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Adeloo

Adeloo

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Adeloo
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  • Lithe. It the only one that you can fully control without changing your gameplay or having to be in a certain situation while :

    SB = force you to walk

    DH = force you to be injured

    HO = force you to wait in a locker and equip Q&Q to work

    BL = force you to bring an offering to be sure to have hills or high ground

  • @chase131119 said:

    Everyone literally calls the DS and Unbreakable the "small pp build", I don't know where you have been.

    for SFW members i would accept it but for solo it's sometimes your best move ^^ (doesn't mean i run it, i rather run Windows of Opportunity and Spinechill)

  • Indeed it's much better ^^ i think the issue for the previous one was that it went more and more invisible the more and more walls are between you and the aura.

    I remember being able to see an aura when in the middle of nothing and if a tree "blocked" it, it would just disappear (kinda like when using Bond and people are in you POV you don't see their auras.

  • I don't see how it would be unfair since the killer can also interact with it and open it ^^

  • Goes to show that in both sides there aren't only monsters !

  • There is so few people using maps. Why not take the risk ? also not all maps are equipped to see traps.

  • And where is the fun ? It's like if you would read online the ending of each movie you are about to see...

  • I won't follow this guide because i love Lore too much but this is very well explained ! Congratulations and thank you !

  • @JustZed32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510256#Comment_1510256

    https://us.v-cdn.net/6030815/uploads/5X4H2IZANTDD/img-20200804-224349.jpg

    I'll prefer not playing too weeks then playing and getting bullied by guys who have 1k+ hours and me who has like 20 or 30, not much more

    The new system have been here in the background for a little time, that just means that older players have their MMR calculated or next to be calculated while new players are yet to get it since they didn't play enough game for the system to give them a MMR.

    So if you feel like you are getting "screwed" by the system, just play a little more and get your base MMR, it should fix it for you.

    Also ranks doesn't mean skill but time spent on the game this month.

    And hours can be tricky to use for comparaison as time in lobby, store, archives etc are counted in the hours played and that some people actually main a side meaning that a 2K hours player who mains survivor can go and play killer as rank 20 and still have 2K hours in the game ^^

    Hours doesn't mean skill either, but means knowledge about the game mechanics. I'm have over 1.2K hours and i'm still an average survivor and killer ;)

  • @Mandy said:

    We are not explaining how the MMR is calculated - it's pretty normal to keep those conditions under wraps to prevent any exploiting of the system.

    And no, this is not a strawman, the MMR system is a very real thing that's been in development for quite some time. However, it is going to take some time to accurately start to matchmake whilst everyone's MMR score is fully calculated.

    Oh sorry didn't see your answer ^^ Thank you for it Mandy <3 I guess it has to stay secret then ;)

    See you in the the Fog ! <3

  • @Han said:

    They won't tell us, because the new MMR is just a straw man, to make us stop complaining about bad matchmaking.

    i don't think it's bad, i played two matches (1 on each side) and even tho the survivor one was against a rank 16 Clown, we all died and had a tought fair match, while as killer i killed them all but they still managed to get to 1 gen left and were 2 purple, 1 red and one brown (i'm green) so when you look at it it's a balanced matchmaking.

  • @[Deleted User] said:

    Perhaps the Bug Reporting sub-forum would be a better place for these (in individual posts each)?

    Well i don't think so as it's a feeback on the patch notes ^^

  • I don't use any flashlight usually and yesterday for the survivor challenge i manage to get all the blind on the killer without any trouble.

    So where is the problem ? What changed ? ^^

  • I mean it's not a master challenge, so it can be done in multiple games ^^ If it as doing it in a single trial then yeah it would be hard.

  • did for me last tome and did for me this tome ;)

  • It's a bug that was there last tome. Just restart the game and it's good ^^

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457636#Comment_1457636

    I never knew we'll make it was considered toxic until now.

    well me neither but OP seems to consider it ^^

  • So i learned that now We'll Make It is considered toxic.

    Having comm is really strong and never should be implemented ingame.

    Yesterday i played with a friend and even as 2 people, that usually only play solo or a lot of killer games, that it's already really strong. Like you don't need certain perk such as Bond or Empathy, you can tell if you are getting chased or if the killer is going torward your friend. So i don't even imagine what it's like to play as 4 and having the position of the killer at all time.

  • @Peanits said:

    https://us.v-cdn.net/6030815/uploads/281/GHCD1URVAQ84.png

    Oops, I dropped my mid-chapter screenshot. Well shucks, so much for revealing it next week. Guess we'll have to reveal some other changes instead.

    Hell yeah !

    Now we need the same treatment for the main building window on Rancid Abattoir and Groaning Storehouse :please:

  • alright so here is my opinion as someone who play both sides equally.

    The Iridescent Head is probably the best ultra rare killer addon. And as a old character i guess it's time for it to be balanced like the newest ones.

    For example Clown requires you to directly hit the survivor with the bottle to give them the exposed effect.

    Deathslinger requires you to shot from at least 15m out of 18m range to get the exposed effect.

    -----

    I think a good way to balance the Iridescent Head would be :

    • Start with 3 hatchets instead of 1
    • Numbers of hatchets cannot be increased
    • A shot from less than a 24m is one health state
    • A shot from at least 24m is two health state

    That way it rewards players who learned how to play her as they will most liekly hit most of their shots from any distance. But also rewards good shots done by new players.

  • It came with the coolest character designs aswell as the best looking map.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1170588#Comment_1170588

    No I am not here to watch every single video that got posted here honestly.

    and not here to watch the full video that you asked for ?

  • @BenZ0 said:

    This footage is by far not enough, dont really know if the huntress ######### up, or if the survivors where good or anything else. There are many more factors then just genspeed or pressure that influense into the game lenght.

    this is why i linked the video but apparently it's hard to read previous comment ^^

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1170482#Comment_1170482

    Though I don't care either way, the intent of BP is to entice more people to stay home so that the curve can be flatten.

    People who are home are already home because of the virus. If people are more enticed to stay home with virtual rewards then their moral values then we can't do anything for them XD

  • Strong player using strong addon like Iridescent Head is never beatable, same for infinite Freddy.

  • I mean who wouldn't love more BP ? But asking it because you are already home to prevent the virus to spread out is like asking a candy because you waited for the green light before crossing the street.

  • @White_Owl said:

    A generator takes 1 minute and 20 seconds to be repaired. If you let 3 survivors repair 3 gens undirstubed it's natural this happens.

    Well you can't pressure gens when chasing a survivor. So being it natural is the problem. As survivor when i see gen pop super fast i'm just so ashamed, as killer i'm frustrated.

    Here is the full game : https://www.youtube.com/watch?v=hgRwHwnoXmw

  • So you want to give survivors more way to escape you ?

    or maybe by "breaking windows" you meant block windows ?

  • 1. Smelliet = leaving it blank coz i don't know what it means

    2. Smartest = Claudette/Doctor

    3. Uneducated .../Hillbilly

    4. Strongest David King/Oni

    5. Depressed Quentin/Clown

    6. Flirtatious Kate/Huntress

    7. Cowardly Dwight/Freddy

    8. Ticklish Nancy/Wraith

    9. Two-faced .../Plague

    10. Temperamental Nea/Pig

    11. Dull Jake/Myers

    12. Excitable Steve/Legion

    13. Unintimidating Jane/Hag

    14. Arrogant Meg/Ghostface

    15. Threatening Jeff/Demogorgon

    16. Brave David Tapp/Spirit

    17. Perverted .../Trapper

    18. Geeky Feng/Deathslinger

    19. Underpowered Quentin/Plague

    20. Humorous Ace/...

    --------------------

  • I completely agree, something needs to be done about the key's visibility. @not_Queen @PatBrutal @Peanits

    Here is an example : One of the Claudette is holding a key, tell me which one.

    The least that could be done, is make them silver instead of black, so at least we could see some silver shine near the hands of the survivors.

    20200308162745_1.jpg


  • Is it the addon that make you go normal speed after one precise blink hit ? If so i'm sad coz i'm cureenlty learning to play Nurse without addon and i wanted to use it when i'm comfortable with her :(

  • If people mastered her before the rework they are still doing great and she is still the best killer in the game in their hands.

    If people didn't mastered her before, she is terrible.

    I'm in the second category and without addons before i could have 2-3 kills, now it's rare that i even get 1. A survivor running straight can outrun you while you wait for your two blinks to come back. And sometimes even if you blink right in their back and lunge, the hit doesn't register and you get fatigue...

  • It's kinda weird that half of the community is missing them and half have them twice, like i do.

  • i think it's a pretty balanced map. I'm always happy to play on it whenever what side i'm playing.

  • Legion because they are around my age.

    As for choosing which one, i choose not to choose and marry all of them <3

  • I mean i don't even know what Ranch is XD

  • @Cable2486 said:

    Yeeaaaahhh..... No. Not only are the percentages too high for most of them, but most of these would make going against a SWF team an absolute nightmare. Solo play would benefit from some of them, but No Mither should have a buff in bold points, but to reduce noise that much would take the risk away from it, which would in tern make using a buffer perk like Calm Spirit or Iron Will useless, and even more situational then they are. Deja Vu absolutely doesn't need to reveal in progress gens, as that would only serve to increase gen rushing problems, and the changes on you made to Lightweight and Technician don't follow the theme of the perk, or make any realistic sense.

    https://forum.deadbydaylight.com/en/discussion/comment/1142787#Comment_1142787

    There is nothing 'reasonable' about those percentages. QOL changes don't massively slant odds in one sides favor like these would.

    The thing is i purposely buffed them to make them feel more appealing to use and break the meta.

    No Mither is still a one hit down and with Thanatophobia being back in the meta it's a good thing to buff it a little.

    As for Déjà Vu, it would mostly help to visualize if the others survivors are 3genning the team and where you could get healed if you are injured and don't use any heal perk or Bond.

    @Maelstrom10 said:

    @Peanits @not_Queen Please take these to the team

    Honestly these are all incredibly good, reasonable and healthy changes. A lot of them also mirror personal changes i'd make to the perks. Bravo

    Really hope even a few of these are implemented.

    Only perk change i disagree with is Prove thyself. - I'd rather it keep the current penalty reduction, possibly buff it even to completely remove the penalty for survivors using it, However it would shrink skillchecks by 20% per survivor on gen (ie 40% with two, 60% with 3 and 80% with 4 survivors on it) and remove the Great skillcheck. This requires people to get really really good at skill checks if they want to pair up on gens with the perk, and grants them no additional great skillchecks whilst on a gen with another person. (keep in mind unnerving presence is 60% and im proposing 80% max with 4 people on a gen, which if the killer runs unerving on top of that, would make all skillchecks have the area of a great skillcheck basically)

    Thank you <3

    The thing with Prove Thyself is it was good before the Ruin change but is now a way for SWF to abuse the fact that after the Ruin change, the generators are getting powered faster. I used it before for the BP and stopped running it as i know how it feels to see 3 gens pop before your first hook as killer. I actually witnessed a bug a lot lately that when 4 survivors are working on a gen and pop it too fast, the remaining number of gens to work on still says 5 until a second generator is completed. It shows that even the game can't register that gen being completed as it was too fast.

    I like this idea of removing the great skillchecks when using it !

  • @Peasant said:

    I'll be honest most of these look like fairly reasonable quality of life changes. The only one I have any issue with is Adrenaline but I can see why you suggested that change.

    Thank you ! Yeah Adrenaline is a tricky one as it requires a lot of work from the survivor to be there until all generators are completed, but it also combine the power of Sprint Burst and Syringe. Alone it's a good perk but combined with other "meta" perks it's become problematic.

    From my perspective, getting hooked when the generators are completed then get healed by Adrenaline is actually rewarding the survivor for being caugh. I thought about making it not activable until the survivor is out of chase but then it would be unfair for the survivor as he/she is still not down, meaning he/she didn't failed.

    @mj2303 said:

    yeah I also agree some of them look like good changes and definitely an improvement, some perks could do with a full rework though rather than just being buffed. However I would probably stray away from different levels of perks changing multiple values of the perks abilities as it just makes them overly complicated.

    Killer perks id say also need a good overhaul with some being reworked/boosted and some being slightly nerfed

    Yeah some perks are really complicated that is for sure.

  • @Mikeasaurus said:

    It's hit 2 survivors and reveals Gens that have a GOOD or GREAT skillcheck just completed highlight in yellow for X time. Not infinite, and defintly not OP

    but now that Ruin is gone good or Great SC is the same.

    It's also two perks combine in one like Off the Record or Adrenaline.

    One perk that combine two perks should be equally powerful to the combo of the two perks, not stronger.

  • @Polychrome_Baku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140121#Comment_1140121

    Ugh, some of you are irritating. Surveillance and Ruin are passive and work based on survivors LEAVING their gen. Gear Head requires you to land two hits and gives you generator info (since everyone wants killers to jUsT pReSsUrE dA gEnS) in order to apply gen pressure. I'm sick of people calling anything OP when it helps a killer do their job. It is an active perk that rewards applying pressure to survivors in chases with information on the survivors you aren't currently dealing with.

    Good god this community is sad. What would you want, a cooldown? For it to only be 10 seconds? How about if it only activated when a survivor was sacrificed? Would that make you happy? Or do you just prefer it when killers have to devote two freaking perk slots (one of which being a hex) just for gen information?

    some of who ? I mean i'm a person not a group. Getting two hits isn't hard at all to get vision on all gens being worked on. That allows you to slug and go pressure the gens.

    I'm not saying that it's OP because the killer is doing his job, i'm saying it's OP to get such a high reward of vision for such a low effort, kinda like Decisive Strike give a high reward (second chance) for a low effort (hitting a skill check) or Adrenaline give a high reward (healing+SB) for a low effort (staying alive) or the upcoming Saboteur give a high reward (save teammated) for a low effort (sabotage a hook for 2,5 seconds).

    The sad thing here is actually your reaction and the fact that you are clearly have the mindset of THEM vs US. You assume everything by yourself, talking like i did say such things. I just think that 2 hits is pretty easy to get and it should be maybe 3 like Mettle of Man ? So it actually require a minimum of work to be good ? So you just don't have to down a survivor to get the information but to down one and hit once an other ?

    I play both sides equally and as a solo survivor i know that the power side is SWF ~> +1K hours solo survivor ~> Killer

    But even in the current state of the game, i don't think the perk should be that powerful for such a low effort. While i think that Off the Record will need a nerf as it also combine two perks for such a low effort of being unhooked.

  • @KingOfBadRNG said:

    It hitting any survivor twice.

    Ok then it's definitly OP. High mobility killers will no longer need Surveillance + Ruin, just this perk...

  • i mean we can't say anything if we can't see which addons and perks you brought.

  • Had a similar situation on Ormont as Spirit last week.

    Killed two of the survivors so fast there was only 1 gen done.

    the thing is after 15 minutes roaming the map with Whispers, i started recording.

    After 5 minutes on recording, i finally find one of them, crouching around.

    The last two were SWF and they spend the entire time crouching, not even trying to work on a gen, for 20 minutes.

    When i found them and killed them both, i just send a ticket to support as being held hostage by survivors. They ar elooking into it.

  • i like to play some killers more than others.

    But as i'm doing random builds on survivor for weeks now, i started doing the same on killers :3

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135103#Comment_1135103

    It's not. It's a sound bug and it's been in the game for who knows how long now. Sounds have been "questionable" for nearly a year now, and they're getting worse. Babysitter only removes scratch marks for a few seconds when you get rescued from a hook. Off The Record is a new Zarina perk that'll give you 60s of iron will and distortion when you've been rescued from the hook though.

    ...btw if you're a bait/troll account then I applaud you because this is twice that you've posted some suspicious comments and I'm starting to have my doubts...

    oh yeah i mistook Babysitter with the upcoming perk XD sorry ^^

    as for being a troll/bait account, i'm not, i'm a fanart artist of this community. as for troll posts i don't actually see which one are those.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135080#Comment_1135080

    Some survivors are getting a bug where after being unhooked they aren't making any grunts of pain. It's happened to me a few times when I'm not using Iron Will. So in those matches I essentially had 5 perks.

    This is a perk from Steve i think it's Babysitter.

  • what is wrong with the font of your game ? it's super big and not the same as usual XD

  • @not_Queen But aren't you afraid to release both the challenges and the DLC the same week might create some issues ? Like a really long queue killer time or people DCing because they are not versing the new killer ?

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