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Riku_Odayaka

Riku_Odayaka

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Riku_Odayaka
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  • @valvarez4 said:

    Another discussion where a killer complaints and did 4k. I can't understand it. You always want more and more and more. Probably you stop complaining when survs never escape and gain 0 bps.

    I mean, they handed me the 4k. They were nice and just messed around since I think they felt bad. Like I mentioned in another comment, they would've easily won since the 99'd gens at the end. I was asking if it was common to see lobbies with 4 flashlights for Wraiths, since I would've switched to another killer before the killer was locked in place.

  • @Yords said:

    If you see 2 or more flashlights, you can safely assume that they will just hand you the victory. Just make sure you look at a wall when picking survivors up. Every time I see this in my lobby, I just play normally because I know they are going to try and get sick flashlight saves.

    That's mostly what I did. They definitely would've won, but I think they purposefully lost since they stuck around me at 1 gen after 99'ing 2-3 of the remaining generators.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689204#Comment_1689204

    Just two minor notes :P

    With new efficiency penalty (also introduced with the Prove Thyself increase), gens with 2 survivors are done in only ~47sec

    Prove Thyself therefore doesn't increase efficiency to 105%. It doesn't even raise it back to 100% as it takes the 85% current efficiency as base, meaning it pushes it to 0,85 * 1,15 = 97,75% per person

    Ah, gotcha. Thanks for clarifying that. I don't remember the numbers getting tweaked.

  • I don't think it's meant to say that it's slower, just less efficient.

    With the gen speeds, for example. One survivor working on a generator will take 80 seconds to finish one, while two survivors will take ~44.44 seconds to complete it. It would be more efficient if the two survivors were on separate generators as they'd complete two in 80 seconds, compared to the ~88.88 it takes to do them together.

    But that's also why the yellow bar exists to show that something is more efficient, like running Prove Thyself for the other survivor. If both people are running the perk at tier 3, efficiency per person boosts from 90% to 105%, making it more efficient. They'll complete the generator in ~38.1 seconds, and two in ~76.2. In that case, it's more efficient.

    So while you are right that things go by quicker when the red bar shows up, it's mean to signify efficiency rather than speed.

  • Pharmacy isn't too bad of a perk. If you want to farm MedKits, it's a safe bet you'll get a few if you add on a coin for an offering as well. It opens chests a bit quicker too, so you aren't spending as much time at one.

  • Overrated

    - Survivor: Adrenaline & DS. Adrenaline is completely useless for the majority of the match, and blocks the use of other exhaustion perks afterwards. If the killer is an instant down killer or brings an instant-down perk, another exhaustion perk would be better. Decisive Strike is really situational and does help when there's the occasional tunneler, but I haven't faced them frequently enough in my experience to see the necessity of taking up a slot for it.

    - Killer: BBQ & Nurse's Calling. Aura reading can be of benefit if survivors are crouching in corners to self care or hide, but patrolling around generators usually results in finding one or more survivors.


    Underrated

    - Survivor: Better Together. The perk is currently my favorite one to run in solo que as it provides so much information. Lets my teammates know where I am to coordinate, lets me know what my teammates are doing if someone gets downed, and lets me know who is the closest to the downed survivor to let me know if I should be the one to unhook and heal. It's honestly a more personal Kindred that has the added benefit of being used while doing the objective.

    - Killer: Agitation. Using agitation has gotten me several hits while carrying a survivor because of flashlights or saboteur tool boxes. Get a hit in, and still manage to hook the survivor somewhere else with the added speed. If I'm playing a slower killer, it also allows me to traverse bigger maps more quickly to save a bit of time, or scare survivors off of a gen.

  • Maybe around back in June, I was playing a match as Hag against either a four man SWF or two pairs of two SWF. Two tool boxes, one flashlight, one medkit.

    Team was well coordinated and each member was decent at looping. Lost a gen early on in the game while chasing one of the tool boxes, but began to snowball into more hits until I had two downed and two injured with Sloppy Butcher and Thanataphobia.


    MedKit guy healed up while I chased a tool box, picked one up, used For the People to pick up second when I came to try and stop them.

    Match ended with 0k as they all managed to heal up at some point and finish gens. No ill will, had tons of fun with this group and got a everyone but the MedKit guy to death hook.

  • I do that with both totems and gens at times. I'll spawn next to a gen, waste five seconds as I try to figure out what's going on, then move on when I realize my error.


    It kind of worries me that one of these days, a survivor will see it and ask me about it in the post-game chat. I don't know if I'd be able to answer them.

  • Depends on the killer. I tend to only run Whispers on Huntress, occasionally using it with the Hillbilly.

  • Ormond is practically a Where's Waldo puzzle amidst all the other objects on the map to find hooks & gens.

  • The perk's not the best idea for a few reasons.

    1. If timed right, it can offer a free unhook when used with Borrowed Time for both the hooked survivor and the rescuer without the necessity of healing beforehand.

    2. The perk would be more of a nuisance to the killer than a benefit for the team. It's a highly situational perk that will only be used in scenarios where one is close to a survivor who's being carried. Unless you're a flashlight Claudette who follows the killer around, the majority of hooks won't be in your close vicinity.

    That, and the classic explanation that it's not worth the perk slot. Another perk that just pollutes bloodwebs.

  • I think the proposed changes are fair.

    - No Mither's change would make it less of a detriment to the team in the case of Oni, as mentioned. It would ultimately be a buff that would make it a bit more viable as it can be used when necessary without being a burden for the entirety of the match.

    - Technician's change is helpful in lower ranks, and in theory could be somewhat of a counter to Overcharge by blocking the notification (though the damage is still done), and a strong counter to Discordance. I'm a tad confused on what would be the purpose of blocking Red Herring as it would waste the perk, but it's still a decent change that would make it more enticing to use.

    - Premonition's change is most likely the least significant out of the bunch. Other than against stealth killers to a small extent, the perk isn't worth taking up a slot as killers by nature have a terror radius. Even with stealth killers, Spine Chill would still be better as it'd alert survivors when a killer looks in their direction. A better change for Premonition would be allowing a brief viewing of the killer's Aura if outside the terror radius for 2/3/4 seconds with a 40/50/60 second cool down. Something like a weaker Object of Obsession without the penalty of the killer being able to see the survivor.

  • @lesimon12 said:

    Great concept! I'd love La Llorona as killer in the game. I love Mexican culture, so such a chapter would be fine for me. In DBD we have two Japanese chapters, one Western, it's would be nice if there is also Mexican chapter (and Egyptian, but it's an idea for a different concept). You didn't give an idea for a map in your concept, but I would love to see a map of the cemetery arranged for the feast of Dia de Los Muertos. According to legends, La Llorona prowls the swamps, but we already have two swamps in the game, besides, the developers could make their version of La Llorona. Once again, a great concept! :)

    A graveyard sounds like it would be a pretty neat map for the killer! I had also thought that maybe a little pueblito could also fit the theme with a river crossing through the middle of the map. I'd at one point wanted to update the post with some lore for the killer and a description of the map, but forgot about it at some point. I might try to start that again and update the post.

  • Yeah... I can't see myself using any of the perks.

    Forced Penance isn't really helpful as a survivor who takes a protection his is bound to either get away or have Dead Hard and get chased. In either scenario, they wouldn't have the opportunity to heal.

    Deathbound would be helpful if the killer is able to travel quickly and quietly (like hag teleporting with rusty shackles), but there's better perks if you'd want to apply the Oblivious effect anyways. Some killers even had add-ons that everyone has piling up from not using. And hey, if the person you get stuck with has Prove Thyself, that's more incentive to work on gens together.

    Then there's Trail of Torment. You give your position away immediately and give survivors a pinpoint on what direction you are proportional to them in exchange for 15 seconds to approach. While it can be useful with the right strategy, Dark Devotion is even more helpful as the transferred terror radius can mislead survivors while letting one catch them off guard.


    There's better perks to use. None of these are really game changing. Though, I guess maybe the devs don't want to lock useful perks behind a paywall? Shrine does take a while to cycle good perks.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176799#Comment_1176799

    Aftermath doesn't show auras. It shows locations. Big difference.

    As for Sacraficial Calling, having it be in flat numbers helps and making the temporary speedboost override rather than stacking with the permanent one would help.

    Didn't realize it says locations instead of auras. Thanks for correcting me.

  • Seems like an interesting idea! I've got a couple suggestions though.


    - Oh Come On!: The killer getting 3 hooks is usually a thing that's earned by them with difficulty if the killer evenly distributed hooks instead of tunneling. I'd say this perk would be better of slowing down the second stage instead of giving them a third struggle stage.

    - Aftermath: Showing the auras is a bit overkill. If the killer is nearby to the generator, that can cause a pretty rapid down. Just the Exposed status effect is a good balance for that.

    - Sacrificial Calling: While this is a good perk for slower killers, all perks are teachables. At the maximum speed boost, it's possible to make the killer 13% faster. If that was used on a Hillbilly, Trapper, or other fast killers, that could become problematic.

  • @Cheers said:

    Perks

    Motherly Venom - Change it to either they leave no pools of blood or make no grunts of pain and I’d say this is a good perk that’s balanced.

    Hex: Desperation - Overall balanced perk as it may be cleansed.

    Depravity - This seems like a very good alternative to Thanataphobia, and personally I’d like to see it. My only problem is that some people would be a bit too altruistic once it stacked, but that’s only a play style so it should be fine.

    Superstition - This has been something I’ve been against for along time now and I still am. Being able to know the killers or survivors perks without coming up against them. Let’s say the killer is using Noed, a perk that’s meant to surprise survivors at the end of the game, it’s now invalid because you know about it. The killer using Devour Hope? You are hunting instantly. Killer using BBQ or Nurses calling, well your play style has adapted. And I can’t even imagine this perk in swf. Instead I’d make it you see the aura of the killer and your team for 10/20/30 seconds.

    Sheer fear - As long as it can’t be used in a chase AND the killer can pick up a survivor if they see them do it then sure.

    Deathly Still - This sounds fine, personally I think it should be slightly longer (maybe 6/7/8 seconds?) because if the killer sees it start moving randomly they know someone is very close by.

    Power

    This sounds very interesting actually. A 105% movement speed killer with no map pressure but amazing in chases with 120% movement speed, with a way to counter the anti healing meta. Personally I’m for it, sounds like something I’d want to face.

    I think those were some pretty good suggestions. I was bit unsure with the Superstition perk, but I think your suggestion is a bit better. I'll incoporate what you said. Thanks for the feedback!

  • @Satelit said:

    I think Kate would be the final girl

    Yep, she is the "Hopeful Songbird" after all.

  • The Steve stereotype got me to chuckle. It's so true.

  • They're all bigger characters. Jake, Jeff, and Jane are all bigger and so have to manage more pain since they have a greater surface area. And I believe I saw somewhere that Jeff is the loudest character while Kate is the quietest.

  • Quentin's supposed to look like he's falling asleep, but they nailed it a little too well. They look like a college student just before finals who's running on an hour of sleep and 3 monsters.

  • I tend to only let the last survivor escape if they played well and fairly. 5 gens done, good at looping, doesn't flashlight click or t-bag, etc. If they made it to the gate with all that in mind and got it to at least the last light as the last survivor, they've earned that escape. I'll down them for the points, but then they can run free.

  • My killer would win since I do 70/30 killer/survivor. That, and I tend to have the WORST luck as survivor. 8/10 matches I'll run into the killer first. They don't find me, I find them.