APoipleTurtle
APoipleTurtle
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If you've been encountering this pretty regularly on your lunges, then try to wait a little longer before you attack. You may be able to get close enough to just use a basic swing instead of a lunge, which is far less likely to miss (so long as you can keep the survivor on-screen when you attack).
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I guess my recommendation would be:
- Ruin
- Undying (if available) / Alternate choices could include Thanataphobia, BBQ & Chili, or Blood Echo
- Discordance (or Whispers)
- Enduring (or you could keep Brutal Strength or use one of the above Alt choices)
Ditch Pop for Ruin. Legion is quick to injure and traverse the map, but slow to down survivors. You can apply decent map pressure to keep survivors off gens, but you probably won't be downing good survivors fast enough to get big value from Pop (avoid Surge for a similar reason). Undying and/or Surveillance are both very strong combo pieces for Ruin.
Legion comes with Discordance, which I think is a no-brainer for them (more survivors in one place is a no-no against Legion). Whispers is an optional replacement if Discordance isn't your cup o' tea. BBQ is also great for tracking, but I think it's only about as good with Legion as it is on any other killer (though I bring it when I have it because I'm greedy for BP).
Thanataphobia is a mediocre perk, but Legion is one of the two killers who it works best on (the other being Plague). I can't say I'd highly recommend it (because it does kind of suck), but Legion might make it worth considering for extra slowdown. Especially since the upcoming change to it may incentivize survivors to spend time healing against you. This is my personal opinion, but Dying Light is terrible (so don't use it) and Sloppy Butcher is not great on Legion (Frenzy attacks don't apply it).
And you might want to consider dropping Brutal Strength for something else, because Legion has a power that temporarily lets them ignore dropped pallets. It's an okay perk on just about any killer, but this isn't really a benefit that Legion needs. Enduring in particular can allow you to have a survivor "help" you out of Frenzy and skip the long fatigue stun.
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@GreyBigfoot said:
I've made it to level 70 on every rift released so far, and the grind has progressively gotten worse. In fact, I kind of regret doing this Rift and the last, but did it anyway to keep my record.
The biggest appeal in my opinion is getting all your Auric Cells back (in fact, I only paid for the 1st Rift, and have done all subsequent from the same Auric Cells). The outfits are nice but usually there's only one or two I care about.
Some ideas I have to decrease the grind:
Increase the daily XP bonus - keeps the need to play every day, but still makes things easier
Daily Rituals give 1-2 Rift fragments
Randomly generated simple challenges - kind of like Daily Rituals
I'd be fine with all this, but I think the XP cost per Rift Fragment definitely should be lowered to 600 XP (or less). That would equate to about 1 Fragment earned per match played (instead of 1 Fragment per 1.25 matches as it currently is).
Including the daily role bonuses, this would drop the number of trials you'd need to play per Rift Tier from 12 down to 9 (which probably saves the rough equivalent of about 45-60 min of time per Tier).
Stacking in extra Fragments from rituals and randomly-generated challenges would just be icing on a much more pleasant cake.
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Iridescent Heads were originally balanced around the fact that you only get 1 Hatchet instead of 5. Except people almost immediately realized you can offset this handicap by just bringing the Infantry Belt too. You almost never see Iri Head without a Belt to back it up.
And think about it, 3 Iridescent Hatchets give Huntress more potential downing power than her default 5 do: she could down up to 3 survivors from any range with an attack that has a relatively quick windup and cooldown (at base it would only be up to 2.5 downs).
No other killer can insta-down at long range, let alone potentially do it 3 times in quick succession. The next closest contenders would be Oni's Blood Fury or Nurse/Spirit while the Exposed Status is up and they all still have lengthy charge-up/fatigue/animation durations to offset this.
If Iri Heads only worked at long range to reward tough shots, it probably wouldn't be considered such a problematic add-on (though some Huntresses might still find ways to abuse it). But it's just too effective as a replacement melee attack for her. It's also probably the strongest form of insta-down in the game.
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Playing against:
- Myers
- Hillbilly
- Nurse
Playing as:
- Huntress
- Leatherface
- Wraith
*Blight, Pig, and Demogorgon are honorable mentions for both categories. I just haven't been playing them much lately and I unfortunately don't get to play against them very often.
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Freddy: Too simple and straightforward for the insane amount of utility he gets. He's also lacking in the interesting interaction department which leaves him feeling really boring and sometimes frustrating to play against. Freddy is the only killer in DbD that leaves me feeling disappointed every time I play against him (regardless of match results). It's great that he is no longer hilariously weak, but he's still rather dull from a gameplay perspective.
Ghost Face: I'll stop hating him when his Shroud/Reveal mechanics finally start consistently working as intended. I like Scream, I like Ghost Face, and I want to like him as he appears in DbD, but he always just feels broken in ways that randomly benefit or hurt him greatly. Kind of hoping he'll get a different power in the future instead of "Discount Evil Within".
Plague: Removes a large portion of Altruism and Stealth opportunities from the survivors and seems to become bugged every other patch. I guess Corrupt Purge can lead to some neat shifts in play, but the rest of Plague's kit leaves a lot to be desired. She's just kind of lackluster in everything but appearance and (perhaps thankfully) doesn't seem to be played by many people.
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Aside from the obvious need for more survivor rituals in general, I think another useful adjustment to the ritual-recycle system would be to always re-roll a ritual for the opposing role.
Don't want to do a killer ritual? Recycling it could be changed to guarantee that a survivor ritual replaces it and vice-versa.
I'm personally a bigger fan of the killer rituals because they're usually worth more BP and aren't reliant on teammates, but I think an additional function like the one above might benefit us both.
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@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1668192#Comment_1668192
How big are "safe" pallets? Like the pallets on macmillan's are just surrounded by rocks so those are unsafe right?
You can basically divvy pallets up into 3 categories:
- Safe: These are potential chase breakers. A survivor can easily loop these infinitely (though some killers have powers which allow them to work around these pallets to a degree). Standard practice is that you want these pallets dropped and destroyed ASAP, hence why "eating a stun" to remove a safe pallet is usually the good play.
---The most common example of a safe pallet is the Infamous "God Pallet" in the killer shack. Pallets that completely block off hallways on indoor maps (or in Springwood's Preschool) are also safe.
- Average (or Semi-Safe): Survivors can loop around these effectively for a while provided the killer doesn't have high bloodlust or a power that lets them work around it. Good mindgames might allow you to get a hit/down even around these pallets.
---The Rock-Loop pallets are an okay example of this (the Macmillan ones are slightly less safe, while Ormond's are slightly more safe), as are the pallets at Split-Wall Jungle Gyms.
- Unsafe: Survivors usually cannot loop these without getting hit. These pallets are only useful to the survivor while they are still standing, as they can stun the killer to lengthen chase. If these are already dropped or if the survivor doesn't get a killer stun, they will probably get hit. These pallets aren't usually worth breaking unless they are in an inconvenient location (such as pallets near corners on some indoor maps) or you want the BP for breaking them.
---Almost every pallet on the Underground Complex (Hawkins) is unsafe. One of the variations of the 4-Lane Maze Tile also has an unsafe pallet.
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Sorry that I'm reusing a joke I made months ago, but this reminded me of it:
Michael Myers was a Face Camper in the original Halloween (1978).
Laurie also got a juicy DS play off, so by modern DbD standards Myers was obviously a Tunneler too.
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I did the "wait til 70" strat on the first two Rifts. Now I usually just enter the Premium Track once it would unlock the rewards I want (such as with the Wraith and David Cosmetics in Rift 4).
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Balanced Landing (and most other sprint perks) will not reliably save you from his power in the open. Mainly because he can dash at 132.25% speed for 6 seconds (covering 31.74m in a straight line) while the average Sprint Perk only allows you to go at 150% for 3 seconds before dropping back to 100% (covering 18m + 12m for a total of ~30m in a straight line).
Bubba maintains a higher average speed than you over those 6 seconds (his is obviously 132.25% again, the survivor's would only average to 125%).
Based on the distance each player travels per second, Leatherface would catch up to you a little less than 5 seconds after starting to Dash: he would have traveled 26.45m at this point where a sprinting survivor would have only traveled 26m.
You basically need to be able to reach whatever tile you want to get to within about 4 seconds or you risk him catching up. BL in particular has some startup lag from the big fall needed to trigger its sprint (it only reduces stagger by 75%, it doesn't remove it), so you have even less time when using that particular Exhaustion Perk.
Admittedly, I think this is less an issue with Leatherface being stronger and more that Balanced Landing is arguably the weakest Sprint perk within the Exhaustion set currently.
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@Xbob42 said:
Uh, even if you played for 24 straight hours and had perfect games and a challenge completed each game with super short games to boot, I don't think that would be enough time to hit rank 70.
You don't want to have super-short games, that will actually increase your grind by limiting XP gains.
XP is earned based on how long a trial lasted with a cap of 600 XP (rate of ~1XP gained per second in-trial). You basically want every trial to last around 10 minutes without going much longer or shorter.
Though you are correct that you can't finish the Rift in 24 hours. By my math, you'd need something in the ballpark of 69 hours of pure gameplay (meaning matchmaking, loading, real life, etc aren't included in that amount) to climb every Tier of the Rift.
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Is it weird that out of the three perks in this combo, I actually feel that it's Tinkerer that should be adjusted?
Not that I want it nerfed into the ground or anything like that, I just feel that it frequently removes the already minuscule hope of escape from 2v1 (and sometimes even 3v1) situations.
I think Tinkerer would be in a slightly better spot if it was a token perk that got marginally weaker as fewer survivors remained in the trial. My thought would be to delay its gen-notification by 10% progress for every survivor "killed" in the trial (by sacrifice, mori, bleedout, or DC, NOT by premature hatch escapes). Basically, if one survivor died it would activate when gens reach 80% progress instead of 70%, or 90% when only two survivors remain (and it would provide no progress notifications against a single remaining survivor). Would allow Tinkerer to remain roughly as strong as it currently is, while limiting how oppressive it can be in those matches where killer has already established a pretty significant advantage.
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I could mostly agree with this (in addition to what some other people have said regarding the EGC).
There are just two things I would change and one I would add (or clarify, I guess):
- I don't think hiding in lockers should deactivate DS, as the survivor may just be trying to hide in order to avoid being tunneled in the first place. I think using a locker should instead prematurely activate the DS timer. If you really want to punish survivors ducking in lockers, this could also inflict Mangled, Hindered, and/or any of the other status effects (excluding Broken and Deep Wounds) on the offending survivor for the remainder of the DS timer
- I don't think searching chests should deactivate DS. The survivor may just be searching for a medkit so that they can heal themselves. Chests don't progress the survivor goal (like gens) nor do they have the potential to remove killer perks (like totems); this seems like an unnecessary stipulation.
- Wasn't sure if this was implied as part of making it "infinite", but DS should activate any time you are unhooked and not be perma-deactivated after one use (or failed attempt-to-use). If it is going to better discourage tunneling, it may as well work after both of a survivor's possible unhookings.
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I wouldn't do extra challenges, but I do think they could use a different method to offer a slight "speed-up" for those who buy into the Premium Track early:
- Move all Trinkets/Charms out of the Premium Rift and into blank spaces in the Free Rift.
- In the Premium Rift, replace these spots with bundles of Iridescent Shards and/or Rift Fragments. Rift Fragment Bundles would speed up the Rift Grind for premium players (allowing a Tier Up into one of these rewards to move them up two+ Tiers instead).
Globally (for Free and Premium Rift players), Rift Fragments should be earned every 600 XP instead of 800 XP. This would allow every trial played to be worth 1 Rift Fragment (dropping the total matches needed to Tier up each day from 13 to 9).
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I dislike those who display how full of themselves they are in post-game chat/messages.
You surely know the type: the ones that will mock you and your abilities if they win, or complain that you are a horrid killer/teammate if they lose.
The survivors who abuse the power of strong perks and/or exploit bugs can certainly be egregious, but I hate sore winners and sore losers above all other kinds of players.
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I'd really like to see a Medieval-themed chapter. Mainly because I want a spooky-castle map, but having some kind of undead knight (could even be Headless-Horseman-esque) as a killer might be fun too.
Otherwise I think some kind of puppet or marionette monster would be an interesting visual style to explore.
I guess I don't really care much in the ways of new powers, just future aesthetics that I'd like to see in the game.
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I'm torn. I don't specifically see Dead Hard as an unfair perk, but it feels frustrating to play against a survivor team when 3-4 of them have it (same feeling as with Borrowed Time, Unbreakable, or Sprint Burst). Killers with fatigue times or resource management are also more harshly punished by Dead Hard (such as Nurse, Legion, Deathslinger, and Trapper to name a few).
I do strongly agree that I dislike how easily DH can rectify survivor mistakes at many loops. I guess I'd really like to see DH return to its roots as a "dodge" perk and made less effective as a distance perk.
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@TapeKnot is correct. Especially considering that you don't earn Rift Fragments on a per-match basis like Bloodpoints.
If you really wanted to do something like this, you would need an offering that boosts XP earned per trial. It probably could be done, since XP is earned at a rate of roughly 1 XP per second. There are a few other problems with doing this though:
- XP is capped at a max of 600 per trial. This is probably why each Rift Fragment costs 800 XP instead (roughly 1.25 trials are needed to earn 1 Fragment or about 12 Trials per Rift Tier). You have to end a match very quickly to not max out and this cap alone is enough to make these offerings pointless, just like the in-trial BP bonuses offered by some perks (post-trial bonuses are the ones you want).
Therefore, let's presume that using an offering like this allows XP to exceed the cap by a certain % (based on offering rarity):
- Because XP also levels up the player account and eventually leads to Devotion Levels, this could mess up BHVR's in-game economy by making it easier to quickly grind a whole bunch of Iridescent Shards. Decreases incentive for players to spend actual money on certain characters/cosmetics if they can easily grind up the few thousand they need for what they want. Not that it's particularly hard to get Shards currently, but this would obviously make it even easier.
- Beyond earning Shards & Devotion, XP serves no functional purpose outside of working through the Rift. These offerings would risk being completely worthless to players who don't care about the Rift, finished the Rift early, or simply don't have a current Rift to work on. People are still complaining about how the new Blueprint Offerings are flooding their Bloodwebs with more "junk offerings" that they have to waste BP on, these probably would not be positively received by the community at large.
Really, what I think many of us would really like to see is a reduction in the XP needed to earn 1 Rift Fragment (preferably dropping it to 600 XP/Fragment or lower). Then 1 average-length match = 1 Rift Fragment (and ~9 matches would be enough to Tier up in the Rift with both daily role bonuses).
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Not really sure why they don't just restrict Hag from placing traps within activation distance of a hooked survivor (and have pre-placed ones in this vicinity auto-activate and disappear).
Just give her the same treatment as Pyramid Head's Rites of Judgement Trails or Demogorgon's Portals.
On a similar note, at some point they should probably also prevent Trapper/Freddy/Hag from placing traps right underneath Exit Gate switches.
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Which ones are you struggling with? Some of them are really tough, but a lot can be achieved through just playing a bunch of matches.
You can always ask the community for tips on how to accomplish some of them too. There's plenty of players who've finished all of the Tome Challenges thus far who can provide suggestions that might improve your chances of success.
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Keys were on the list for future reworks. It could be players preemptively trying to make the most of what keys they do have before this item class gets changed. It could also just be a bunch of people running the Broken Key (which looks exactly the same as the less-likable keys) for some aura reading benefits.
It's a bit more of a guess, but there were also the "Hatch an Escape" and "Plan B" challenges back in Tome II for escaping through the Hatch (the former requiring the use of a key). With the Hatch offerings now in play, some people may be choosing to reattempt these challenges while they are arguably at their easiest. Possibly the same story for the "Where Did They Go?" achievement.
Or it could be for some completely separate reason from any of these. I dunno, I just wish more people would understand how negatively the keys are viewed by the community and stop bringing them into trials so often (same could obviously be said for mori's too, but I haven't been seeing a lot of those lately). I really dislike seeing keys in the lobby as both killer and survivor.
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Is it? Seems more like the majority of players DC because they either got angry with an in-game situation (such as getting caught first, playing against a certain killer/survivor, or getting a certain map) or because they had game/internet issues (such as poor latency or a power outage).
You're already supposed to lose 2 pips when you DC, unless they changed something about that for some reason. I guess I'm not sure these days, I don't disconnect very often nor do I really care about pips/rank anymore.
Of course remember that some players may consider exploiting such a simple and quick de-pip system in order to de-rank to play against less experienced players (likely with the intent to bully them).
I don't think expanding upon anything like this will be necessary or healthy for the game. Instead it would be far better if the timed matchmaking ban penalties were brought back, preferably in a way where they cannot be unfairly given to other players who did not DC from a match.
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You're doing better than I was when I finished the Tome. I was only in the low-mid 50's when I knocked the last challenge out. Through a bit of excessive grinding (mostly used productively to work on my Huntress/Wraith skills) I've made it up to Tier 69 (...), but I'm pretty glad to be near the end of this Rift journey.
Do remember that Battlepass-Style events are not really about making money, they are actually for boosting player counts through all the people grinding the game during these times. The fact that these systems can make a little money on the side is more of a nice bonus for their team rather than the primary goal.
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@Moundshroud said:
Well, the easiest way is to play a Survivor with the Perk: Plunderer's Instinct and unlock it for all your Survivors (or just buy it on the Shrine when it becomes available). Right now my Strode has six Rainbow Maps, five Red Keys, 8 Purple Keys, Ranger Med Kits, etc. You just grab things out of the chests and with this Perk you have a high chance of pulling a Rare item (sometimes with a cool add-on or two as well). Just survive the match and carry the stuff out. That is how my Strode banked this stuff up.
The other way is to just play a lot and earn them when they come in in the Web. It is called a grind for a reason. If you want to build up a lot of them on one Survivor you just keep spending any BP you earn on THAT Survivor. If you spread the BP around, getting Rare items built up on any individual takes a LOT longer. *One more method, if you play with friends (SWF) and they have extra junk they are willing to give you, they can set it down in the game and you can pick it up. Get out alive and you add it to the pile.
Good news! Plunderer's Instinct is a Universal Perk, so it is already available (Bloodweb RNG willing) to all survivors right off the bat!
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@Golden_spider said:
Time to have Quentin as your spirit animal and become a item goblin.
• Built To Last
• Plunder's Instinct
• Streetwise
• [Free Slot, any Perk you want]
Optional:
• Tarnished Coin/Shiny Coin
ETC:
• Any Survivor
• You're allowed to bring an item in with you
• Basement Chest Defender Bubba is the bane of your existence sadly
If you're truly going to be an Item Goblin (which is my new favorite build description btw), then you may as well bring Pharmacy as the 4th perk to save yourself that sweet sweet chest-opening time.
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Scott Jund is a former Oni main and has a pretty solid guide to playing him on YouTube.
https://www.youtube.com/watch?v=KfvciT6nnB8My recommended Oni build would be:
- Scalped Topknot and a Duration-Boosting add-on (Topknot is Oni's BEST add-on).
- Infectious Fright + Corrupt Intervention + A Detection Perk (BBQ / Discordance / Whispers) + Monitor & Abuse (or an additional stall perk like Ruin or Pop).
*Infectious Fright is basically Oni's favorite perk and is a big enabler for his terrifying snowball potential. It's probably something every Oni wants in their build.
**Corrupt Intervention helps Oni during his low-pressure early game while he's still gathering his power.
Much like Myers, you want to build up your power ASAP. You may want to injure a survivor and then allow them to loop you for a lengthy period of time to charge Blood Fury with the orbs they drop. If you find several survivors early-on, injure one and ditch them to chase someone else who's healthy. Don't be afraid to use your power to down injured survivors if it could prevent them from getting to good loops (or could force them away from a good loop). And try to remember where injured survivors may have worked on gens or cleansed totems; they'll often have left a ton of blood orbs for you to absorb.
For Spirit, OhTofu and Otzdarva have some good videos all about her (also on YouTube).
https://www.youtube.com/watch?v=vWYxqOptElwI don't play her as much as other killers, so I don't have any well-known-to-be-great builds to share, but I can say this much:
- Spirit's big thing is tracking by sound. Stridor is your best friend for counteracting Iron Will (Spirit's biggest weakness). A good set of headphones also go a long way when playing her.
- Most of Spirit's add-ons are pretty strong, but the recharge-boosting ones can allow her to use her power more frequently for both chasing and map mobility.
- Spirit is the queen of mindgames. I dislike when I see it happen, but you can sometimes stand still near a pallet or window to make a survivor think you're phasewalking. If they try to be sneaky and slow-vault back towards you, you can then immediately hit or grab them.
Just get really good at tracking by sound and you shouldn't have too much trouble with Spirit.
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Ghost Face always seems to be on the cusp of being a fun killer to play and play against. But then his Shroud/Reveal mechanics randomly go around slapping everyone (sometimes including the killer player) in the face with how inconsistent they are. I want to like him, but I really don't.
I usually have Spine Chill included on all my survivors just in case I come across a Ghost Face (well, and Spirit/Freddy to a lesser extent).
Personally, I'm also kind of disappointed with how his power works in general. I don't find the Marking mechanic all that unique or fun; it just feels like I'm playing a mixture of discount Myers and discount Wraith (albeit arguably stronger than either of them due to having an insta-down and crouching with no Evil Within I or Uncloaking).
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As someone who enjoys playing Wraith and all the various builds that can work on him, these changes to improve his basekit would be welcome. Especially increasing his movement speed while cloaked.
I don't really think his time-to-cloak should be made slower; I would rather see the Blink add-ons reworked to have a different effect. Maybe they could reduce the visibility of Wraith's silhouette while he's cloaked and moving instead?
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@Cutiaddu said:
I have another question, if legion is consired one of the weakest killer, why lots of people complain?
A weak killer is not necessarily automatically fun by being "easier" to play against. If their power is boring or boring to deal with, then they will come off as a boring killer to a lot of players from both sides.
Just like how strong killers aren't inherently un-fun unless their power feels non-interactive or could be used in ways perceived as 'cheap'.
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It's a neat idea, but I feel like this whole situation could be improved by just enhancing the Stillness Crows. Normally a crow is added at the 60/75/90 second marks when a survivor is mostly inactive with the 3rd crow creating a map-wide noise indicator. Remember that survivor's have perks that prevent aura reading, but they have no perks that counteract loud noise indicators from Stillness Crows.
Just have these crows affect survivors when their team hasn't interacted with anything for over 90 seconds. As in, no gens touched, no chests opened, no totems cleansed, no heals completed, etc. The team would need to complete a certain amount of progress (based on charges) to remove or prevent the crows within this time frame. These crows would effect survivors as a team, not as individuals (meaning 3 survivors could hide while a 4th worked, but once that 4th is hooked and/or sacrificed, their teammates would be revealed by this timer if they continued to hide).
No more matches where survivor teams attempt to take a match hostage by hiding for minutes on end, plus they could no longer wholly cancel out Corrupt Intervention by waiting through its full duration (unless they interacted with other objects during that time).
Exceptions to this system that would deactivate these crows are when a single survivor remains in the trial (or if the penultimate survivor is slugged/hooked) and when the End Game Collapse has started.
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All the perks that exclusively help/buff/benefit others while not affecting you (or which negatively affect you):
- Leader
- Saboteur
- Borrowed Time
- We're Gonna Live Forever
- Autodidact
- Babysitter
- Breakout
- For the People
All the perks that help/buff/benefit others but also benefit you:
- Kindred
- No One Left Behind
- We'll Make It
- Prove Thyself (Buddy up for faster gens. Faster gens can benefit your team).
- Botany Knowledge
- Streetwise
- Open Handed
- Up the Ante
- Wake Up!
- Vigil
- Aftercare
- Solidarity
- Buckle Up (Down here instead of above due to its shared aura-reading)
- Mettle of Man (Just because you need protection stacks to activate it)
- Better Together (Similar reason to Buckle Up: the user can get bonus aura reading)
- Any Means Necessary (Go green! Recycle your Pallets!)
- Blood Pact
- Desperate Measures
Mix and match from these lists I guess?
There are other perks that could be used for selfless shenanigans, like Small Game and Empathy, but you could just as easily run these in a very selfish fashion, so I left them out.
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@DanielPaint said:
https://forum.deadbydaylight.com/en/discussion/comment/1659797#Comment_1659797
This has nothing to to do with these Points... It's simple things that could be fixed but no.
The simple things often aren't as simple as you think, especially when their team is likely working on other larger projects in the background (such as improving the MMR system and making further graphical updates/redesigns).
DbD still gets loads of active support for a game that is now over 4 years old. And it doesn't look like there are any plans for that support to end anytime soon. Not a lot of games get this kind of continual caretaking. For example: one of DbD's current peers and competitors, RE: Resistance, may have just received its "final update" and it's only been around for about 7 months now (granted, it's not a standalone game like DbD, but that's still a rather short lifespan for a multiplayer-only game).
I can understand the frustration with the game still having lots of problems which will need to be solved, but complaining about these issues in such a broad and vague sense won't highlight what you most want the Devs to be working on. It'd be much better, especially for discussion, if you brought up some of the things you don't currently like within DbD and also suggested ideas on how you think they could be improved.
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The description for Devout isn't wholly accurate.
For Iridescent Devout, you need to earn 10 points (or 100, or whatever amount of zeros you want to use per score event).
You earn these points by:
- Sacrificing or killing (mori) a survivor grants you 2 points per survivor for a max of 8 (you MUST 4k for Iri Devout).
- Hooking all 4 survivors at least once grants you 1 point.
- Performing 9 or more successful hook actions grants you 1 point.
*"Hook Actions" are the physical process of putting a survivor onto a hook. If a survivor's sacrifice stage advances while they are still hooked, you will NOT get credit for an additional hook action. Pyramid Head's Cages may also not count as hook actions (not sure, just haven't gotten around to testing this).
You must fulfill all three of the above criteria in one trial to earn an Iridescent Devout Emblem. Unfortunately, it's super easy for one survivor to DC/Escape/Self-Sacrifice and botch your emblem.
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Hmm, so where does Felix fit in to this?
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I put Demogorgon, but I've seen a lot of good points for other killers too. I don't think DG needs an actual rework though, just some buffs. Same situation with Pig, Trapper, and Wraith; in my opinion they don't need reworks, just buffs and QoL improvements to their existing abilities.
The only killers who I feel are truly deserving of total overhauls to what they do are Clown (who may be in the re-workshop already), Plague, and Legion. Well, and Freddy too for different reasons (I put Fredster down for "too oppressive" instead, but he's just as boring as these other 3).
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I'd say the best way by far would be to gather enough bodies to fill a private match, and then just enjoy the game in its simplest form and rotate everyone between roles.
By far, I think KYF is the best way to play DbD. There's no concerns about rank or BP and no risk of running into some of the more... nefarious individuals you sometimes find in public matches. It's just the pure gameplay of DbD shared with others.
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Allowing her to move faster while still having access to a ranged attack that can very easily hit survivors stuck in animations would be too strong in my opinion.
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My alternate proposal for this idea would be that Huntress could be limited to 110% any time that she has Hatchets available. When her ammo count reaches 0, she would speed up to 115% speed for 30 seconds.
She can gain increased mobility, but at the cost of no longer having her powerful ranged attack. The speed burst could be used to try and quickly finish a chase or rush over to a locker for a reload. The limited duration of this boost would ideally encourage Huntress to continue reloading and using her power, rather than abandoning it just to be a faster M1 killer.
The Hatchet Belt add-ons give her more ammo, but reduce how often she might access this speed burst, giving a natural tradeoff to using them (and also making the Deerskin Gloves a more valuable alternative).
*This idea is presuming that Iridescent Head will be reworked; ideally in a way that removes its need for an ammo restriction.
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This is by no means the worst "Battlepass" system I've seen, though it's certainly not the best either.
I mainly just wish that the grind itself felt more rewarding. There are plenty of cosmetics that I'd love to unlock spread throughout the Rift, but it always feels like I have to slog through several undesirable charms to reach them. There's little more disappointing than climbing up a tier just to get an uglier Iridescent version of a charm I unlocked on the first page.
I'd rather remove these clutter-charms entirely and just have a shorter Rift or push the charms into the Free Rift and replace them with something of higher value on the premium track (like more cosmetics, Iridescent Shards, or even bundles of Rift Fragments to speed up Premium Rift progression).
We'll see if there's anything that I really want in Rift 5, otherwise I'm planning to just do the relevant Tome for the BP and lore and skip out on the Rift.
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I never feel like trying on the Swamp maps with any killer, really. Or any survivor...
But I just despise Backwater Swamp in general. It still reminds me of the time where the game's matchmaker decided I was only going to play Pale Rose for around 12 trials in a row. I was beginning to feel like Shrek towards the end; just wanted to "get out of me swamp".
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Freddy is the strongest by power (and probably the only licensed killer to generally be regarded as "top tier" by the community). He's kind of basic though and I think he gets boring pretty quickly (though Dream Pallets are pretty fun).
Perks-wise, Leatherface and Myers give you some fun stuff to work with such as BBQ & Chili, Franklin's Demise, Save the Best for Last, and Play With Your Food. Ghost Face also offers Thrilling Tremors and I'm All Ears which are quite good in some builds too, though I myself don't really use either perk all that often (I'm All Ears is great on Pyramid Head).
Unfortunately, Demogorgon, Pig, and Myers all have some issues with their abilities that make them a little more challenging to play than a lot of your other killer options, but they do have their fans who'll tell you all about how fun they are.
Personally, I've had the best run with Bubba. I had fun playing him a lot before his rework, and I still find him fun afterwards (well, he DID get buffed after all). Plus a lot of survivors still expect for Bubba to play in the most braindead fashions imaginable and are sometimes prone to underestimating him and making excessively bold plays (which can lead to spectacular comebacks in rough matches).
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Pretty neat and complete list of ideas. I do have thoughts on a few though:
- Adrenaline: Should probably no longer wake you up if asleep. This only counters one killer and is something that the Devs have been straying away from. Similarly, Lucky Break, Off the Record, and Vigil should not specifically counter killer powers (Calm Spirit gets a pass because it only removes Doc's tracking-through-screaming, not Madness III, Tier-up aura reading, or shock-blocking vaults/pallets).
- Autodidact really should also increase healing skillcheck chances (probably by 10-20%). The difficulty in actually getting all of these skillchecks to occur is why the perk is currently bad.
- Balanced Landing was left out by accident and probably needs a small buff (it's arguably the worst Exhaustion perk right now). I'd say it should passively reduce falling/landing noise by 50%, even when Exhausted, in addition to everything it already does.
- Borrowed Time: Just make it take effect when the killer is within 20-24m of the hooked survivor. The terror radius stipulation lets stealthy killers avoid the perk while some killers (like Doc and Legion) get punished even more harshly by it and is the problem with this perk.
- Buckle Up: I like your suggestion, but I'd add that Buckle Up should situationally give its aura-reading ability to the entire team when YOU are downed (in a similar fashion to Kindred, but with slugs). Should be the direct counter to Knockout (not that most people use that perk).
- Off the Record: Should not hide pools/trails of blood and is arguably fine as it is. This leaves room for OTR to have synergy with Lucky Break instead of being almost entirely better than it.
- Solidarity: All survivors involved in heals should gain equivalent BP for the interaction (since simultaneously healing them and yourself denies them the heal-points). This perk could be the embodiment of "sharing is caring".
- Tenacity: Dying State noises should not be reduced by anything in DbD. This is just begging for something else to go wrong and create even more silent slugs. IMO, Tenacity is fine as it is. The only buff I would give to it would be to allow the survivor to recover from the "being downed" animation faster (allowing them to start crawling sooner).
Still, it's a well thought-out set of suggestions that would probably make a lot of these perks better (or step back a few of the ones that got nerfs here). Will definitely be interesting to see how you adjust the killer perks if you choose to tackle those.
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I always liked to described this BP split as:
- Killers are competing with the Survivor Team for BP
- Survivors compete with the Killer AND each other for BP
Three of killer's four BP categories are effectively infinite resources in any trial. Sacrifice is the only one limited by the amount of times a survivor can be hooked.
Only two survivor categories are unlimited in this way: Boldness and Altruism. Objective is limited by the amount of Gens/Gates/Chests that can be interacted with in a map, while Survival is almost entirely contingent on actually escaping (it is THE hardest BP category to max out in DbD).
Plus, whereas killer can effectively earn towards all four categories at the same time (especially since they all tie-in to their goal, as you said), survivors are basically stuck doing one thing or another at any given point (there are some exceptions, like doing interactions near the killer or in the basement, but the Boldness BP gained from those is pretty low). You can get Brutality and Deviousness points simultaneously, but you cannot do the same with Objective and Altruism.
They could probably improve survivor BP gain by upping the BP reward from all survivor actions by about 25-50%. Then I'd say that the Survival category should be replaced with something else (maybe like an "Interference" category) and instead be some sort of post-trial reward for successfully escaping.
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@zoozoom6 said:
rancor is dependent on the final gen noed is dependent on the exit gates
Yes, but I think the point of this post is that both perks SHOULD be given the same activation requirement instead.
Personally, I'd say both should be tied to the survivors finishing all 5 generators and not to the Exit Gates being powered (since closing hatch also powers them them). This would certainly do Rancor no favors, but it would also prevent NOED from activating in those matches where the final survivor was already almost completely screwed.
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I don't think they are being utilized in an effective or interesting way in their current state. Feels like an excuse to allow certain strong windows to remain available just because killer can (sometimes) shorten the relevant loop by breaking the wall.
It just feels like these walls were intended to be a new mechanic on par with the introduction of Obsessions and Totems/Hexes (hence why they keep gradually getting added to everything). Instead they wound up being nothing more than non-vaultable pre-dropped pallets.
One suggestion I've seen was that these should not be initially present and instead be something that survivors could periodically build in a trial to strengthen loops and/or hamper the killer.
Alternatively, I think they could be adjusted to ONLY create new routes for the killer (the Entity would block survivors from passing through the opened doorway). Breaking them would give killer additional pathways through tiles/structures without providing much benefit to survivors.
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I did Demogorgon and Freddy, respectively.
DG is pretty fun for both sides, but I feel it's let down by wimpy personal perks, mostly ineffective add-ons, and a tendency to give WAY too much information to the survivors through audio (though I almost wonder if making his sounds global in more of a Bone Clapper-style "maybe I'm right behind you" sense could improve this in a fun way). Plus its primary power, the portals, are incredibly slow to set up and make use of. These are probably the weakest form of "trap" in DbD.
Freddy isn't as "will they won't they" with his power as Spirit and Deathslinger (though he CAN do this a little bit with Dream Projection), but he is incredibly dull to play against. Doesn't help that most of the popular Freddy builds are geared towards drawing out every match for as long as possible. I guess I don't specifically perceive him as OP (despite him having a ridiculous amount of utility through his abilities), but his power(s) aren't really entertaining to play around or interact with.
I'd bet Spirit will be the most popular pick for "too oppressive" right now, but I think she would be a relatively easy killer to "fix" by just improving the information she provides when using her power (just remove her Husk and maybe add a glass-shattering cue). I don't think she needs a big rework or any major nerfs; it just needs to be far more obvious when she's phasewalking and vaulting windows (because why she also gets this specific and weird advantage is beyond me).
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I'd love to see them change the map-creation RNG to instead select one of a few "seeds" for each map instead. And maybe just remove some of the "everyone loses" maps like Midwich, Shelter Woods, and Rotten Fields from the public map pool (they can stay in Custom Games).
I play on console, so better optimization would always be lovely of course. Hopefully we'll see significant improvements on next-gen hardware (or Cross Progression for Xbox and PS if we're lucky).
Oh, and it'd be great for that doggone memory leak to finally be sorted out. It makes playing DbD an absolute misery if I forget to reboot the game every few matches.
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I'd maybe add back in its other two caveats:
- You suffer from the Broken status effect while No Mither is active
- While No Mither is active, you can fully recovery from the dying state into the injured state
Otherwise this sounds like a pretty good suggestion for improving this "handicap" perk to be less of a joke.
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Still holding out for three other video game horror tie-ins in particular:
- Outlast: Chris Walker and Miles Upshur
- The Evil Within: The Keeper ("Boxhead") and Joseph Oda
- Resident Evil: Mr X or Nemesis and Jill Valentine or Claire Redfield
As far as the movie tie-ins:
- Alien is top of my list (the original Xenomorph plus Ellen or Amanda Ripley)
- F13 is a no-brainer if it ever truly escapes from the legal maelstrom it's been in (Jason Voorhees and Tommy Jarvis)
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I'm torn with what to say.
On the one hand, I really dislike playing against killers like Clown, Plague, and Freddy just because I think they generally create really boring gameplay situations.
On the other, there are killers that I think are right on the cusp of being really fun to play against, but which have (sometimes) abusable gimmicks in their powers that often wind up creating aggravation instead of entertainment. Such as:
- Spirit's "Guess Who: Xtreme Try Not to Breathe Edition"
- Deathslinger's "Fake it til' you make it or they take it [the Spear]"
- Ghost Face's "My Reveal mechanic is consistently inconsistent"
Not sure which group of characters bothers me more, so I'll just casually leave 'em all here.
