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WantToKnow
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System Windows 10 Steam.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3088875#Comment_3088875
This is pre patch thinking where the killer could get scourge hook value for 15% and then use Pop to get another 25% off the same generator instantly.
The new meta is to have 1-2 people per game with Prove Thyself. You work in pairs or trios and slam the gens. If the killer chases one person off the other keeps working the generator. The problem with the best gen regression perks right now is that they are damage over time effects (CoB+Overcharge).
Exactly. And with this strat ur regression is near nothing now. Maybe u get someone with Eruption, thats all.
The heaviest experience was on plague. I run Thana, Dying light, deadmanswitch and Overcharge (before Patch it was Painres). I keep the 4 stacks Thana up 80% of the game and still get the same result now.
In those games last night the gens popped like I had no perks. Thats why I asked here.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3090147#Comment_3090147
So survivors adepted new meta and they are playing around? Was not that what killers keep said: Adept bro, learn to play without crutches bro.
So survivors are knows now, the best way to escape: Genrush and get heal with Adrenaline. Now this is issue too?
You are seriously still complaining after all of these buffs?
I never asked for "Buffs". I dont need to 3/4k.
I ask u as a survivor main, how is this fun for u to play like this?
Doing gens, have maybe one chase and escape. Every game, again and again. You start a game and you know allready this strat will work 90%. Maybe you bring a toolbox and a map offering to increase that chance. How is this fun?
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/336969/why-gens-feel-faster-than-before-update
As you said, more people are running Prove Thyself (which will help them power right through those extra 10 seconds). Also, gen regression/slowdown is and has always been a joke against coordinated survivors (kicking gens still sucks because of the time investment required to walk to gens). If 3 survivors focus on the gens while the other one is chased, you will lose gens and have to rely on late game mistakes to catch up. Now also add in to the mix that 3/4 survivors will be running Sprint Burst or Lithe, your chase time will be just as long as it was before the patch.
Yes this. Im playing often only M1 Killers, sometimes Anti Loop Killers like PH.
And yes I was only matched up with people with a range of 1,5-5k hours playtime. The new killer meta seems to be kicking gens perks, but it doesnt work so good. I ran to the gen, chase one of (they ran away as soon as they hear my terror radius), the second finish the gen in the time I can down one. Repeat.
And the game often ends with under 20k points for each escaped survivor, because they just do this strategy, which is so boring.
Okay, the Bloodlust issue is only on me. Then I have to take a look myself on it.
The survivors loop then only more efficiently I guess... have to deal with it.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2857673#Comment_2857673
I mean, you do get to choose when to use Coup De Grace... as long as a generator’s been repaired. 😆
Nono my friend. That would take me a decision and so a bit more skill then pressing e. I want the e key!
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I want a Coup de grace on E key. Problem solved.
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I reported this bug a year ago. He ment that your horizontal center should aim over his chest.
But anyway I think Its buggy, because sometimes, when he stalks you cant reveal him, doesnt matter what you do.
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He put delayed his sword in the ground. Can confirm. PC
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Maybe something like the player cant use any vaults or pallets for 3 seconds after using DH? The main issue is that it extends the chase because the user can reach a new loop. I think something like this could be the direction to go for
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Can confirm It is still there. I think It is a feature because noone cares
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Yep I'm excited. I hope It will be perfect when Its out.
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Spieler, die sich beschweren alle Killer seien OP, sind leider einfach nur schlecht, sorry. Selbst wenn ein Killer nur tunnelt oder campt, wenn die Survivors richtig reagieren, verliert der Killer. Er hat zwar ein Kill, aber depipt auf jeden Fall, wird also dafür bestraft.
Die Ironie an solchen Situationen ist, dass nicht die Killer die Survivors killn, sondern die Teammates selbst dafür verantwortlich sind, weil sie falsch reagieren. Guckt euch mal das englische Forum an, dann werdet ihr sehr schnell feststellen, dass die Survivors ganz klar die Oberhand haben und die Killer als virtuelle Mobbing-Opfer herhalten dürfen.
Manchmal ist das Matchmaking auch einfach unfair. Dies kann auch zu so einer verzerrten Meinung führen. Aber angeblich wird ja dran gearbeitet.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/224361/offerings-more-benefit-for-survivors
Do they increase the chance additional by x% or is it just 100% then?
This depends entirely on the offering. Map offerings (the green ones) for example, have a modifier of 9999, which almost guarantees that map and bringing multiple of one offering is a waste. Luck offerings however, like Vigo's Jar Of Salty Lips, only increase luck by a small percentage (in the case of JVOSL it's 3%) so they're worth stacking.
And If two survivors or more bring the same offering the killer can't do anything against it because they stack?
Again, refer to the above passage. It depends entirely on the offerings used.
Does the green hand offering only block one of them?
I assume you mean the Sacrificial Ward offering:
https://us.v-cdn.net/6030815/uploads/FAZGVHZ3JGJC/image.png
This only affects map offerings. It cancels any and all map offerings unless 4 identical map offerings are used, so no, it can block up to 3. Which, I don't mean to be rude, you'd know if you read it.
Same thing for spawn together/solo
Depends on the offering rarity- the yellow Shroud of Union (survivor spawn together offering) is, I believe, cancelled out by a Shroud Of Separation (all survivors begin the trial apart), however the Shroud Of Binding (all survivors start together) is Very Rare and so cancelles out the Shroud Of Separation.
hook distances and chest offerings?
Yes, these all stack with/against each other as you'd expect. For example a Shiny Coin and a Cut Coin will cancel each other out.
Thx. I think I have to look the things up in english. The german descriptions sometimes are not into detail so often.
The problem is that warden offering It look like its very rare. So...
What is about the situation the killer brings a map offering A and one or more survivors (I doesnt matter you said) brings map offering B? 50/50 right?
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Disable that chat.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1892908#Comment_1892908
You main Pyramid Head and are complaining about DS? He’s the one killer who hardly has to deal with it.
He is restricted because the survivors are as well. He counters almost all the most annoying survivor perks.
And you can play him like an absolute scumbag. Slap on stridor and go tunnel people out of the cages for some of the fastest kills you can get in DBD.
There’s also no rule saying you have to cage people.
Also you can M2 the obsession to preserve STBFL stacks which is why it’s a really solid choice on him.
First as PH I dont care DS, yes. The discussion include all killers, I just said I main PH.
And If I want to use Pop or Bq I cant cage. Caging looks op, but they have to be tormented. For me as PH, I wish caging would count as hook, but you can only cage survivors one time maybe.
The thing with STBFL is against good survivors you have not the choice if you M1 or M2, it just happens. If I would focus on a good obsession just to M2 him, I think that could be my first and last chase I have in a game.
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My point is that killers powers can work against the perks and other way round. Survivors have no power which is blocked by a perk. They work fluently with what happens in the game. DH -> u will get injured, DS -> free protection... But maybe except of Inner Strength, you dont waste your time. Perks like STBFL punish you for hitting Obsession, Pop/Bq is only PH issue I think, Dying light buffs the Obsession, Trail of torment tells survivors where the killer may come from, Surge only on M1, Same Gearhead, PWUF you get punished for failing M2 and so on.
As a 300hrs killer I have to face 800+ hrs survivors and there I dont feel to have a choice how to win a chase.
Its like perks for survivors that wont activate if they use a toolkit. From a PH point of view, I feel just restricted on using perks that I like to play and use my unique power when I want to.
I hope my point is more clear with my bad english.
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@Trashmaster said:
There's a good chance that cages will be changed to count as hooks for perks, but overall wouldn't that be a nerf to PH?
A little bit. But u can save some time with caging quick.
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- Spirit
- Freddy
- Bubba
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Everything else than Bubba, Freddy or Spirit
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@Veen said:
You should have said they used a swap cosmetic bug, they've would have been banned ASAP.
Good advice. But I play the game for 400 hours and dont know about cosmetics much... So I cant see if I can use that against hackers.
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I played around 300 hours killer. I had one match, where two survivors let me sacrifice them, because I did my best and got nothing out of this match.
I had endless matches, where boosted survivors complained why I didnt gave them hatch. I had to in their opinion.
And if I decided to give a hatch, like 70% came a salty comment in post game.
Survivor brains...
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Last days I played as Myers against two lag switchers, both with flashlights. Everytime I tried to hook them it delayed and his mate had to blind me for like 4 times in a row, so that he can escape. What they didnt know was, I had the Tier 3 forever Addon. I stalked them the ######### out of them. After some "wholeome" teleporting chases I downed the next and pretended to take him up, then his mate came, I poped Tier 3 and chased this mate like 5 mins (cause he can teleport too) , downed them and let them bleed out.
Thanks god they had no unbreakable.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1861852#Comment_1861852
No. That is absolutely not how MMR should work. In every other game that has a per-character MMR, there's sort of an average across every character that will go up the more characters you rank up with. If every character started at 0 that would be INCREDIBLY dumb because as the other guy said before, your killer fundamentals don't change and you can still do fine in the game with every killer despite not playing them. If you are, say, a high-rank GhostFace and you've never played Myers before but suddenly start playing him, you're not gonna do much worse with him, so if you got matched against babies that's completely unfair and basically smurfing (or rather it's what people would use it for if MMR started at 0 with every killer).
Yeah ur right, that should work better. I just dont want to face red rank swfs with a new killer ^^ what I did in the last days
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1861776#Comment_1861776
I don't think you should be paired to totally green players. Killer fundamentals are the same across all killers for the most part. A killer who has 1000 hour on Trapper will have a lot of skill transferred over the first time he plays Pyramid Head. You would easily decimate low rank survivors who aren't good at the game even just M1'ing your way through the entire match.
U dont want to win only with the new killer, u want to learn and master their unique power. And It feels like a punishment that u choose a new killer, even if u just want to do the daily ritual. The MMR should start at 0 Playtime with a killer with even 0 MMR. If u win then too easy the next games it should adjust it right. But now it feels like I play the same games or even worse with a new killer and that doesnt leads a player to try something new.
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I dont know if u ever played killer, but most maps are so big u cant even defend ur ruin and gens against good survivours. If ur not a mobility killer, forget about it. In half of my games, they just ignore it or they pressure gens and look for totems, ur 4 man ! How often I had games which I wanted to walk to my totem first to have a look and before Im over the map it is gone allready... Undying helped there out at this point. But I agree that poor situation, if survivours have to cleanse all totems because of bad luck. Hex Perks should be strong as hell so it makes sense to cleanse it, because a killer has always then the risk to play with less perks for the rest of the game.
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For me It doesnt work. Each Killer should have a own MMR, when u play a killer the first time It should pair u with yellows or greens (the only indicator we players got). I played first time Legion last days and I met like 75% of my games were against red ranks... Same thing with my main killer and I lose every match heavy against them 5 times in a row and I still get red ranks with thousands hour playtime...It feels like the MMR system doesnt adjust right. We will see
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today same ######### again, wuhuuu how fun...
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My suggestion is that he is save, when he stalks all the time. Maybe someone can test it out
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Most of my 0k games are just frustrating. As rank 9 Myers It depends so hard on the map rng, if its swf, which perks etc. When I thought I played good and give everything, playing fair, the entity is displeased anyway... If I would not depip for sweating my ass off all the time It would be funnier. As a survivour I only have to do 2 gens for no depip... and for killer? U DIDNT SEE THAT THEY HEAL UP 20 TIMES, DEPIP!
Horrible.
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The traps need a rework. You can also trap a little entry and the survivours can run over traps without dh and they dont trigger. Trappers traps are a joke