AetherBytes
AetherBytes
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If you're dying to Hubris, you're not looping correctly.
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Honestly, before I used to not care, but having been playing less and coming back now and then, it's extremely evident how downright disorientating the FOV is.
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@Akumakaji said:
Reminds me of the time when Pinheads daily was "send 4 survivors into the cage". That was a slog ... not long ago they halved that to two caged survivors, which feels much better.
I see Pyramidhead and Pinhead are trading abilities lately.
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@ByeByeQ said:
Yeah it should be start 5 hunts instead.
Or at least damage a survivor being hunted, via guard or Knight
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A posing works too
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@AMOGUS said:
So, someone on the forums made a topic about this, screaming to nerf it, etc. And I will admit, this is a strong build. But I think it can be countered. Now, this will be long... but it's important. I am tired so I am sorry if I mess this up.
This post is an attempt to give some counterplay ideas, along with somewhat of a step by step. Some of these are actually common game sense decisions. While this may seem daunting, this plays out FAR faster in-game.
This build revolves around defenses that prevent the other from easily being shutdown. You guard the box as Cenobite, injuring people and applying Face the Darkness when they come for the box. Thrill slows down attempts to cleanse Face the Darkness so that the scream can trigger and reset all progress, and Sloppy prevents people from healing and disabling Face the Darkness so Thrill can be destroyed. And with chain hunt active, this helps disrupt people even more from totems and healing and creates a seemingly "unwinnable" game for Survivors.
However, because of how this build works, if one defense is shutdown... the other defenses become exposed. Take down one, even if temporarily, and you can target another.
The ideal scenario is to target one defense after another: Chain Hunt, then FoD (via healing to disable it temporarily), Thrill, then target FoD itself. Thrill being cleansed is what actually destroys this build. The build completely falls apart with this being destroyed since FoD gains a permanent hole in it's defense. No Thrill means that it can be cleansed before screaming happens, and you can have someone throw themselves at Pinhead to remove the box if Chain Hunt is active.
Dismantling this build can be done easily with even just a 2 man casual SWF if both players know how this build works and are communicating. Solo is much, much harder but I think it can be done. With true idiot teammates, I don't think it's possible, but if at least one or two other solos know what to do OR you point out Hexes to your solo teammates before trying to dismantle this build, you have a chance... but let's get down to what to actually do, now that we've set things up.
Let's go with the build in the video, and assume the worst. You didn't find the Thrill before FtD could be applied, multiple people are injured, and now you're stuck unable to get rid of hexes, and Pinhead is camping the box, most likely with Insidious. What do you do?
So, with Pinhead guarding the box, you know where he is. Yes, chains are being shot at you constantly, and you can't heal... but you know where he's going to be. And THAT means you can run around without risk. Especially if you're the Cursed survivor. If you go down, FoD gets removed, and that's bad for Pinhead.
Find and locate the hexes first (if you are solo, lead teammates to them and specifically point them out, use emotes to tell them to follow you, there is a good chance they will follow you if they are clueless on what to do), then either try to remove Chain Hunt by getting rid of the box, or (optionally) try to disable FoD/Thrill/a Dull Totem via bodyblocking to prevent the chains from interrupting the cleanser. If you are interrupted via a scream, hop back on immediately and try again, you should get it cleansed with one second remaining if other people's math is correct. If this optional tactic fails, then target Chain Hunt itself.
Run at the box, and do your best to pick it up. It does not matter if you go down with it, just grab the box. If you have DH, use to take a hit, then grab the box. If you do not, run at the box and try to make Pinhead miss a swing, then grab the box while he's in hit cooldown. If you go down with the box, Pinhead is forced to solve it, and a opening is created. If you don't go down with the box... then you will need to crawl away and be picked up by someone, then consider rushing the box with another Survivor OR have someone else rush the box while you're downed. Even with Chain Hunt and FoD active, if you are fully recovered you should be easily picked up by another Survivor.
If you can kidnap the box and loop him, do it. That's more time without the hunt ticking down. If you are in a SWF and you have the box, tell your teammates to heal the Cursed survivor, or heal everyone until the Cursed Survivor is healed, then target Thrill. If you do that, you basically beat this build. No FoD active means that Thrill can't be interrupted. Which poses a problem. If Hunt becomes active again, grab the box again.
If you go down immediately, it does not matter if you're in a SWF. If Pinhead is running Chatterer's Tooth, then Pinhead will move to where the next box is. Have your teammates heal the Cursed Survivor (or everyone if they don't know who is Cursed) while Chain Hunt is ticking down, then target Thrill.
If your solo teammates realize that FoD is gone, then they can get the idea to target Thrill, especially if you pointed it out to them earlier. If someone else goes down to get rid of the box, then you need to heal the Cursed Survivor ASAP, then target Thrill.
If you are the Cursed Survivor and you are unable to be healed, consider throwing yourself at Pinhead to force him into a lose-lose scenario where Pinhead loses a defense. This can work because FoD is ALSO disabled if the Cursed Survivor goes down, not just if they're healed. You can force him to lose FoD if this works, and if you can grab the box before that, you've effectively made Thrill defenseless.
If you are unable to locate Thrill before Hunt comes back, consider breaking the nearest totem so you can break Hex totems more easily later on. FoD's defense comes from making Survivors scream. If even a single Dull Totem is cleansed, then removing Chain Hunt leaves both hexes defenseless.
If Pinhead is deviating from the build in the video, try figuring out what he's running and adapting to it.
And finally... Pinhead needs people injured in order for FoD to do it's thing. If your SWF or solos quickly realize what this build does and snipe Thrill before Chain Hunt or FoD can be applied, then this build falls apart. Or, y'know, any Survivor follows "if it glows, it goes" and destroys any Hex they see.
This is the end for now. Despite what I've said, I think that this build could use a nerf or two, simply because a lot of Survivors are bad and this becomes very difficult in solo queue, requiring extra preparation like pointing out Hexes and Dull Totems to Survivors before going down to remove Chain Hunt, then them actually doing the totems. Not to mention that while this build can be very quickly destroyed in a SWF and this build becomes dysfunctional if a solo queue happens upon Thrill early, it's still exhausting to escape once the trap springs and it's a noob stomper.
Other variations on this build exist, and I would like to try and explain how to deal with those as well... tomorrow. I'm tired, good night.
I've had this build against me already. I laughed when I realized because I always use calm spirit (Which is lowkey kinda broken sometimes)
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back to the campfire. The entity doesn't erase memories.
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@ChiSoxFan11 said:
I wanted to test out the bots yesterday just to see how "realistic" an experience they provided, so I played my normal Pig build against them. There were things I wanted to see if they'd do, and I was surprised by how realistic they were in some aspects.
-- They actually used stealth at times, though at other times they tried to "hide" in places that I could obviously see them.
-- They actually double-backed, stopped running at times to try to hide their scratch marks, and did on a couple of occasions play around my mind-gaming a loop. I never lost one in chase, but they definitely did make a move here and there that was unpredictable
-- I assumed the teabagging people have said that they do was the AI crouching to hide, then uncrouching when the killer approached them, but a David on death hook absolutely teabagged me after dropping a pallet. As much as I detest BM in the game, I almost rolled out of my chair laughing when I saw it. The same David also took to an edge map Z-wall when I wasn't chasing him and started spam-vaulting it. There was an Ada hooked in the vicinity and I wasn't near, and the David wouldn't unhook her. It took toxic bot behavior to a new level, lol.
-- The David comp-cornered me, which since for some reason, there wasn't a hook in the corner other than the one that Ada was on, was effective because I couldn't get him to a hook, so I dropped and slugged him. Meanwhile, the other two bots were out there doing bot things, so the Ada died on 2nd hook and the David stayed on the ground for a long time. You know, just like a normal solo queue match!
-- The bots cleansed their Plaything totems, which wasn't necessary as a bot should never technically be "oblivious". They also removed their RBT's as well, which I wasn't sure they would do, and the one that did, did so before a gen popped (they never popped a gen, or really came close to doing so, though).
-- They LOVE the edge of the map, as others have pointed out. That said, I actually caught one hiding in a locker, which also surprised me that they'd be programmed to use lockers to try and duck the killer.
-- Slugged bots do crawl. I wanted to see how a bot would react with a hatch scenario, so I slugged the next-to-last while going after the last one remaining. The slugged bot moved away from their initial position, either to prepare to look for the hatch, to put themselves in a better position to get picked up, or to simply hide.
All in all, they're what I would have expected, given the AI of Nemesis' zombies. They're decent enough to provide practice for someone who has never played killer and wants to start, or someone playing a brand-new killer out for the first time. None of my chases went particularly long, I downed everyone very easily, and it was a slaughter at 5 gens, but it's not like I haven't done the same thing as Piggie against actual players. While their pathing could be better, overall, I was pleasantly surprised at how they performed, so BHVR gets a big thumbs-up from me on their implementation.
the Bots crawl to exponential boons btw, me and a friend noticed it do it once, and when we tested further it kept doing it. While not programmed to use perks, they will happily take advantage of others perks
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if it helps, tell the team latency may be part of it. had a game where I and the killer had high ping and the needle was obviously sticking for a good half a second
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He's better if you can get a survivor into a place with only 2-3 exits, or by using it to force them to run parallel to you as you pincer them
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@AhoyWolf said:
You lose time and Bloodpoints on a Generator while you're getting Tokens, for some reason it takes 8 seconds to activate at Tier III, you lose some Tokens when missing Skill Checks and all Tokens when you get hit??? Just for a small boost against a 3 gen strat.
This Perk's only quality is that it can quite reliably counter Merciless Storm.
So I have a few suggesstions, first of all, remove the activation period of 10/9/8 seconds when repairing a Generator, if you want to use it right away you just can, there is no reason to wait.
Now, instead of loosing all Tokens when getting hit, you lose 12/11/10 Tokens when getting hit or missing a Skill Check, just to simplify it a bit.
At least now with these changes I mentioned you wouldn't be a complete burden to your team when the Killer interrupts you.
imo the token loss should be flipped. ######### up a skill check loses them all, getting hit only loses some.
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Please BHVR, give use a second default helm without the hair, Shouldnt be too hard.
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@MeltingPenguins said:
I am curious now whether or not there are also bots that'll give you their item.
They'll drop it once its consumed, thats it.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/355560/more-graphic-moris
Engine cant support that, even if they wanted to
Mabye in dbd 2 but any gore or dismemberment is out of the question, best we can do is a single finger apparently, although i think they could probably make the survivor's head dissapear during demo's mori (hopefully when they rerelease him)
Decapitation is completely possible with the current system. The head is already a seperate model, just gotta add textures for inside the neck and voila.
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@Veinslay said:
I've been told by survivors before in response to "what else should killer do in endgame?" that instead of camping to secure a kill, the killer should pressure the gates or practice chase
Pressure the gates? The gates that will instantly be done the second I ######### piss in it's general direction? The ######### kinda crack they on?
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If I happen upon you mid-glyph then sure, finish it up then we'll chase, but i dont give a ######### if you do it mid chase.
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In all fairness, they did have to implement working ai for every killer. They dodge huntress hatchets for example, and will attempt to dodge other forms of ranged attacks.
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A good idea might be to allow players to level up characters even if they dont own them.
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@RainehDaze said:
You also made the other Survivor wait five minutes, so...
Blame the survivor for that one. Wesker initially camped him, then eventually picked him up before bleeding out and just let wesker walk around with him.
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@HugTheHag said:
I think it's precisely too situational to warrant a nerf... If you're alive to see the gates being powered, and are doing a good job distracting killer at that, it's well deserved. Plus the health state is very good in chase, sure, but it's also nice to not have to reset with someone when you're doing pretty much anything at this time. Heal only when on hook would make the perk useless.
Plus, some perks completely bypass Adrenaline in that situation of "chase while last gen pops" : NOED, arguably Rancor, and Terminus (other exposed status perks exist but they're less consistent in their trigger). So it does have counters if one is really bothered by it. I think Terminus is a good "equivalent" because it is, too, a perk that can give you great value in endgame but that you're always reluctant to take because you won't reach endgame (or have survivors be injured before endgame) consistently.
So yeah, there are plenty of demoralizing situations on both sides, but that doesn't mean that the perks at the origin of the situations are necessarily unhealthy.
I just wish it wasn't an instaheal, more a syringe kinda deal (but persists through health states)
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@foodie said:
what in the guacamole??? its 5 euro on steam for 500 and given that 1 euro is basically 1 dollar, you can make your assumption WOOOW
Edit: I will wait for cross progression and go on Epic Games. This is a rip off!
Why such a big price discrepancy??? This is way more than just a few cents difference, 100 cells for 1 dollar vs 500 cells for 1 dollar.
steam takes a 30% cut
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Honestly, the orb should be replaced with directional audio or something, like the spirit. Doesn't tell you it's exact path, just that it's nearby
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Were they crossplay? Might have been a closet cheater.
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@Rovend said:
Wait wait, you cant stack endurance effects since 6.1.0. What are you talking about?
If you take a hit with OTR, Dead hard is useless. Same with BT.
The only one that bypass this rule is MOM, because of the awful requirement of 3 protection hits to activate.
We fought hard to keep it like that, I aint letting it get changed again so soon lmao.
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New killer, the Knight.
Yes, I know he just came out, but by god he clicks with me like no other killer. I love co-ordinating attacks and this lets me do so.
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once the killer catches up on the ordeal they can bait em out for easy kills
This here is why it shouldnt be bannable. Its using game mechanics, and does have use, but eventually fails once the killer catches on and adapts.
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3250258#Comment_3250258
What about these addons and tributes are useless?
He's more going on about how past a very early point theres no use to the brown addons because you have access to addons that do the same thing, but better.. Like why bring clean rag when you can bring socket swivels?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248413#Comment_3248413
The increased gen times has no correlation with the situation the OP is talking about. What you're suggesting punishes the killer for killing.
It does indirectly. More time to finish a gen means more time for a Killer to interrupt and keep them down, which ends up with 2 survivors left in 3+ gens when before it would be 2 left in a 1-2 gen situation, which is still feasible with good management of gens beforehand.
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@VaporLion said:
https://forum.deadbydaylight.com/en/discussion/comment/3248315#Comment_3248315
what they do is watch you from a distance and when you are about done with a box they force you off it. if you go for a new one they follow from distance. this makes it so there is 0 counterplay and a guaranteed death. this just feels undeserved and stupid that the killer doesnt even have to submit a chase to get you killed and feels like a wayst of time. id rather just die on the spot then be caught in this unescapable exploit loop.
Thats even slower than just outright camping you. Especially if you know how to force chases.
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Just start searching boxes then when she's close enough run to force a chase.
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If you're attemptying to drop the pallet, it take the angle you're character is looking to determine where you drop it. Its trying to drop it with you landing to the left, but the killer is occupying the interaction zone there.
This is intended. If you face right, the game will let you drop the pallet no problem, but here, the killer occupies the same zone as the drop animation needs, so its blocked. This same interaction is why bodyblocking hooks works; even though the killer can be standing in the interaction range, something else being there (a survivor) blocks it.
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@sizzlingmario4 said:
All female survivors have no falling sounds right now.
Oh i thought it was my calm spirit or something. Was confused for a bit
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@Laluzi said:
I love the look of a lot of this, including the kibosh on locker saves and the cheats they patched out. But I'm concerned about that flashlight blind buffer. Is it making it so that if you get blinded a little early, you still get the save, or is it making it so that you're still vulnerable for part of a second after you finish the pickup and have the ability to look away? I'd be okay with the former but not the latter (and the former is still a bit problematic when it comes to survivors who were already good at the blind anyway.)
If you get blinded a tad early, it will still stun at the end of the animation.
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@Kosturko92 said:
Game will be healthier with:
- Kindred basekit
- Nerf to Medkits healing + iridescent addon
- Corrupt intervention basekit ( old corrupt back if you use perk )
- Shattered Hope basekit so the boons can finally be balanced, right now, it's abused af
- Reassurance basekit
- Unbreakable basekit
- Understandable
- Yes, but the iri is ok
- Ehh...something does need to be done, but not that
- Not really. A boon is 16 seconds lost, and often doesn't last long enough to be worthwhile unless you let it
- Nope.
- Hard maybe.
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Wait did they add collision to chests?!
Bruh that wonky ass hitbox is one of the few fun bits of weird hitbox in the game, and shows both knowledge and skill by using or avoiding it.
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@dbd900bach said:
I've had this issue not with full teams but in games with only two survivors left after I killed the first two. They hid the entire match until I eventually found one of them and neither bothered to do gens. They just hid until the other died.
It would be a dream to somehow prevent this as I imagine it's become more common in lower ranks
This is the usual case, and its a thing of where its neither sides fault, and rather a fault of the game. If the killer plays really well, but just not well enough (or is unlucky) the game ends in a weird stalemate where touching a gen is certain death, so they have to hope the other guy dies so they can get hatch. It sure looks annoying from the killer's perspective, but for a survivor, touching a gen at that point is just a guarenteed loss.
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It'd be hard to write, but if done well it could be awesome. A selfish survivor who doesn't bow to the entity's whims and works with other survivors for his own benefit.
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@Debëtsu said:
what would be the translation of the plague lines?
I dont think there is an actual "translation" and its mostly just ancient sounding babble or something, but each line does have meaning to it iirc.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240214#Comment_3240214
why the max of 2? is there something crazy about holding 8 traps? Perhaps he should not be able to pick them up as after he places them. smiley face.
Too good at just locking a single survivor down in some maps and forcing a down. Its why I suggest starting with all of them but cant pick up more than 2. Drastically reduces his RNG and setup time.
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@Devil_hit11 said:
Trapper problems can be summed up in these 3 points
-The ability for survivor to disable traps far outweigh the time needed for trapper pick up traps and set them. He is bad vs SWF and loses to teamwork. He is ok vs solo because most solo actively pretend his power does not exist which allow you to use his traps in stealth-like manner.
-The survivor ability to save teammates that have been trapped means the trapper needs to be closer to the target that got trapped than another teammate. this makes traps that are long distance very irrelevant. This creates dynamic that makes trapper lockdown-heavy because he physically needs to be next to his traps when they trigger to get a reward. This has secondary problem of making trappers difficult to relocate his traps once they have been placed because the further the traps are spread out, the longer it takes for trapper to walk to them and relocate them.
-His traps in the chase is an ineffective chase tool because of how long it takes to setup traps in chase. Survivor can leave loops as he set them up at base-kit. If a trap is not pre-set in a loop, he is m1 machete man.
Going detail for how to fix these issues would be too long of a post.
I suggest watching his video in 2x speed. I do not think fully express the problems of each killer in large detail. I would say most of killer fall under yellow or purple. I agree with his red color choices for killer. The only killer I think are green are Nurse and Blight. I thought about making a post in feedback section for killer but in the end, I decided to not write one.
I still think trapper should basekit spawn with all his traps, but can only pick up a max of 2 once he has 1 or less.
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@dugman said:
Continuing a series of threads on the least picked perks according to Nightlight, next up is the generic killer perk Shattered Hope (0.63% usage)
Shattered Hope - Whenever you snuff a Boon Totem, the totem is destroyed instead. When you destroy a Boon Totem this way, the auras of all Survivors inside the Boon Totem range are revealed to you for 6/7/8 seconds.
Ironically I've actually been using this perk myself the last couple of weeks since Circle of Healing starting poking its head in occasionally to the top 3 most used perks list. And I've gotten to actually destroy a Boon with it most matches so it's not been totally terrible in that respect. 🙂
That said, I certainly wouldn't be against it getting a slight buff to increase its popularity a bit. I think the main reasons the perk isn't popular despite being a generic perk are probably:
- If the survivors don't bring Boons then the perk is useless so its strength depends partly on the state of the perk meta. Fortunately at the moment Circle of Healing is still very popular (around a 20% usage rate on Nightlight for instance) so odds are you'll probably see at least one Circle of Healing or other Boon close to every match or so.
- Another issue is, even if the survivors bring a Boon, in order to make use of this perk you actually have to travel to and find the Boon to snuff it out and sometimes Boons can be in awkward spots on the map. For instance, if a Boon is up on the second floor of Ironworks it can take you a good 10-15 seconds just to go there and run up the spiral stairways to reach it which is a bit of time to not actively trying to chase survivors. The plus side is if you do invest that time that spot is gone forever with this perk, but it's still a small risk doing it.
- Also the secondary effect of seeing auras within the Boon's range is kind of mild. Yeah, if there happens to be a survivor near you then great! But odds are pretty good that if you are next to a Boon the survivors probably already ran for the hills and aren't that close a lot of the time. (Maybe if there's a key gen nearby and they were hoping to hide it out you can catch them out on it, but I would bet more often than not the aura never triggers from this perk.)
So this perk does have potential, and does have some synergy with a couple of other perks like Pentimento (since you can destroy a Boon and immediately place a Pentimento instead) and Undying (since Undying lets you see auras of survivors next to dull totems which can give you a really good idea of where a Boon is being placed). But it does feel just a bit weak probably on the whole on its own.
Off hand I can think of a couple of possible ways to maybe boost the perk a bit
- Significantly increase or even remove the aura's range limitation. If you could, for instance, see auras of all survivors across the entire map for 8 seconds when you destroy a Boon that would be a fairly nice effect, kind of similar to getting Retribution or Lethal Pursuer for instance.
- Add in an effect to Shattered Hope that helps the killer find Boons in the first place. For instance, maybe have it let them see the auras of Boon totems within 15-20 meters. (For reference I think killers can hear Boons up to about 12 meters, so this would be an aura you can see a little beyond that.)
I would suggest maybe making it reveal the booner's aura for 5 seconds and expose them for 30 seconds or more. Turns boons into a risk for the booner.
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@Maxitolliony said:
these mf will wait for hatch or bait teammates or whatever, like playing dirty to escape for what? like these people will never trade hits or hooks and just let their teammates die on hook or get hooked on last hook.
why do people bother playing surv if you act like this, its a teamwork side. idk if this is toxic but i always make noise or lead the killer to them cause i want karma to come to them.
play the way you want to be treated, yet everyone thinks for themselves. pain.
I'm one of these people. Usually, it's because you all are getting chased while i do gens. I can't trade hooks while I'm across the map, and I'm not running over just to get chased and hooked.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3237673#Comment_3237673
Thats.. literally hex: plaything
not really. Theres a difference between granting a killer undetectable and the survivors having oblivious
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I've played Insidious camping legion before (encourage hook bombs, then vanish and insidious so I can hit multiple frenzy hits. This was before his rework)
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The issue is how much control survivors really have over the game right now. Anything can happen and you're sitting there going "Is that a perk, or are they cheating?"
Running slightly faster than normal? Maybe Hope or Dark Theory.
Dead Hard perfectly? Could just be lucky/attentive.
Scratch Marks just vanish? Theres basically a wikipedia on those alone.
Gens flying? Theres so many gen speed builds.
Healing instantly? Medkits are actually OP, but could also be cheaters because theres practically no difference kek
Theres too much survivors can change with perks, This isnt a bash at survivors being too powerful (except medkits) but every move a survivor makes raises the question "Is that a cheat, a perk, skill, or pure luck?"
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In my opinion, a DC'ed survivor should instead get autosacrificed, like when the EGC ends. Means theres a time delay between DC and hatch spawn, they dont just "Oh no I'm dead!" onto the ground, and we get to see the admittedly cool animation more.
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@Gandor said:
I see systematic tries to destroy any self-sufficient way to heal without another survivor. Stop it. Killers have already 61%.
I don't care that much when in SWF, because most of the times I can ask for help. In solo which is already so much harder with all the selfish players I need self-sufficient way to heal.
Also medkit with 2+ heals is definitelly better more often then not. CoH poses too many risks and takes too much time that can be input into gens instead.
I mean, I understand that, but it doesnt stop it being an issue. If nerfing COH visibly reflects on the kill rate, then we can slightly nerf killers until it comes back in line.
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@Actual_Villain said:
https://forum.deadbydaylight.com/en/discussion/comment/3238723#Comment_3238723
really? how is that a grind reduction? 😩
and also why is it 4, 5 and 6? do they only give you one part of her cosmetic each time?
again apologies if this has been asked before. i’m hella new here. lol
because before, when you prestiged, you'd lose all your perks, addons, and offerings. Now you keep them between prestiges.
And yes, one cosmetic per prestige at 4, 5, 6. Weapon, body, head if i remember correctly.
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I've used each a little, but im speaking like max 5 matches with each. I dont like deadhard, I prefer to escape and evade rather than take hits, and Decisive Strike is only useful in matches where its not equipped, if you get what im saying
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@IWantCandys said:
This may sound funny to some of you, but it's a real problem for me right now.
I can't get any further in the event tome, I'm stuck in the second survivor challenge. Escape 2 times.
This is apparently impossible in the MMR I'm in. Why does BHVR hate solo queue so much? This may not be a challenge for SWF or high mmr solo survivors but I have no idea how to do this challenge.
Usually I don't care, I play mostly for BP, shards and fragments and not for winning. But this stupid challenge is forcing me to do it and I have to say I'm completely frustrated right now.
Wouldn't it be enough for BHVR to reduce this escape challenges to 1 time ( while thinking of lower mmr solo queue) and not to several times? It's not even one challenge that I can skip to do another in its place. I MUST do it to even progress at all in this rift.
Do you have any advice please? I'm really frustrated right now.
Left Behind, Sole Survivor, Wake Up, Calm Spirit