've been estimating that the additional stress put on survivor's loadouts is part of the impact of the meta-shift. I agree with you that improving in-game information sharing between survivors is important, but that you feel like you can't fit everything you need into one loadout sounds like the patch is having the effect it should. "Something for gens" is now a thing to factor for when it was previously a novelty.
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@Marigoria said:
A single gen taking 164 seconds is not balanced sorry.
Bring a toolbox and gen-speed improving perks π Like, there are resources to offset this. Toolboxes have been considered second rate items compared to the sacred medkit for such a long time merely because gens did not need the help. Now they do.
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Adam's mistake to get seeded against Dredge, whose cosmetic potential is just out of this world compared to other killers.