Sunflower_Mage
Sunflower_Mage
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I could give a laundry list, but I want to give one big reason.
Literally Decisive Strike. After the survivor with it is unhooked, for 60 seconds, whats the best way to deal with DS as a killer? If you guessed slug the survivor to waste the duration of their DS and also to waste that survivors time so that survivor can't do gens or have some other form of pressure like bodyblocking or flashlight saves, you are correct.
As thats not the killers fault, that is the killer literally playing around a perk in simutaneously the best and worst method, especially if the killer know the survivor has it from a prior experience that match. That isn't fun gameplay for killers, and its not for survivors who don't have DS but the killer thinks they might have it because one of their teammates has it. -
Legion is an oddball. Sits in a weird spot in 1v4, but feels perfect for 2v8 like they were designed for it in mind.
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Splinter Rose for Knight is lovely.
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I know this might sound out there, but I want a plant-based killer that plays on the concept of a venus flytrap. Maybe a femme fatale. I have an idea for what I want.
Killer: The Dryad
Appearance: A beautiful and attractive woman, hair made of leaves, emerald green eyes, skin brown, green greek clothes that would look like something Aphrodite would wear.
Voice: Calm, soft, yet kind. Voice lines that sound alluring, nurturing, protective, and reassuring and how she seemingly wants to help The Survivors escape, that if they trust her, they can escape the grasp of The Entity. Yet that is a lie, as she only wants to raise the hope of the survivors only to take it away.
MS: 115%
Lullaby Radius: 50 (Pleasant yet soothing singing)
Terror Radius: 32
Mori: She kisses the survivor, causing the survivor to rapidly appear pale and very emaciated and skeletal as if all the life was drained out of them.
Kiss of Polllen (Active): The Dryad blows out a kiss sending out a cone wave of pollen. Survivors affected get 15% to their Soothed Status and are hindered 5% for 7 seconds (does not stack with itself). Has 7 charges and each use has a 1 second cooldown. This ability only recharges after she spends 1.5 seconds by interacting with her tree.
Soothing Pollen (Passive): Survivors start the match with 0% for their Soothed status. Their soothed status, if above 0%, can decrease by 1% for each second spent sprinting or for each rushed action. As the survivor's Soothed status increases to specific thresholds, the survivor is affected in specific ways. At 25% or greater, the survivor has auditory and visual hallucinations of hearing and seeing The Dryad (similar to Doctor). At 50% or more, a survivor in the dying state can be sent to The Dryad's Tree (functions similar to being condemned like Pyramid Head). 90% or more the survivor will always be grabbed if they would otherwise be injured by a basic melee attack.
The Dryad's Tree (Passive): At the start of the match, at a fixed location for specific maps, her ancient tree spawns. Survivors with 50% or more Soothed status are always sent here, can hold up to four hooked survivors in a given match. Each hook is a scourge hook.
Floral Bloom (Passive): Whenever a survivor is injured or put into the dying state, a sizeable flower bulb will spawn in that location. Whenever a survivor walks or sprints over one of these flower bulbs, it releases a pollen cloud that increases the survivor's Soothed status by 10% and hinders them for 8% for 5 seconds. Bulbs won't trigger on or affect survivors who are in the dying state.
Trail of Flowers (Passive): Where ever the Dryad moves, she leaves behind a carpet of vibrant and beautiful flowers. These flowers last for 10 seconds. For as long as a survivor is on one of these trails, that survivor is afflicted with the Oblivious debuff. For each second a survivor crouch moves while on it, their Soothed status increases by 2%. If a survivor walks while on it, their Soothed status increases by 1% for each 1 second.
Verdant Suitor (Passive): At the start of the match a single verdant suitor spawns underneath one of the hooks at The Dryad's Tree. Functions like a Nemesis zombie but with twice as better detection range and movement speed since there is only one of it, except in addition to injuring or putting a survivor into the dying state, the survivor's Soothed status increases by 10%. The appearance of the suitor is a random survivor The Dryad has with the highest prestige or tied with the highest prestige with that survivors current cosmetics equipped, yet also appearing overgrown with vines and flowers. If the suitor is hit with a pallet, they despawn and will respawn 15 seconds later at The Dryad's Tree.
Calming Presence (Perk 1): Survivors in the killer's terror radius don't scream if injured, put into the dying state, or when hooked. In addition you also hook survivors 20/30/40% faster.
Green Death (Perk 2): Once the Exit Gates are opened, Green Death activates:
The exit gate areas become filled with grasping vines and verdant grasping hands. Survivors who walk over this area are hindered by 33%. If a survivor stops moving while in the exit gate area for 5/4/3 seconds, they become trapped exactly as if caught in a bear trap but they are not injured by this.
The Dryad's Gift (Perk 3): An ornate chest spawns on the map at the beginning of the match, either in basement if the killer is not The Dryad or at the base of the The Dryad's Tree. If a survivor opens up the chest, they receive The Dryad's Gift.
The held item is a staff, it functions similarly to a medkit but it has 100% altruistic-healing and self-healing rate, has 20% increased zone for great skill checks, can be recharged after interacting with the The Dryad's Tree for 10 seconds, and has a unique animation where the survivor is casting healing magic instead of the normal healing animations. The drawback to the staff is that a survivor who is healed by this staff always has their aura revealed to the killer so long as they remain healthy. -
@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914149#Comment_3914149
OK, and then you can’t use those perk slots for chase perks, healing perks or gen repair perks that are far more useful for helping your team win
That is because Ace in the Hole + Plunderer's Instinct are the best ways to get a rainbow map from chests. I can then use the rainbow map, if I escape, to run a boon build the next match while using Detectives Hunch + Shadow Step + Dark Theory + Ace in the Hole. With the addons being Retardant Jelly (reduce depletion rate of map by 20%) and Odd Stamp (increases tracking range by +12m)
The alternative is to play with Small Games every time you want to run a boon build, which the hot and cold minigame can sometimes go well, other times a frustrating experience. -
@I_Cant_Loop said:
I don’t know why people do this and intentionally make the game harder for their team. At least bring something to help your team. Even a crappy toolbox is better than nothing. If you are one of these people, please explain your rationale. Not brining items is a giant red flag to go find another lobby.
Ace in the Hole + Plunderer's Instinct
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@SoGo said:
Hello there, forum users.
I would like to propose a creation of a new part of the DbD terminology, with - The Freddying™.
Now, what is The Freddying?
It is a pattern of specific events, that lead to the following timeline:
- A new killer (may be replaced with a perk or add-on, but it usually includes a killer power) is released into the game.
- The killer has a unique ability that the playerbase starts to despise with a passion over time. This is either caused by the overall strength, or the convoluted nature of the power.
- The killer power gets nerfed.
- The playerbase demands more nerfs despite the point above.
- Points 3 and 4 may repeat multiple times.
- The killer power is destroyed, the killer is now in the C/D tier of every tierlist.
- The killer is eventually reworked, stripping them of their uniqueness and made into a stock dash/projectile killer.
Examples include: the original Freddy, the Skull Merchant, the Good Guy, the Knotted Rope add-on (a unique case, but it does follow the pattern).
What are your thoughts? Do you think this term may see some use? Let me know :)
I personally prefer: Pigged
As there was always the joke about "Better nerf pig" even though Pig really didn't warrant most of the nerfs they got. -
There should be cap on haste, not a prevention of synergistic stacking. Of the killers to point to how this is a bad idea to prevent stacking, I point to Trapper. As his own power is whenever he sets a trap, he gets a 7.5% haste buff for 5 seconds, or 12.5% if he has coffee grounds addon.
As if Trapper is meant to be the tutorial killer that is given to the player, and his power has haste associated with it, it seems counterintuitive from game design to then prevent the player from experimenting with other haste related perks if that is how a player wants to play. And that by extension may lead to moments where a player, who is also a customer, will have buyers remorse for picking up something from the shrine or leveled another killer to take advantage of a haste granting perk.
And while I am using Trapper as an example, this also applies to other killers who do haste somewhere woven into them, whether that is their power or their addons or even the perks they come with.
What BHVR needs to do is create a cap on haste, where players are allowed to experiment and combine, yet its not so high that it creates even more balance issues. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893355#Comment_3893355
The dev update clarifies that Plot Twist won't activate the surrender option, ftr.
Oh that is good foresight they had then, as that could have been a source of griefing.
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I doubt this will become the norm, but survivors could start running Plot Twist as a way to force the surrender option, maybe with No Mither but I doubt everyone would do that. As lets say the survivors are all injured because of say, Legion, then they all Plot Twist and surrender.
Not a cause for concern just something to think about. -
@joel84 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857813#Comment_3857813
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857843#Comment_3857843
You have to think further. Much further. These will not be the only Invocation Perks. More are guaranteed to come. Imagine 4 Invocation Perks all activated at once. Those are powerful effects for all survivors, and for the price of just one Broken effect and 60s (if you do it solo). That would be way too powerful. Not to mention SWF in combination with that.
I wouldn't exactly call these powerful: Brand new part on each generator that can't be regressed. Killer spooked a crow, you see their aura for 2 seconds if a survivor is in their terror radius.
People tried to show that Weaving Spiders could be good, but that realistically required a SWF whose goal was to pop 5 gens that already had most of the work done and taking advantage of the limited gen regression a killer could do. Yet its more of a trap perk for solo play because of the lack of coordination and that if you do that, your just making yourself an easier target.
The invocations injuring the survivor and applying permanent broken status is part of what actually holds them back from solo play. If it was a temporary broken status, you could work around that, just survive how many ever seconds and then heal up, meaning you could bring Strength in Shadows, or Self Care, or even just a Medkit to heal yourself up.
This is also why Taurie is partly seen as Sable 2. As her perks follow a similar mechanical themeing (an invocation with permanent broken as a cost, a healing perk, a hook-related perk, and one of those gives aura reading to see the killer). In addition the healing perk and the invocation perk have anti-synergy with each other.
Like what your really imagining is this kind of ideal scenario for it to be even remotely strong: Invocations applied a temporary broken status, you brought all four of them, all four would be completed at the same time, and that you brought a medkit with a syringe. -
@Devil_hit11 said:
https://www.youtube.com/watch?v=aLGp43LEH14
Tru3 lost Thrill 1 minute into the game losing half his build. The change was significant enough to not allow him to defend the totem. What is the point of totem perks that are not effective at allowing the killer to protect the totem?
Okay so prepared survivors bust his totems, but he still wins and no gens were done. This is a problem how?
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I think slugging by letting the survivor bleed out is the worse thing as someone who likes to play killer. If your going to slug, hook each of those people if you got all four of them on the ground. Then you get more bloodpoints for hook stages. I personally prefer to hook the survivors down in the basement after slugging them. As for slugging build, I personally like: Knock Out, Deer Stalker, Infectious Fright, and Distressing.
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While pushed back, I think one of the things they wanted to work on was Freddy.
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It probably feels S Tier to people already playing Houndmaster because its much more smooth and responsive to order the dog.
I think the more interesting thing is builds, or more specifically the variety of builds with all these ones that claim how strong she is. That there isn't any consistent perk being used, at most people seem to be gravitating towards Barley Meal as one of her add-ons. -
@OrangeBear said:
Is it really? It's going from 70% to 60%. This is 46 seconds to cleanse a totem to 35 seconds.
Yeah, it means that Doctor isn't as omni-opressive with static blast to interrupt. It also means that Singularity's add-on, broken security key, will see less use as the emped cameras will not reboot in time if a survivor is cleansing a totem.
I think its a better solution than the sledgehammer approach that could have been done when it comes to balancing. Like for example, they could have instead nerfed Doctor by making static blast have a longer cooldown like 48 or 49 or 50 seconds if they chose not to fix TOTH. I don't think the players would have been happy about that. -
Mystery inc gang as survivors
Scrappy Doo as the killer -
@GrimReaperJr1232 said:
Note: Assuming Thrill is at full power.
W/o **CS
it's 46.6 to cleanse
W CS
it's 66.67
*Blessing W/o CS
it's 93
Blessing w/ CS
it's 133.34
Also note: Penti can restore a Thrill of the Hunt stack, so cleansing a totem isn't guaranteed to knock a stack off.
*Blessing's 50% penality only applies if one tries to bless the hex totem. Trying to bless a dull will be the same speed as cleansing it.
**CS - Calm Spirit
Old Version
W/o CS
28
W CS
40
Blessing W/o CS
56
Blessing w/ CS
80
Sidenote: I didn't round. All the answers to the bottom were whole numbers. Weird.
CS with a boon against TOTH…oh god, its 13 and a half seconds longer than old invocations when it took 2 minutes solo.
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@joel84 said:
https://us.v-cdn.net/6030815/uploads/63R5JI9B64JX/blablatotems.jpg
stay tuned they said….. I don't need to tell anyone what that means.
What does it mean to consider in an upcoming hotfix? Do they want to remove the tokens or lower the % value? This smells like a nerf again and only because there is a lot of whining instead of finally getting involved. I also only play solo Q and have no problems with totems. On the contrary, it can even be very exciting. But the majority of people aren't interested in it. All that matters to them is wins, wins, wins, even though they don't even know their own hidden number. That's so ridiculous.
Pack a map with reach add-ons and use Counterforce, Inner Strength, Hardened and Plunderers Instinct and you'll have a very great time and fun playing the game. People should finally get involved and get out of their comfort zone instead of complaining because they can't play their WOO DS DH builds.
Good. Why should a single totem take half the time of a literal generator? Also progress isn't saved on totems like it is for generators if you stop interacting. Meaning if, for whatever reason, a survivor stops interacting with a totem, all that progress is gone.
If Doctor is running TOTH, they can just do their big aoe static which always prevent you from cleansing a totem, let alone blessing.And speaking of blessing, other users have recorded how long that takes, its like 92 or 93 seconds to bless a single totem with TOTH around, more time than it takes to perform a single generator solo with no great skill checks or addons or toolboxes or perks to speed up the process. When solo invocations are more time efficient than booning a totem, that is a massive screw up on the developer's part.
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@SuspiciousBrownie said:
I’ve been playing a lot of survivor ever since this perk dropped an I have to say it has single handedly won us so many games. Even when killers have one gen left and are desperately trying to get one kill to try and bring the game back it doesn’t matter.
People may not realize it but I’m calling it now this is the new meta pick. If you want to win you WILL bring this perk. Forcing a killer to spread hooks in this tunnel meta is just so strong. I won 9 out of 13 matches today 3-4 person outs
It also incentivizes slugging more. Can't trade hook states if the killer just leaves you on the ground.
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1 or more years later in Solo Q: Teammate spends 3 whole minutes to activate their 3 invocation perks. By the time they can contribute, their other teammates are either dead, replaced by a bot, or on hook. And the invocationist survivor is injured and broken. But at least they have No Mither…
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The only interest I have in this chapter now is the killer, and that is just for the perks. Once I get her to prestige 3, I drop her.
The survivor meanwhile is such a mess perk-wise. A kind of meh healing perk. An invocation perk that won't get run, SWFs would rather have Spiders unironically. A rescue perk that is a trap for solo and really only meant for SWFs. -
Wow, they nerfed perks I ran when I casually wanted to play killer instead of being a sweatlord.
Guess I am to incorporate more slugging into my playstyle. -
Activates Reassurance on your first hookstate
Activates Reassurance on your second hookstate
Frees you from hook with Shoulder The Burden
Activates Reassurance on your second second-stage hookstate
Frees you from hook -
I decided to put that in a video trimmer just to get a general idea of how fast it is. The entire action to bump into it and then break the pallet takes 0.90 seconds. That is extremely fast. How fast? Your going faster than a Wraith with Shadow Dance Green+Purple addons and the perks Fire Up and Brutal Strength which would grant Wraith a pallet breaking speed of 1.08. And the Blight in that video is only using Brutal Strength.
EDIT: Also if you don't want to include the initial bump, which is about 0.4 seconds for what is happening, the pallet breaking starts at approximately 0.5 meaning the pallet breaking speed is at 0.5 seconds.
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I'd assume the 95 that had positions were deemed as redundant or were overlapping with other positions when it came to the restructuring.
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@Iron_Cutlass said:
I normally run Distressing and Hex: Thrill of the Hunt for the Bloodpoint Bonus on Killers that need it if there is a Bloodpoint event active (e.g. Plague, Myers, etc.).
There are also Killers where the increased Terror Radius. quite literally does nothing so you just get a flat increase to Bloodpoint Scores (e.g. Wraith, Freddy, etc.).
Even on Killers that dont need it, it means I can just farm Bloodpoints while turning my brain off which isnt that bad tbh.
The increased Terror Radius is kinda bad on a most Killers, but the Bloodpoint Bonus is not as bad as people make it out to be, it definitely isnt as good as old BBQ but it's the closest youll get.
I personally enjoy: Distressing + Unnerving Presence
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Its hard to smurf in high mmr, and its very much a fool's endeavor to do so because of loss protection. As once you reach 1600 rating, you get diminishing returns in point loss for losses. But if you never reach 1600, you never activate the loss protection.
Which leads us to: Low MMR Smurfing
Low MMR Smurfing is actually something that can occur and is much easier to do by comparison.
Lets say your on a fresh account. By the games own rules, you are 650 skill bracket, aka testing bracket for new players. You play some matches, you lose or win, intentionally or not. Depending on how many escapes/kills you get influences your new mmr, with players that focus on kills/escapes being put at 900-1000 bracket aka "low bracket".
How does one lose as Survivor? Well its just simply: "Did you die as survivor? Yes or no? If yes, lose mmr. If no, gain mmr."
As any activity you did during the whole match does not matter, you could have gotten max in every single category, and then died at the end due to endgame collapse.
While as killer its similar to survivor, just based on kill count. 0-1 kills = loss. 2 = draw. 3-4 win.
In both cases, survivor and killer, the game does not care how the death occurred, just that it did occur.
The number of points that factors your mmr is partially based on match length, max of +20(win) or -20(loss). Yet also based on the caveat of who has a higher/lower mmr for gains/losses. Lets say as killer you get 1 kill but 3 survivors escape, this is considered a loss for you, but this might result in diminished returns because your opponents also had low mmr, while if they had higher mmr, this results in a bigger loss.
This is how you get, for example, doctors that largely just use their power and afk in a corner. As they intentionally sink their mmr and get 0 kills. And the only way to encounter them is to intentionally lower your own mmr. As the only way for their mmr to increase is if 3 survivors intentionally die due to endgame collapse.
So lets say a survivor does low elo smurfing in solo-que and wants to avoid getting reported. They still focus on making sure their teammates escape, to intentionally increase their teammate's mmr, by doing everything a good survivor is supposed to do like objectives, evading the killer in chases, healing, etc. Yet they intentionally die to hook, bleed out, mori, or endgame collapse. Since the grade system for categories was disconnected from MMR, the game views the survivor as a loss, and lowers their mmr even though they are clearly not meant to be there.
And if this low mmr survivor beelines for a specific build of perks through the bloodweb, they technically only need to get, at most, 4 characters to prestige 1. Less than 4 if some of the perks are general perks and/or were perks they obtain through the shrine of secrets. As such a player would still earn player experience and therefore shards, as shards are based on match length and what grades the gotten. -
Counterpoint: Tunnel at 5 gens and slug if need be with an aura reading build. Nothing stops a killer from doing that. Play an anti-loop killer so you are not forced in bad chases, like Pyramid Head. Run stuff like Nurse's Calling so you can see where people are as you want them bleeding out or injured, as if someone tries to be altrustic, you can potentially see where someone is if a survivor helps a downed survivor.
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Even when its currently 24m base aura reading radius + 16m from open hand, its a very limited perk.
Main uses with open-hand is:
1) Start of the match. Crouch for 4 seconds, check your surroundings. If there is no killer do what you were going to do.
2) Start of the match or when off cooldown, Bardic Inspiration, to grant your teammates improved repair speed.
3) When getting healed by a teammate, you can keep an eye out for the killer (not sure because of point 5 later).
4) When your not in the terror radius but are uncertain of where the killer is.
5) Not sure if bug, but while injured on Lery's was able to see the killer's aura while interacting with exit gate. Although this also featured SS bugging out on start of match where it wouldn't work until I moved around for a bit. As I have noticed on a sepearate map the perk doesn't activate if healthy.
Also yes if standing still, you can crouch without interrupting SS.
From what I have noticed: Healing, repairing, cleansing, blessing, BAMN, doctor's snap out of it, and hanging on hook doesn't cause still sight to activate as its a type of "activity".
The 4 seconds is a fairly lengthy wind-up time. Feels like a selfish perk at least in solo play. While more of a "spotter/tracker" perk in SWF. That is to say, it can be used to avoid the killer (aside from aura-reading perks unless your also a distortion user) if solo and therefore try to get value out of a hatch escape. While for the SWF, its more being able to keep tabs on generally where the killer is. Though this basically does mean your not doing gens either.
The general intent is you run it with Bardic Inspiration so you know when to bail in case the killer comes near you. Although that is a once every 60 seconds perk. For a proactive approach that isn't Bardic Inspiration, it feels like a perk you run with Distraction and Red Herring and Distortion to try and lure the killer somewhere.
If the windup was shorter, like 3 seconds instead of 4, it might, keyword "might", lead to more smart play when trying to maneuver around the killer to get to a gen or an ally or whatever or to distract the killer.
And I say this as someone who is close to prestige 3 with Aestri.
TLDR: Its either a perk to annoy the killer, immerse and be selfish, or to feed information to your SWF about the killer. -
Entitlement + Immaturity + Anonymity + Grudge = Toxic PVP player
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@Gmoore23 said:
I can't believe all of y'all have no idea about Bear Grylls.
I can already imagine one of his perks.
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Gordon Freeman
Very quiet grunts of pain, doesn't scream, doesn't talk. -
@FrostySeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725488#Comment_3725488
Play any ranged Killer or Killer with a dash ability like Blight, Wesker, Oni, or Hillbilly on this map. At it's very best RPD is a heavily flawed map and at its worst, it's a map that will cause you as a Killer to lose badly because survivors hold W on this map or as a Survivor be kept captive because your team didn't complete the gens in the right order leading to a very, very long game of trying to break a 3 gen.
No offense, but you are in the extreme minority of people who think RPD is a good map. The fact that most Killers struggle hard on this map says a lot about it and how it needed to be reworked faster than any other map in the game.
Which all makes sense, as its Nemesis's map. Ranged attack with tentacle. Zombies that can body block and/or injure survivors. Lots of hallways and tight walkways aside from the entrance room. Nemesis adept even comes with aura reading at the start of match with lethal pursuer.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726651#Comment_3726651
That’s something that is unfortunate. They don’t count matches with DCs but do count ones with people removing themselves on hook even though it’s basically the same thing but just to avoid the penalty, and technically worse even because then they don’t even get a bot. Not sure why they include these matches in the kill rates.
Probably to massage the numbers to make it look nicer than it would otherwise appear.
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I partially think the reason is because its an easy thing to slap onto a perk or addon. Don't know how to make this perk different from another perk? Put haste on it.
Like nobody really uses Dark Theory, less than 1% even do, even though its 2% haste constantly while in 24 meter radius of the boon totem and that it lingers for 4 seconds afterwards. And Dark Theory even has the flavor text of: Your obsessive study of the paranormal has given you unprecedented knowledge of other Realms and planes of existence.
"unprecedented knowledge" being "2% haste". -
With Solo Q I generally have no idea what the other survivors are running. So I just go with the assumption my teammates are perkless until proven otherwise.
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So far I've gotten:
8 RPD East
1 RPD West
2 Dead Dawg
6 Sanctum of Wrath -
Technically there was a game like that, Video Horror Society, aka VHS. Where the survivors would make weapons and actually fight back against the killer. As the basic gameplay, instead of doing generators, you wanted to hit damage and banish killer once with each different type of weapon. Those types being Burn, Purify (aka Holy), Shock, and Curse. Once they been banished four times, once for each type, the survivors win. It however, sadly got shut down. While not necessarily a fault of the gameplay, it was more they didn't generate enough income. Yet also because of encountering a series security issue that took them too long to fix which was really the final nail in the coffin.
Its not impossible for the developers to implement what you are suggesting, this but it would either be a perk (unlikely), or have to be its own separate game mode (more likely). -
I'm not opposed to slugging or getting slugged for playing killer or survivor, but I would rather it be done quickly on the killer's part. Just feels bad to be wandering around aimlessly for a few minutes without aura reading perks trying to find the last survivor.
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@CaseTrain3322 said:
slug? no I feel you should go 100% endgame build since survs just want to pop gens so damn fast.
(I mean it's what they have to do can't blame them)
Devs planned how to make this game as hide and seek all the time
Especially since gates are just effectively a secret sixth gen for the survivors that normally take 20 seconds to open.
Remember Me (24 extra seconds to open a gate. Gives an excuse to tunnel out the obsession.)
No Way Out (60 second gate block)
Which that together is 104 seconds to open up one gate or 144 seconds to open up both gates. -
@SignedUp4PTBFeedback said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715294#Comment_3715294
Do you need to complete 7 gens or 5 gens? 10 x 7 is 70, but what is 5 x 10?
Except all 7 gens are technically valuable until the completion of the 5th one. As technically the "5th gen" you need to open the exit gates might technically be the 7th gen or the 6th gen in a given situation. As applying that effective 10% progress that can't be regressed by the killer also applies pressure onto the killer and makes it harder for them to attempt a 3-gen scenario. As the killer now has to deal with effectively 30% progression spread across 3 gens that can't be regressed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715281#Comment_3715281
Because a BNP comes with a toolbox and no time investment.
Invocation still isn't even breaking even in time investment
Bro, I think you miscalculated. I could still bring a toolbox with a BNP in addition WS that is worth 7 BNPs. And also your previous time calculation was wrong. It takes 60 seconds solo to finish the invocation, when that is effectivelly working on 7 gens at once which normally take by itself 70 seconds, not factoring in travel time between each gen and time spent avoiding the killer.
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I think the changes are very interesting, especially with Invocation Weaving Spiders. As this means that you can complete the invocation now with 3 survivors, 1 with the perk, and 2 without, in 30 seconds. Or alternatively 2 survivors each with WS perk. Which was the old time it took if you had all four survivors doing it together who each had the perk.
Also means that killers now needs to check basement routinely in case there are survivors trying to perform the invocation and that Territorial Imperative actually has a point now as a killer perk if invocations gain popularity. As Territorial Imperative will still go on cooldown even if no auras are revealed, such as by aura-blocking perks like Distortion, if a survivor enters the basement. And that since the charge regression rate is reduced, its not just a simple one and done deal for the killer like the old version that the killer could take away 119 charges in just 6 seconds. That the basement is essentially another generator they have to check on.
WS also still has the drawback of the initiator of the invocation being permanently broken on completion. Essentially no mither without the benefits of no mither. -
The patch definitely caused at least a dip in players who at the very least are taking a break from the game.
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@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710767#Comment_3710767
I never thought I would find a connection between DBD and natural selection but here we are
True. And if you think about it, Distortion really is binary in terms of team comp. Where either everyone has it or only person does. As I would bet having even 2 teammates without it is still a recipe for getting those survivors tunneled out.
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I think what some people don't realize is that of the four survivors, one didn't bring distortion. That is kind of a big deal. As they got tunneled out of the game because there was no other auras to read. That survivor got screwed over by their teammates who did bring that perk.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710501#Comment_3710501
I just looked on my PS app and that achievement is at 32.8%. Kind of eye opening tbh.
Yeah its rather telling to what I would call a churn rate the game has, basically how many players don't stick around long.
Then you have for older players a kind of disillusionment of the game. While this disinterest can come from the community such as by swfs, it can also come from more mechanical changes and implementations. Such as a rework or a new map or other such changes. Where the enjoyment a player previously had is drained just a little bit more until it gets hard to play for just one match a day. The long term players won't necessarily quit entirely, but they will take vacations from the game for however long they feel like. -
Dead By Burnout
For old and new player alike. As there is all the stuff about being an old player, but being a new player I feel causes a higher burnout rate. Like when 29.4% of all players on steam have the achievement "Get a character to prestige 1". That means nearly 71% don't even get that far with the game.

