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Akumakaji

Akumakaji

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  • @Tatt3dWon said:

    so what happens to all the perks I had purple on Feng they all go down to yellow since everyone's prestige 1 if so that was a big waste of my time grinding to get all her perks purple.

    No, don't worry. When prestiging now with the new system, you don't lose neither items nor perks and perk levels when prestiging, but if you will unlock all the killers/survivors perks automatically for everyone else.

  • This whole thread is super wholesome. All this killers making sure not to kill anyone accidentially :) Would be nice if sometimes survivors wouldn't be so deadset on preventing and impeding each and every single hooking, but eh, I don't want to sully the good atmosphere here. Sometimes everyone escaping is its own reward, together with the lightshow and twerking act.

  • Splitting up and doing 3-4 gens seperately completely negates good killer gameplay. Facts!

  • The hatch is actually a non-interactable object the whole game. While the hatch is invisible, your character will still rise a lil, but noticable, bit when running over the hatch; that survivor might have just discovered the hatch earlier that game and thus returned, when the situation turned dire.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/333132/tunneling-completely-negates-good-survivor-gameplay

    Well I can see where the killer is coming from. If the killer is trying to win then yes it’s the best play they can make. Unfortunately if you loop a killer for too long your gonna get camped to death and it sucks to have all that effort got to waste

    To have a reasonably fun game for (nearly) everyone, one survivor needs to die at the 2 gen mark. Then the others got a reasonable chance to complete all gens, but its no pushover and there is a real danger of failing. Getting a 3v1 too early, though, usually results in the survivors team breaking apart and everyone dying. Its really tough to balance, especially since the first survivor you chase could be super good and waste all your time. But they could also be the one soloQ baby survivor whom you just slaugther. There is no real right way to tackle this, but my experience tells me that the best games are those were you turn it into a 3v1 at the 2-3 gens mark and not everyone is super immersed. But this games are not the norm.

  • Tbh, I never understood the hatred of proxy camping, as it is sorta essential to playing the game. Face camping is dumb and no one likes it, thats a given, but proxy camping is like getting angry at survivors for dropping a palett, ie its just so integral to the game.

    Yeah, sometimes there are situations were you know that some survivor is at a far away gen and you can leave a hook and just go there, but in most cases you also know that someone will come for the rescue and you keep an eye on the hook while roaming around.

  • @Ksekwlothreftis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047620#Comment_3047620

    If u really think part of the enjoyment of playing killer is breaking gens and pallets u need to get better at killer lol.

    For real, I thought the same when reading that :D

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048237#Comment_3048237

    What exactly is considered FUN counter play then....? Pre dropping pallets isn't fun. Juking nurse isn't fun according to some people. What exactly is left.....? Basic ######### m1 killers like pig that you can loop with windows until 5 gens pop ?

    I actually enjoy juking Nurses a lot. Once you doubled back 2 times in a match and let her zoom by you every blink of her turns into a mind game, I like that.

    Regarding Clown though, I think survivors just hate how oppressive he can be in chases, ie cutting chases super short and getting "undeserved" and "unfair" hits, but eh, thats just his power. He pays for his strong chase game with basically zero map pressure and mobility. His alternative can be strong if played right, but its useless to get around the map.

  • @BeatenBread said:

    Hey! i have returned to play dbd and im doing the previous tomes for BP and i've come to notice that this challenge: "Hatch an escape" (Unlock the hatch with a key 2 times) from Tome 2 lvl 3, has really low chances of being completed under the current hatch mechanics, anyone know if previous tomes challenges have ever been "updated" or something like that? Im currently just moving on from it, dont see the point on tryharding this challenge tbh if i can be doing others much easier.

    It took me quite some hours to finish that one, but eventually some games will just click and the pieces will fall into place.

    One thing that I did was NOT selecting keys at the start, but going for an Ace rumaging build and just hoped for an iri key to show up (which they do surprisingly often). I think I went with "Ace in the Hole", "Appraisal", "Open Handed" and "Left behind". In essence I would play the game normally and try to finde a key that could open the hatch. If I did so I would play much more safe and conservatively and, yes, I am ashamed to say so, like a d**k, letting other survivors die on hook :<

    Then, if you manage to be the last one standing, you locate the hatch and hide; eventually the killer will come along and close it and then you just wait a lil bit longer and zoom in to escape. Its not glorious, but it worked for me (eventually).

  • It could be interesting, to say the least.

    I think the biggest problem with Twins right now is that their tag-line is somewhat that you can play tag with them (pun intended), but the long and sluggish wakeup periot totally throws a wrench into that. For this killer to function as intented and to be fun to play you would have to switch between the two at a blistering fast pace, like park Charlotte at a corner, herd the survivor around a loop towards that corner and instantly take control of Charlotte to catch them.

    Apparently in the original Twins PTB they were very much like this and people hated to verse them? I know that something like this can be oppressive and strong, but hamstringing them like they are now is no fun at all for the killer. The killer controls are often soooo sluggish and unwieldy by design, that its borderline unbearable. Play any modern (heck or even 20 years old) shooter and then come back to DBDs killer gameplay.

    I understand that unwieldy and clunky controls are somewhat a balancing act, BUT the killer is supposed to be a deadly, well, killer, right? And not some bumbling baffoon who just happens to have stumbled about a big cleaver. Killers should be experts at the use of their power, not having to invest massive time just to learn how to play around these artificial limitations.

    So, circling back to the Twins, their long wakeup and grogginess period is the sole factor that makes them quite unfun to play and unintuitve to learn.

  • All good points, you people brought up here. Just one additional foot for thoughts: don't just look at the BP offerings as a means of gaining additional blood points, they are essentially free or heavily refunded steps on the blood web. Yes, their gain is super smol and not worth the hassle, BUT they basically let you proceed on the Bloodweb for free which has its own worth.

  • @Aneurysm said:

    It doesn't have to be an option every single time you're downed, but you should at the least be able to rapidly speed the process up when a) you're in the dying state and b) there are either 2 or 1 survivors left.

    It's a dull and anticlimactic end to a trial especially when the killer can't find or catch the other survivor who then sneaks back over to heal you and then this whole ridiculous process drags on for 10 minutes because the killer will immediately soil their gaming chair if they have to suffer the indignity of a measly 3k

    Bleeding out the last survivor instead of hooking them is another good thing to reduce, even if it doesn't happen much in my experience.

    A slugged survivor also hast the option to NOT crawl away and hide. I am not saying "roll over and die", but you all experienced this survivors who know that they are dead and who just crawl and hide in order to deprieve the killer of their kill and spite them. That is obviously within their right to do, but it also wastes everyones time. When in a hopeless situation I either crawl to one of the most frequented and open places or under the next hook as to encourage the killer to hook me instead of letting me bleed out in "a dull and anticlimatic end to a trial".

  • @TeabaggingGhostface said:

    No way out would be a guaranteed kill, so no

    Uhm ... then adjust it so ... uhm ... that survivors have a 20s window to make it.

  • @GannTM said:

    I never really use map offerings anyway.

    and thats why Gann-sempai is the most attractice and morally sound dbd player. Uwu (please don't read this, @DrDeepwound T_T)

  • @Seraphor said:

    On paper, sure. But in practice, I think this would just lead to more survivors running boons, because there would be no drawback to stacking them up anymore.

    Boons would be better if Shattered Hope was a basekit feature.

    CoH for example is already multitudes more effective than Inner healing, and it would still be better than Inner Healing even if it was only one use per totem.

    For real, shattered hope is so niche. I have equipped it an entire evening and only shattered a handful of hopes. So while satisfying when it works its pretty meh to sacrifice a whole perk slot for it.

  • @Triplehoo said:

    Same to all survivors who stop running away when Killer is doing gly--- Oh wait. Nope. None of those.

    Awwww ... ain't you precious?

  • @AVoiceOfReason said:

    A very pleasant lifetime of survivor and killer matches. You are the REAL MVPs of DBD. Never change.

    You are welcome :) But its nice to get some recognition once in a while.

  • Well, maybe a few more peeps started to try out killers after a smol brush with the idea during the PTB. As much as I enjoy my short 15s max killer ques in the evening, I am happy for every new masochist whom we can welcome into the fold.

  • @Seraphor said:

    Wait til reset on the 13th.

    That is the correct answer, but not a satisfying one. The basic new killer achievement shouldn't be dependent of the time of the month, yet it certainly is.

  • Yeah its quite the schizophrenic perk. If it had no downside probably a lot of stealth builds would run it, but right now its totally missing its mark.

    Maybe just pause the gen for a couple of seconds, but don't give it extra regression. This will make it unattractive to the good survivors who pass most skill check, while still helping new players out who might prefer a few extra seconds to getting visited by the killer.

  • Michi is a german hag player who is pretty good and ruthless, but the post is still rather confusing, tbh.

    I will leave this here, as people will surly get tilted that Otz is in it.

    https://youtu.be/IzoGHKqWDTY


  • Thanks everyone. This thread really helped me getting a wider view on this topic and I understand things more clearly, now. Yes, the hool distribution can sometimes cuck you hard, but overall its much healthier to the game then any alternative.

  • @DY86 said:

    U guys care waaay too much about these kinda stuff. It’s annoying sure but thats all that is

    There are those people who are photosensitive and/or havean epileptic history.

    Implementing a limit as @dugman proposed would literally not impactsl anyone's gameplay who played normally, but but would do both: protect sensitive players and curb toxicity, as this kind of macro clicking is considered to be extremely rude.

  • @Daniel28 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3042544#Comment_3042544

    You are all misunderstanding me.....

    I'm meaning the part where you have to stop healing halfway and a loud noise notification happens when you have hemorrhage status. The loud noise notification should be removed

    Well, that's not a function of the perk, that's how skill checks in the game work. Every tick working you got a certain chance of forcing a skill check and this might be happening when you stop working, ie making you kinda instantly fail them. Same thing whenever you stop working on a gen, its just a risk that you gotta live with.

    But Haem. as a status effect is far from being OP. It was in fact so insignificant that it recently got buffed to this auto regression. But the oart that you are fussing about is just the regular skill check system in the game and you just seem to got unlucky a couple of times.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3042537#Comment_3042537

    If you miss a skill check on Gen/Heal, the progressing is paused for 2-3 sec before continuing.

    Which 2-3sec pause means 14-21% regression.

    When healing just go for savety hood skill checks, don't risk great ones for this meager extra 1%. If you do, though that's a fair punishment fot missing your checks.

  • I would wish for a sysyem were you could see each others builds in the load up screen, but there was diminishing returns for multiple instances of the same build or certain perks.

    Imagine if the exhaustion of Head On got increased by +10s per other survivor who got it, or DH invulnerability window reduced, etc.

    SWF that just goof around aren't the problem, its the bully squads with coordinated builds and loadouts that just wanna torment and trap the killer in an unwinnable and disgusting situation.

  • @loveontherocks said:

    A few games tonight I've had to let a survivor bleed out on the ground because their teammates died on nearby hooks and I had nowhere to put them. Sometimes I just let them wriggle free and escape. What is the purpose of this mechanic?

    I feel you. I think its supposed to make hooking more tactical? But it really feels unnecessary and leads to more survivors bleeding out.

  • I really love the new sysyem. The grind from level 1-40 is not that bad, and 41-50 is just a couple of more games.

    When I started the game I brought Claudette to lvl 40 as my first survivor and was pretty bummed that I still had to get lucky in order to get self care, even though it got unlocked.

    Now with the new system, you got much better control of how to plan your level ups and going to prestige feels much more meaningful; a teachable now truly feels like a teachable.

    Even just bringing a few characters up to P1 will unlock basic builds for you without getting cucked by RNG.

    All this talk of "uwu I don't want to play with everyone, I just wanny Feng/Meg/Claudette/David!", is quite the privileged problem, really.

  • @WeenieDog said:

    React streamer Sadako skin. TVs now have an image of them mindlessly staring at you and every 60 seconds they go "...wow, that's crazy". .. and then they just pop out the tv.

    Underrated comment.

  • That might be a bit much, but for all the utility they bring, Boons are sometimes notoriously tough to find.

    One thing that I would love would be if the global thunderclap of a completed boon were directional, ie it gave the killer a general idea in which direction the boon is, but doesn't show it in any way directly.

    I think this would make boons much more interesting and a bit more tactical.

  • @Biscuits said:

    The funny part is, if a killer is using wall hacks there is almost a 0% chance you will notice. Because of the amount of aura perks that exist, and the fact that they can just argue they were mind gaming.

    People like to point out who easy it is to tell if a survivor is cheating, but if a killer cheats subtlety, you will never know.

    Until they start floating and using Huntress Hatchets.

  • Amouranth legendary Kate skin when?

  • @drsoontm said:

    I'm speaking 100 clicks a second.

    Because I'm getting a few of these again.

    No, its just too much fun, I guess.

  • @Laluzi said:

    The locker achievement came out less than a month ago. Everyone who's ever played the game but hasn't been on last month is excluded, so of course it's low.

    As for Nurse, yeah. But as Aven_Fallen already said, you have to figure that the achievements factor in everyone who's ever booted up the game. If I look at Steam's achievements, only 51.8% of players have gotten past Ash IV (or rank 20, which was the same thing.) And out of that percentage, how many people played for a day and got bored, tilted, or decided they just didn't like the gameplay? The "do common things a large number of times" achievements have low percentages because only people who stuck with the game for any significant length of time played enough to achieve htem.

    Also, Nurse isn't a killer for beginners, so I'm not surprised hers is low even for individual killer achievements. 500 blinks is quite a few matches, especially for a baby Nurse.

    Just for perspective: only 96,4% of all Dark Souls players ever kindled the first bonfire. And of those who did, 2.2% immediately dropped it and never equired an Estus Flask. There are those players who buy a game, try it out for the shortest amount of time and then drop it for any reason.

    Some thing: only 92,4% of all Bioshock Infinite owners finishted the Lighthouse and actually arrived in Columbia.

  • Paletts are a tough thing to balance. For newer players, or those who just never learned how to loop properly, they are basically the only chance they have to escape the killer, and once they are dropped they are practically gone. In the ideal version of the game the paletts are sorte the survivors ammuniton: they start with a full mag, spend them throughout the trial and in the end game most of the map has become a dead zone.

    Problem is that experienced players are SO good at looping, that they can greed the absolute maximum out of each and every palett. In their hands paletts ain't anything scarce of expendable, but 4 paletts could last them till the end game. And then they still got a full map of paletts to tward the killer with.

    Maybe paletts should be tied to MMR for dynamic spawns? The higher your MMR the fewer paletts spawn on the map and the higher the chance that you die, get knocked down a few MMR points/ranks/whatevers, until you start getting more and more paletts again.

    A blanked reduction of paletts would indeed hurt new players and soloQ players who ain't god-loopers.

  • @OpalescentHare said:

    https://forum.deadbydaylight.com/en/discussion/comment/3041708#Comment_3041708

    SHUT UP YOU MARVELOUSLY LOGICAL BEING! This entire time I could have been using Built to Last for those item depletion challenges? You have blown my mind

    :D The more you know, right? Yes, with "Build to Last" you can take one crappy brown tool box/med kit and gain 4 steps on any completion challenge in one trial. Its not even throwing the game or something. Sure, you are not playing optimally, but that tool box can add up. You could also use a big tool box and gain extreme value out of that.

  • @Droneinthrwind said:

    I don't get it. Farmed for the last two weeks billions of bloodpoints and still people don't even bring a brown toolbox or medkit. Items what could make massive change in game by saboing a hook or finishing a gen few seconds faster or having that one heal. You all so cheap?

    How long could 109 brown tool boxes last you if you bring one every game? What if you got a tome challenge that needs you to deplete 6 tool boxes? Even with "Build to last" this will be at least two boxes. This is dangerous, man!

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/332530/forced-penance-will-finally-be-a-good-perk

    It's already a good perk. I just won a game because of it. Survivors don't ever seem to expect it, and it hard counters a lot of bully squad strategies. I got like three extra hooks out of it, plus some survivors were too scared to bodyblock once they realized I was running it.

    This is poetry in motion.

  • @dugman said:

    Just for reference the devs did comment that they had to set aside their usual balance pass schedule to make room for the big updates they’re doing. So Sadako is still on the table for her balance pass, we just don’t know if it’ll be in the next mid-chapter or the one after that or what. (Hopefully they can squeeze it in on the next mid-chapter along with the bot matches.)

    The voice of reason.

  • Here is a wild Trapper idea: what if all his traps start the trial automatically primed AND in somewhat favorable spots like in front of windows, around corners or patches of gras etc. and disarming them had a skill check involved or you get trapped and wounded.

  • @Aneurysm said:

    all they did was nerf strong survivor perks and give us close to nothing to replace them with. people would run perks like up the ante, self preservation, etc if they actually did something useful

    No, they wouldn't. There are plenty of survivor perks that have always been useful or have been buffed to do something useful. The only way for new survivor perks to currently enter the meta is for them to be completely busted, like MoM on release, CoH on release.

    "Useful" is not enough, since the most popular survivor perks go beyond that.

    This! For something to be meta it needs to be the "most effective tactic available", and there is pretty limited room up on top, especially since all survivors are functionally the same and just skins for the same basekit.

    When playing survivor I never play the popular meta build, but some fun builds like the bone buster, the houdini or the Autididact healer. With decent looping skills you can do well without meta skills, and it's much more fun then running the same old, same old that everyone else is running.

    By Nerfing a few of the biggest offenders BHVR will encourage a few people to try out other perks because they now feel free to throw some "must haves" out. Others will be too stubborn and just keep using their old builds, endlessly complaining that "the game is unplayable now".

    No perk loadout will truly protect you from getting camped or tunneled, but in the same vein you can absolutely be successful with off-meta builds, because skills matter. So try out something that sounds like it's fun and run with it.

  • Yes. The time has come to punish the guilty for protecting the wicked. Let em pay the price. *heavy breathing from behind a metal hood*

  • @fulltonon said:

    I like how people genuinely believe it's either 1 or 0 and there is no in between.

    For real. I guess most of this people never play killer and know how effective and devastating it is to have one of your basic mechanics taken away. As a survivor its exciting when you are sitting in a shallow bush right next to the killer and they are not noticing you, but for the killer its extremely frustrating and stressful.

    75% sound reduction is still pretty beefy with your own chase music blasting in your headphones, but at least a killer now has a fighting chance to notice a too cheeky survivor.

    With the exhaustion nerf I am unsure myself, but I guess BHVR wants you to chose: hide or zoom off with an exhaustion perk, but not zooming off and then hiding, leaving a killer next to no chance to actually finding you

  • I see, a man of culture.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/332112/survivors-are-not-having-fun-with-this-game-anymore

    To be fair, people DC or let themselves go on hook over the smallest of things. I dont tunnel or camp, nor do I use strong builds (I use Hillbilly with BBQ, Shadowborn, and Bloodwarden on some occasions) but people still DC and such. I play both sides, and I can understand getting upset because of the killer using a strong build, or camping and tunneling, but I do neither.

    I think people just get tired of DbD, or burnt out on the game. People need to take breaks. If they keep playing over and over, they are bound to find something that upsets them a lot, leading to more frustration since they are already upset, it can build up a lot if unmoderated. But this happens on both sides, this isnt exclusive to just survivors or killers alone.

    SoloQ can also be super painful since you have 4 people with some idea what they are doing but literally no coordination whatsoever... Ive said this for a long time. DbD needs voicechat, rather it be proximity based or just VC in general, I wouldnt mind. Survivors need teamwork to win, it's by their design, but literally nothing about the game's design supports teamwork in the slightest. "But killers win because of weak links, and SoloQ enforces that", I dont care, SoloQ shouldnt be as terrible as it is.

    Today I had the strangest of games. We were against a slinger in Midwich Elementary, and after getting the drop on one of the survivors that one DCed, shortly to be followed by another survivor.

    Me and the Claudette did what we did, I got hooked, Claudette unhooked me and then .. DCed. The Slinger cornered me and gave me the hatch, but that was the most sad match I ever had the misfortune to load into.

    Poor Slinger.jpg


  • @HelloKitty2022 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3039010#Comment_3039010

    But if i hide successful from a killer why do i need IW anylonger esp. if i am axhausted? IW was the reward not to get heard since its still hard enough to get rid of the killer. I see it completely different and i dont see any scenario where this perk after destroying it that way would be useful. This will make this perk drop down from meta (esp. for solo survs) to something like No mither :(

    So here is the deal: I guess the combo that you loved so much, ie exhaustion perk to get away and then IW to hide, was pretty much too effective. When you zoom off and the killer loses line of sight they have very little to work with. They can follow in the general direction, but then what? With IW they could be standing literally right next to you and have still no clue. While that is exciting and a lot of fun from the survivors perspective, it is extremely frustrating for the killer: they know that you are probably around, but they got no chance to ferret you out, because one perk shuts down their entire hearing.

    So now you got one or the other: when wounded you can try to hide in the vicinity, with the killer still having a chance to find you if they listen closely (excitement!), or you use your exhaustion perk and zoom off into the distance, but if the killer follows you the chase is on again. You still got options, just not the very opressive 1-2-combo of zooming off and then disappearing.

  • @KingCH said:

    https://forum.deadbydaylight.com/en/discussion/comment/3038972#Comment_3038972

    Honestly that sounds great having unique items for Survivors and only those Survivors would be able to use them, would make playing that Survivor more meaningful due to you enjoy those specialized items only they can have. And would create a interesting game environment for a Killer to play around. Just how Leon came with the FlashBang perk. Imagine if it was a special item only those who played him could get.

    Exactly! I never was a fan of the fact that survivors are basically all just a techable perk delivery vehicle and after that a skin for the survivor class, that just feels so dull. Killers all offer unque gameplay elements, but once you got your perks unlocked you can pretty much play every survivor like the next. Some moan and scream louder or more subdued, but thats it. So booooring. I had advocated for some time that maybe one slot should always be reserved for one of the survivors native perks, or that only they could use the best perk they come with (ie meta perks tied to certain survivors), but of course non of this options is really popular. But offering unique items could do the trick.

  • @HelloKitty2022 said:

    By completely crippling this perk imho its now completely useless like No Mither.

    When surv will be attacked by killer nearly all of them use one exhaustion perk to get out of the chase. But then IW is deactivated as long as you are exhausted.

    And even if you recover you are still loud enogh to be heard with a good headset resp. good ears.

    So what is the use of IW? Why dont they just deleted it? That would be more honest.

    I think survivor players severely underplay the 75% sound reduction. This is still huge, but it now gives killers a fighting chance without totally crippeling one of their basic tools. With 75% sound reduction you can still hide in the bushes and got a decent chance to not be heared or to blind a killer and slip past them, but it now has a chance of failing. This chance of failing is not a "100% useless" thing, but making it much much fairer. I know that people in general want to see a pay off of their investments, and thats why DH is much more popular then Lithe, which is much more popular then Balanced Landing and Smash Hit etc. but IW gutted so much of the killer gameplay and made nearly every killer look like a bumbling fool, its good that its effectiveness got curbed down a bit.

    Why not try it out instead of crying that its "100% useless now"? Have you tried it in the PTB? Have you been found out every single time you tried to hide? Whats your reasoning behind your hate for this change? Yes, I am a killer main, but I always try to be reasonable and play a lot of survivor nowadays.

  • @IlliterateGenocide said:

    I defiantly think survivors need new items. i don't know how you would implement a killer item tho

    i really like the rubber bumper idea

    Here is a great idea: give every survivor one or two unique items that only they can find in their blood web. This would help with the "all survivors are the same and are just skins" and give everyone some sort of identity without forcing any builds on players.

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