Advorsus
Advorsus
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Legion definitely isn't the weakest, and a lot of people do enjoy the fast hitting playstyle including myself.
Although they are stronger after their buffs, and definitely playable and you can do well on them, they're still not great. Which I knew once the news of what their changes were gonna be, that they weren't going to go much higher in strength.
Definitely not F or D tier anymore, kinda middle of C now. But not strong enough to be in the same B tier as someone like Demogorgon, doctor, or pyramidhead. They just need a little something else to boost them a little higher
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I am also for any perk changes that promotes and rewards not camping. Would be happy with this change
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Right now if you have all teachables on all killers unlocked, from level 50, it would take 6.5-7 million bp per killer to unlock all perks on a single killer. For 28 killers that's 196 million bp needed. Even if you averaged 100k bp a match on all of your matches, it'd take almost 2000 matches to get that. This isn't including survivors which there is more of.
With the new change there is still a massive grind for new players. It's about 1.5-2 million for 0-50. So that x3, which is about 4.5-6 million. So we'll say an even 5 million bp per character. So from 196 million to about 140 million. That's definitely not 75% reduction for new players lol.
In fact it's not for existing players either. Because right now if a new killer dropped tomorrow, you'd need about 50,000 per bloodweb, and since the web only allows you to get two perks and 1 tier at a time, you'd need about 5-6 webs to get all 3 to tier 3 on one person. So about 250k bp, on each killer. 28 killers that's 7 million bp when a new killer drops.
With the new system you only have to P3 that character, which using the numbers above means about 5 million bp. It's definitely a reduction there, but it's not even half.
However, they removed our ability to get bp from perks, cutting the amount of bp we earn potentially in half.
So I don't really expect the grind to change too much.
The best I can recommend for new players is focusing on one character at a time, and just ignore the perks you see on bloodwebs. Focus on yellow and brown addons and offerings, and the bonus bp ones as much as possible.
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Because iron will did one thing, while no mither yeah you were injured, but it also had a pretty decent trade off of being able to pick yourself up infinitely and doing so pretty quickly. Not great for solo mind you but with a decent team is really annoying. It also granted access to certain perks like resilience at all times so it had nice synergy with perks. The only real change I'd like to see to NM is that you start off healthy, but once injured then you're permanently broken.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3023353#Comment_3023353
Self care would never be high tier it doesnt matter who run it. It was also mostly run by solo q.
Yet it was used by a lot of high tier players? And that last part is also not true, nor is there any evidence to support that. In fact it was so useful in high tier gameplay a lot of players who know how to use it correctly, have stated they're still going to run it. Because the reduced healing speed doesn't matter.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3023289#Comment_3023289
I did. So was self care. Is self care op?
On average, no. In the hands of a high tier survivor that knows how to use it effeciently, absolutely. Which is kinda where spine chill fell. But the point of the changes wasn't to take the strongest perks and Nerf them, it was to mix up the meta. Which means changing the most used perks. It just so happened that a lot of those most used perks were also some of the strongest.
Right now we have no idea how these perks will actually perform during each match as none of this is live yet. But even if certain perks are completely unusable, that doesn't mean they can't be tweaked/buffed later. I highly doubt this is the last time Behavior is gonna make perk changes.
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I'm not going to prestige anyone prior to rework. My main concern is getting enough perks on everyone to where it'll get everyone to prestige 3 when they convert it. I just want all perks unlocked lol. However they haven't said what the conversion rate is. Do I need all perks at tier 3 on that character for them to be converted to prestige 3? Is it half? Like how much do I need to invest prior to get that? Is it just gonna put me at prestige two on that character no matter what? Because I have multiple characters who have never been prestiged, but are level 50 with all perks tier 3. But I also have some that are level 50 with only 3 pages unlocked of mixed tiers. So some info on that would be nice
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There's just too many instances with stacking endurance where it can be abused a ridiculous amount. Hopefully they fix something prior to it going live. Or killers are gonna be even more frustrated than before, and probably camp more to.
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Everyone saying they didn't address camping in tunneling, but gave everyone what they asked for which was a weaker base kit BT. They definitely address tunneling. So I'm curious, what would you do to reduce/eliminate camping completely?
Here's some ideas that most people have that behavior has tried.
Reducing incentives for camping: They already reduced BP and point rewards, as well as they're incentivizing not camping this next patch. People still do it.
Pausing the hook timer: They did that. It was abused by survivors so much they had to remove it almost immediately because the game was almost unplayable for killers.
Giving the unhooker endurance would also lead to this happening as it would give both characters invincibility and would be heavily abused by survivors.
Teleporting the hooked survivor away like with pyramidhead: This has already created issues within that killer where the killer can keep survivors from being able to save anyone by just walking within a certain distance. Killers would abuse this even more than camping to keep not only the hooked survivor preoccupied, but anyone coming for saves as well.
So please, enlighten on what you would do to eliminate it completely? Lol
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I actually just made a post about this.
Off the record, dead hard, DS, and mettle of man with a Sceptic brown med kit is gonna probably be pretty broken.
Get unhooked to get off the record, body block for MoM stack, if the killer catches up dead hard to gain endurance again and a speed boost. When they catch up again sceptic to eat a hit and gain a speed boost again. Then go down and DS them.
That means it'll take 4 hits in a single chase to get hooked again. 5 if you can fit in two more protection hits during that cause you'll have MoM. It's ridiculous
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@Neamy said:
I like the 5 second bt. Yes I main killer, and I can see how that might not be enough, but it won’t affect me, I love my unhookers, just like the 80 second endurance doesn’t bother me at all either.
I don’t chase the unhooked, only sometimes randomly run into them, and that’s up to 80 seconds that they aren’t doing objectives.
Some matches I’ve been in as survivor I’ve seen where this is needed by some killers now. So I like it
I agree, I like the changes. I'm sure if it's not enough they'll eventually tweak it
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It's not even
@UseTheValve said:
it's what 4% buff come on, it's going to maybe be worth it on a couple of killers.
It's not even a 4% buff. It's going from 20% with all survivors injured to 22% at tier 3. And with healing being untouched this patch outside of self care it'll still only be useful on plague, legion, and maybe nurse. Who already use it anyways.
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@[Deleted User] said:
The thing I hate most about it isn't even the effect, which is just borderline unhealthy for the game. I hate that it doesn't fit the theme of the perk whatsoever. How does being able to tank a hit have anything to do with being "Off the Record"?
I have to agree, that's my biggest gripe with it. But also that I can use it to escape for free in the endgame, along with anyone else running it.
My new build will probably be off the record, adrenaline, and hope for free escapes once the doors are open.
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They did make changes to tunneling and camping though...
Base kit which everyone has been asking for, plus free hope, so pretty much a free perk. Plus new borrowed time extends those affects, and off the record gives an 80 seconds endurance status affect. Which means you can go on a chase for over a minute after being unhooked and still have a free health state. Then you can just press E to have another endurance affect and free health state+speed boost. And that's just a single chase.
You then had an entire killer perk combo in pain resonance and dms gutted, ruin gutted, corrupt intervention is pointless now, along with many more slowdown perks being gutted.
And y'all still complaining cause killers got .3 second removed from their SUCCESSFUL basic attacks, not even missed, successful ones. And then 10 seconds added on gens with 2% increase to thana?
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3014479#Comment_3014479
Yea but all you have to do is bring play with your food to counter it not to mention the bloodlust is going to kick in faster and you basically got rid of pallets and now the vault speed build is dead lol.
This doesn't even make sense. Make your choice counters the unhooker body blocking for the hooked survivor? Soooooo.... Literally the same thing it's always done? Lol wut?
Bloodlust still kicks in at the same time, 15 seconds. Tier 2 kicks in sooner at 25 seconds. If you can't get to a loop or a pallet prior to tier 2 kicking in that's a you problem lol. Most chases will still never make it to tier 2 bloodlust.
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@YOURFRIEND said:
Who's "killers"? You think there's like a discord where everybody that plays killer gets together and comes to a consensus? Do you think they all have brain slugs that connect them as a single consciousness?
Honestly, if you don't play killer you're only playing half the game which is just dumb as hell. Play the entirety of the game you presumably paid for and enjoy.
Ummm.... Guess I'm not inviting you to our discord now.. lol
But yes. There's a few, not many, but a few pallets that are very unsafe like 90% of the time. I'm also against those. 50/50s as mentioned before is what we want, with little to no God pallets.
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@ACleverName4Me said:
I love this cup but I enjoy salted caramel flavor with a little bit of creamer and if I'm in need of a cutie feeling, chocolate sprinkles on top.
Nice!
@TeabaggingGhostface said:
I don't drink coffee
Nobody asked you Ghost man! The enti- I mean Nea game me this mug for being the bestest killer.
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It's not just because he's not making money. One reason is that he's pretty balanced right now, so no need to change a bunch of stuff and risk breaking something else.
But also because he's a licensed character. One that behavior no longer has rights to. If you were to change things, you'd be messing with his likeness, something that's owned by someone else. To do this you need their permission to change things, which they've already expressed they have no interest in letting people do right now.
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Strangely enough, pinky finger clown.
Occasionally iri hatchet and impossible skill check doc.
But mostly just pinky finger. Idk what it is. Maybe it's the fact of getting insta downed by a clown wearing an elephant suit, who knows. But I usually get 1-2 DCs per match with pinky finger
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I agree 100% that there is a huge gap between the different tiers of killers. Just even comparing an average killer that's S or A tier to the tier right below it is a pretty big gap in power. If you were to take the absolute best Myers or ghost face, or even wraith, and put them just against average blight players, the difference in power is immense.
What's even worse is they keep trying to balance the game while there's that gap.
However I don't think every killer needs to be where nurse and blight are. I actually feel like Demogorgon, doctor, and plague are all pretty much middle of the road B tier killers. But they also feel like some of the most balanced killers as they each have stuff they specialize in, what they specialize in they're really good at. However they have fair and balanced counter play that comes down to skill and macro decisions made throughout the match.
I feel like killers need to be brought to that level. Bring nurse and blight down to those levels, bring trapper and Myers and all the others up, and then you'll have a baseline of power within the game.
Then you can balance the base game mechanics and perks and maps and stuff around that. They tried balancing maps before and failed because what's balanced against one killer isn't balanced against them all because of the current power gap.
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Easy.
Pinhead, pyramidhead, and probably either the newest one.
Ever since I first started playing I always said I just wanted pyramid head and pinhead in the game, and I got it. So those were easy.
And finally dredge because it feels more like their original horror roots with plenty of darkness and scares. Definitely one of the best original killers to come out in a while
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@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3008563#Comment_3008563
You have to agree? Yeah, sure, another killer main "agrees" that solo q is fine. Who would have thought..?
EVERYTIME I read "solo q is fine" it's ALWAYS a killer-main soloQ "god", who "wins" most of his solo q games and all other soloQ players just "can't play".
And just to prove my theory, here are your quotes:
"Oh no.... Killers now have 3 maps that are killer sided. Such unfair balance lol"
"Current dead hard allows them to press a single button and completely erase any outplay I did, and fix any mistake they made by getting them to the next area of safety. "
"Clicking and teabagging are toxic playstyles as well, both have been in the game since it started. Camping does not take advantage of any exploits or bugs, but is rather a playstyle around the mechanics of the game."
"Slugging the 3rd person to deny hatch for the 4th person is a strategy. If we're to remove a valid strategy for killer as OP suggested, then I'd like to see a strategy removed from survivors as well"
Another Killer-main biased opinion detected and successfully ignored.
More quotes taken out of context while all other information is tossed aside to fit your narrative.
I play both sides equally, including today in which I'm currently playing survivor solo q only. In fact I haven't played killer in about a week. I comment on both sides equally, and don't prefer either to the other.
Perhaps speak with intelligence next time? Instead of just trying to find stuff that fits the story the way you want it to
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@Tsulan said:
Unpopular opinion incoming:
Solo queue is fine. You can't fix bad players that don't want to improve and suicide/dc whenever they face a minor challenge.
I have to agree with him. Most matches where solo queue bothers me is not due to the killer or lack of awareness of what teammates are doing. It's due to poor decision making by bad teammates. Nothing makes me rage more while playing solos lol. Even with kindred on bad players will still make bad plays, and that's the main problem.
You'll have kindred equipped and 3 people will still try and come save you. You'll save someone with we'll make it and they'll see you have we'll make it, but will refuse to stop self caring for you to heal them even though you're 50% slower while self caring. Survivors that will let you go to 2nd stage while they're hiding in a corner 5 feet away, even though the killer is on the other side of the map. Running the killer for 2 minutes before going down only to find out that not a single other person was doing generators.
No amount of buffs to solo queue is going to fix bad teammates. You wanna know what will? Fixes to matchmaking. Right now it's a lot easier to lose a few matches and be teamed with bad players than it is to lose a few matches and be paired with a bad killer. So you have instances where you're starting to get teamed with bad players, but because of how killer MMR works and the differential there, as well as backfill, you're still going against really good killers. So the likelihood of you escaping drops even further. Which means you'll have even worse teammates. So you're stuck in this ELO hell. Which makes survivors sweat harder to not lose because they don't want to get stuck in that situation. It's all just... Bad
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I've had this happen a bunch. Even when I 3k and the last person gets hatch they'll say I lost. Or if they do all the gens but 3 die in the endgame they say I lost. There's a lot of survivors, not all mind you, but a lot who think if a killer doesn't 4k then they completely lost. This could be due to misconceptions on what people think winning is and they're trying to project their own misconceptions on to you. Or, it could be because of how behavior designed their trash win conditions. Because every match is a 1v1 with each individual survivor, you got two wins and two losses, which in your mind is half and half, so a draw. But in their mind they won their 1v1, so technically they won and you lost.
Either way, there's a lot of misconceptions about how wins actually work in this game. A lot of survivors have messaged me stating if I don't 4k before 5 gens are done then I've lost. While I don't find this true, it does spread around this idea to others that's what needs to occur for a win to happen. So killers do that and it spawns even more debate about why killers are slugging for the 4k. And it's a constant cycle of mains from both sides accusing the other side of being toxic.
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Just do what I'm doing, hoard all flans for post anniversary event. Get your BP later, forget everyone else. Sucks you won't have the stacking flans like you would during the event, but your mental health will appreciate you more
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@Grandpa_Crack_Pipe said:
I can't believe you just complained about For The People.
I don't think it's For the People by itself. As a perk itself, it's not bad and isn't crazy strong, it's fine. The problem, and their main point, is the amount of second chance perk stacking that can be done. You can stack 5-6+ seconds chance perks in the span of 45-60 seconds and do it quite often. It sucks and it's unfun to have played well, better in fact then your opposition, and not only do you not get a reward for it, you actually get punished for it and could actually lose the match because of it. Not their skills, but of poorly balanced perks and game mechanics.
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What's the one with Starfire and a bunch of tentacles? I can't remember the name.
Either way, whatever that one is, I want that.
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Although I would usually agree with you and I do tend to believe that when someone says reworked that it means they'll be changed almost entirely, or at least a good portion of the way. However that's not Behavior's definition of reworked, as we saw with The legion and GF "reworks".
Yeah they got some decent addon changes in their add-on pass they did. But for the most part, they stayed exactly the same power wise. A few things were tweaked with their powers, like the legion lethality fix. But mostly their huge rework we were expecting boiled down to a few number tweaks to their existing powers, quality of life fixes, and then just a change to their chase music.
So when Behavior says rework, I'm gonna assume slight number tweaks on most of them. At least until such a time when I'm proven wrong. I'd rather be proven wrong and be happy that they're making actual changes, rather than being proven wrong and disappointed that I was let down because I thought they were making ACTUAL changes.
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Survivor:
We'll make it- Yeah bt is better if the killer is right up on the hook, if not we'll make it is better. Quick heals for 90s that can remove killer pressure very quickly.
counterforce? I think that's the name of Jill's perk. Love it for a totem build.
Mettle of man. Ever since it was changed to not be completely broken, people assume that it's completely useless. But protection hits are really easy to get, and having a free hit that the killer isn't expecting can be a game changer if used properly.
Killer:
Deathbound- this perk is very underestimated. Add this with make your choice and maybe even floods have rage, and you get an exposed survivor that you get easy tracking on and you don't even need to tunnel off hook to keep your pressure up. Very undervalued of a perk. I especially love it on killers like the twins as I can just send Victor to the notification.
Unrelenting- I love this perk. Especially in my first game of the day, or if I'm having an off day. People underestimate how many times they actually miss swings, and this will save you a lot of chase time and can even give you hits you wouldn't normally have gotten.
Spies from the shadows- I really like this perk on quite a few killers, especially fast paced killers like spirit, nurse, blight, ect. They can really give you decent information mid chase to know which way you need to redirect yourself. Like say mid blinks or rushes, or if a survivor double backed while you're phasing and you have to turn around. Not always the most reliable, but you'll definitely get value out of it at some point.
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@emetSdidnothingwrong said:
https://forum.deadbydaylight.com/en/discussion/comment/3007163#Comment_3007163
A perk that counters an entire killer's power...seems like a BHVR thing to do. Spine Chill is not fair even in the slightest, it completely ruins all stealth killers and all stealth perks/add ons, it's actually a bit stupid how much it nullifies for being totally free and requiring no input from the survivor; then again that has never stopped BHVR from making things unfair for killer side. Looking foward to BT, UB and DS all being base kit while gen regression perks get deleted and they add 5s to each gen.
Behavior hasn't stated yet what the plans are for what's becoming base kit, and what base game changes are being made. Probably best not to assume or spread assumptions among the masses for something that may never come to pass.
As for spine chill itself, I could definitely see it being changed in a few ways. Since it's a catch all perk that can be put into any build. Behavior has stated previously that they wanted to start moving perks more towards creating different specialized builds rather than have a handful of catch-all perks that are used in every match and just rotated out.
Spine chill right now gives constant knowledge and value all throughout the match, and gives bonuses all throughout the match without really requiring anything. So yes I see this perk being changed into something that's more build focused.
Which in my opinion, that direction is a great direction to work towards on Behaviors part. It creates more room in the meta for other perks and builds, and requires more actual thought outside of, should I bring iron will or spine chill with my DH, DS, and BT?
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Maybe mine was just glitched then? Cause I played today on it and there was no darkness in the house at all, like not even shadows. It was really bright
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Ruin right now is an okay perk. It's limited use with the perk being gone pretty quickly into the match, and requires you to actually play around it, i.e. pressuring multiple gens, to actually get value out of it.
Your suggestion would make the perk completely useless as it'd still be a hex, and have no real affect and no real built in slowddown. It's an overly convoluted idea that does bring nothing to the game outside of frustration for brand new players. Even average players would not really be affected by it.
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I think it does, although not as common as most people think. It does get more common as you start going against better teams though.
I do think that the lack of meaningful objectives makes it seem like gens go way to quickly.
Yeah you have totems, but most people ignore them completely unless they see a lit one or know if a specific hex is activated like ruin. Most survivors mains I talk to say they'd rather ignore totems and just rush gens down and risk NOED in the endgame, rather than cleanse totems throughout the match.
This lack of actual objectives outside of gens is why most matches last 5-7 minutes. Why it feels like you're being gen rushed every match, and why gen slowdown perks are so strong and popular. If you're not running some kind of slowdown expect 3-4 gens to be gone in about 2-3 minutes. But it's not really survivor's faults as they don't really have anything else meaningful to do.
These days you spend more time in queue than you do in matches most of the time. And just adjusting matchmaking ranges isn't going to fix that.
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Picking my killer main was easy. Googled easiest way to farm bloodpoints. Found some videos. Been a doctor main ever since 😂
Survivor was also kinda easy as I didn't pick up playing survivor until years later and Felix was already out. He was pretty much me but with short blonde hair instead of my long brown hair. But the whole suit and tie thing was totally my style so it wasn't a hard choice
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I've said this many many times, pips shouldn't exist, like at all at this point. Emblems are fine, or badges of some sort just showing how you did in a match is fine. Maybe even something like being able to show off your most received emblems in the highest category. Like if you get more iri chase emblems consistently, you could have a singular emblem showing on the character screen for only survivors, say maybe where grades used to be. It could give some insight into how you generally play which would be a neat idea that could be tweaked and flushed out.
But the actual process of going up in grades should just be a bar that fills up as you earn points or a score in game. Meaning if you do nothing you'll get nothing and no progress to grades. If you don't do much in match you'll get less points, and if you do a lot you'll get more points. Then have a base amount rewarded after having participated a certain amount in a match. Say after scoring a certain amount of points you'll get a base amount regardless of wether you're tunneled out. You'll still get less than those that complete objectives and escape, but it'll be a lot less punishing when you get tunneled out as you'll still be rewarded for playing in some way. But you'll have to actually participate in some way to actually get points so you can't just afk to get grades.
Then, once you get enough points you'll fill the bar completely and go up a tier. Then when you go up from say silver to gold, the amount needed to get to iri goes up. So it'll take more playtime to get to iri then going from silver to gold and so on. It'll make games feel more rewarding regardless of outcome. More people would be open to playing less meta stuff and play with different builds because they wouldn't be focused on pipping. And matches as a whole would start feeling more rewarding without taking away from the feeling of accomplishment when you do well because you'd get a bigger reward post match which means climbing up grades faster. All of this without it actually taking away from the required playtime to get to iri. Because the better you play the faster you get to higher grades.
Not to mention this would actually be a lot easier to manage from Behaviors side as they can tweak it very easily if they want it take more or less time because all they'd have to do then is tweak basic number values that it takes to get to each grade.
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Yeah I don't think it works well in correlation with their matchmaking queues.
Most of my killer matches are against full sweat squads that complete 2-3 gens in the first minute. Doesn't matter how much I lose, or which killer I play, this never changes and I continuously go against the same kinds of teams
The only time it does change is on certain days, at certain times I'll be matched with nothing but babies that have maybe 6 perks between them, also unfun.
But it's rare that I get a match where I'm like," I felt like that was a pretty even match."
It's either one or the other, with the full squads trying their hardest to escape in under 4 minutes being the most common. It's made worse when you look at the fact that I rarely top tier perks. Usually just something like brutal and unrelenting with brown addons. Now yeah I don't expect to win a lot of matches like that, but I also don't expect to get the same types of teams running the same full top tier builds and playing as effeciently as possible every single match on every single killer regardless of how much I lose. Even though my friend runs full meta perks with iri addons every match and 3-4ks most matches, but gets average-bad players. Like just watching our matches side by side and comparing them is like night and day in terms of quality of opponents.
Survivor is even worse. Like waaayyyy worse. The killers I play against, are usually really good with good addons and builds. Which makes sense, I'm a halfway decent survivor, so I'm cool with that. The teammates I get in solos though are nowhere near that killer's level though. I'm talking like stopping mid chase out in the open with no windows or pallets to try and self care with no med kit bad. That's 95% of my survivor matches.
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Yeah I don't really think it fits within DBD and would only kill any atmosphere it has left and turn it into a joke game.
However I could definitely see Scooby Doo themed skins. Maybe Felix with the white shirt, blue pants and orange ascot.
Zerina could definitely get a Velma outfit.
Dwight could get the green shirt, brown pants, and shaggy hair. Mixed with the nail biting I feel it's quite fitting.
And then Kate could get a Daphne skin.
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Only one way to find out.
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If they do a stranger things 2 chapter, and they do not add Hopper, I will spend the rest of my life to being solely committed to destroying this game lol if anyone could "survive" in the entity's realm, it's Hop. He's survived, and kicked ass while doing it, literally everything else. He'd also have really cool cosmetics.
But a second chapter would be nice. Give Hawkins a graphic update. Add Vecna with a cool power and map. Maybe have a whole event with the upside down version of maps idea and stuff. It'd sell
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How I believe it's going to work is if they're already prestiged, say prestiged 2, then you'll already have all 3 of their teachables unlocked at tier 2 on every other killer/survivor.
If you have no killers prestiged, but say you have one that has all perks unlocked already, or a lot of the perks unlocked, when the update happens they'll be given a prestige level based upon how much has already been invested.
I don't know the conversion rating, but for example (example only) let's say you have unlocked all perks on a single killer, when the patch goes live they'll become prestige 3 or whatever the conversation rate is, and immediately unlock their perks on every other killer based upon their prestige, with prestige 3 being all of their teachables being unlocked at tier 3 on all other killers.
If you already have perks unlocked on characters, it's not going to take those away, you'll keep those. But let's say you have Trapper with tier 1 BBQ and chili, but your Leatherface is prestige 3 already, that BBQ and chili on your trapper will go to to tier 3 instead of being just tier 1.
Hope this helps.
This is how I interpreted it working, not 100% but I'm sure more information will be release when it comes closer to that patch.
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They heard your pleas and have decided to Nerf both Freddy and wraith
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Yeah I came back for like 3 matches, only to find out the rubber banding was back, but it was only affecting me when playing killer and no survivors in my games were affects. This happened in every match. Add in that every match was a gen rushing 4-5 minute match where the first 3 gens were done in the first minute, followed swiftly by the last 2 gens being finished about a minute and a half later. Yeah not worth the trash bloodpoints to play
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Yeah this is the part of DBD I've never felt like made much sense. By default it takes one survivor 400 seconds to do 5 gens. Even if you factored in a travel time of a whole minute, that's still 460 seconds total. With killer, it takes 60 seconds per hook state to kill a survivor. Even if you could instantly teleport, down, and hook survivors, that's still 480 seconds of time. So even if you could start the match and immediately have all 4 survivors on the hook, it'd take about the same amount of time for a single survivor to finish all 5 gens, and power the exit Gates with travel time.
Now add in a bunch of second chance perks, strong loops and map tile spawns, and the fact that there's 3-4 survivors that can be completing their objective at any given time, and it's easy to see how killers feel more pressure. From the start of the match you are playing from behind. And your only way to bridge that gap and possibly get ahead is based on other players altruism and mistakes. Where your only real skill needed is, can you punish those mistakes. It's a dumb way to make one side of the game.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2969438#Comment_2969438
mid looping. thats not possible. it takes like 3 seconds? to pull a tape out. kinda hard to do that when sadako is up my ass
😂😂😂 It does not take 5 seconds lol not even close. I've never seen someone actually die to her Mori unless either they wanted to and were actively trying to, or they weren't paying attention to it. I'll literally take a tape, purposefully get into chase with her, and loop her while turning her TV's off along the way. You can usually get 2-3 TV's turned off this way before depositing your tape
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Yeah, I've seen a majority of survivors, myself included, pull a tape and loop across the map to the other TV and insert it. Since it only takes half a second to remove and insert, it's not that hard. Sure you might go down after inserting it, but I'd rather eat a hook state than a Mori
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Nah. Just wasting more of her time for very little payoff. Because if I'm turning on the TV I'm already at the TV, and don't need to teleport to it. And the chances of me needing to teleport back there before it would've just turned on normally is probably pretty low.
She needs her slowdown on manifesting removed. It makes no sense. She doesn't get a speed boost from manifesting normally, then I'd understand her being slowed. Why slow a killer with no chase power??
Her TV's should also build up stacks passively while survivors are within range. Remove their ability to turn off TV's except when removing a tape. To get rid of 3 stacks of condemned you have to remove a tape and go put it the assigned TV like normal. However if that TV is turned off it turns back on when you insert a tape.
This would not only make her power actually do something and create a sense of urgency and game slowdown, it's actually more in line with the lore. Where you had to show others the tape to spread it around and not get killed in 7 days.
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I have to agree. If you're not using a top tier killer that can get hits very quickly, you really need gen regression perks. With how many resources survivor has, how map tiles can spawn really close together, along with the fact that healing is extremely fast these days, there's very little ways for killers to apply pressure and keep pressure without those perks. Which is why tunneling and slugging and camping are such a big thing. It's a sad game state tbh.
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I think it's a fantastic game and is extremely well done. It's not DBD at all, and I think that's what I enjoy about it. They scratch different itches.
One of the best things about it is it's an actual asymmetrical HORROR game. Even after many many games played, it still has a feeling of an actual horror game. I think they did well in capturing that in a way where it keeps that atmosphere, despite you have many hours in the game.
DBD however is like the Fortnite of asmm horror games. I swear we're one anniversary chapter away from having Thanos and dances added lol. Sadly it's not far from the truth. DBD is not an immersive game. It's not just playing a certain amount of matches either. It just doesn't capture any resemblance of horror or nuance. And any immersion it does have is immediately broken by Christmas sweaters, bright outfits, and constant teabagging and macro clicking flashlights. You're gonna tell me I'm supposed to be afraid of this big bad killer, but I just throw this thin piece of wood in their face to stop them in their tracks??? At it's core it just doesn't make sense. If you want an asmm horror experience, pick evil dead. If you're looking for an action games against some of your favorite licenses, pick DBD.
The gameplay as a whole for The evil dead is really solid. I was actually surprised at how balanced it was on release. Yes there's a few things that need tweaking, and a few things that can be abused that need patching, but overall it's pretty balanced and feels fair and enjoyable. Yeah matches are longer, but there's always something to be doing on both sides. I've always been fine with longer matches and bigger maps, even in DBD, but there needed to be more to do than just sitting on generators. As a whole, I like the Evil deads gameplay more, especially for survivors. However, sometimes I still get an itch to play DBD. Usually, it's whenever I'm in the mood to play as a certain killer or to be a lone killer hunting down people. Or if I just want to be a survivor stomping on and abusing killers. I feel like a lot of people don't like the survivor side of the Evil dead because there's not really a way to just straight up bully killers. You can definitely beat them, but there's no real way to bully them or act toxic, and vice versa.
As far as content goes, it already has more content than most other asmm games on release(DBD had 3 killers and less survivors). There is a purchase option where you can pay more for the game, and you get the 4 planned expansions when they come out. So we know for sure there's at least 4 expansions coming out. I do wish however that they would've used a different name and just had The evil dead lineup as just a part of the base game. This would've allowed for other licensed content to be added more easily. I am concerned about the future and how they plan on adding content going forward, as there's only so much The Evil dead stuff you can do. A large part of DBDs success is it's licensed content. So hopefully they figure something out.
Overall this game is really good and I'd definitely put it up there with DBD, but for different reasons as it's completely different.
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1. Too early to place dredge. What we have in ptb might not be what we have on release. He should just be left off for now.
2. I would switch huntress and artist spots. Artist is pretty good, but I don't think she's as strong as people put her. Especially when her counterplay is so easy to pull off and essentially makes her an m1 killer.
3. Then move hag above huntress. Yeah going against stronger well coordinated teams can feel stressful and make you have to switch your playstyle, but that doesn't happen as much as people think. But her ability to control and traverse the map is way higher than huntress or artist.
4. Legion back down to C tier. Outside of some strong perk combinations, his buffs weren't enough to take him higher than that.
5. Pinhead is definitely mid-low A tier. Really you could just combine your S and A tiers and just make it A tier, there's not really a need to split it.
6. I would probably drop pyramid head to high B tier. His anti loop is very telegraphed and easily dodged 90% of the time, and his very punishing if misses/spends to much time using it. Certain maps can make hitting it even harder turning him into a basic m1 killer with a good passive that's countered by just crouching...
7. Doctor is Mid B tier. Decent anti loop with good info and map control with built in slowdown. I actually find doctor and demo to be very close in terms of power and both being pretty balanced.
8. Trickster and deathslinger should be switched, with deathslinger bringing up the rear. He is the worst of the ranged killers, and since his rework not only does he still have no 1v4 potentially, they heavily nerfed his 1v1 potentially to where it's just okay. He has 0 things going for him over any of the other ranged killers and I don't see a reason to pick him over them except for aesthetic reasons.
9. In no world or realm does Sadako ever go above Freddy. Worse phasing/stealth, no built in anti loop, and a worse teleport and map control. Due to her teleport being to tvs and not the gens themselves, she's subjected to the RNG of where her TV's spawn, how close to the gens they are, and what direction they're facing. Add into the fact that she can be robbed of her entire power by survivors, and she's pretty terrible. While Freddy can teleport straight to an objective, and has a built in anti loop into his power. Heck even wraith has better stealth and addons, with a better hit and run playstyle. I'd put her in D tier, and she's only at the top of that because she has some type of map traversal.
10. Forgot about plague. I'd move her down to high B tier. She is decent, but I feel people give her slightly more credit than deserved just due to the healing meta itself rather than her power and strength in a match. Her frequently inconsistent hits along with her power being easily controlled by survivors, I can't find myself putting her higher than that.
