Akumakaji
Akumakaji
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3038751#Comment_3038751
I mean, I would not disagree that this can also happen in regular gameplay. However, what I have seen so far was staged - a Content Creator getting 3 MoM-Stacks, getting unhooked and then letting himself hit by the Killer.
And I also think, if in regular games a team goes to this length to tank a few Hits AND still manages to get 5 Gens done, they would have gotten the 5 Gens anyway. So it does not really change the outcome for the Killer, they would have lost if the team would have been super-efficient and just doing Gens anyway.
(But I know that you cannot say this in this forum, every Survivor is bad and they are all only carried by Perks)
Don't be silly, we all know that there are unpleasant and dumb people on both sides of the fence. Here is the thing: yes, you gotta go out of your way to orchestrate the 5 HPtank, but just one step down and 4 HP become not that tought to pull off. And just an abundance of 3 HP on nearly every survivor is so oppressive, I mean we went from "you got one hit. If he catchs you after that you are dead!" to "after he hit you the fun begins and you can just bait and evade and zoom off with your 3rd health state" to "you basically now how 3HP plus other shennanigans". Thats like rulebook power creep, and the survivors using the tools given to them aren't even at fault, but the game just moves and evolves far too slow in order to keep pace.
I feel that far too few brain cells are picking up the fact that survivor players just got BETTER then the game ever accounted for. Survivors these days run every. single. loop soo tight and perfect that you have to do the same just to keep up, and in doing so they greed every. single. palette like mad and far beyond whats reasonable, and they get away with it. Against people like this the base +10% better at everything buff that killers get is necessary just to play a normal game. I mean, you can't fault people for playing good, thats not the problem, but the base premisse of the game is getting more and more strained: a survivor hunted will have to trick the killer and get away or they will inevitable go down. This inevitability isn't that certain any more. Paletts used to be a rare and valuable ressource that you had to expent to get away in the mid game, so that in the endgame everywhere was a dangerous place. But if you take 1min to whittle down 1 palett and then its off to the next and you don't have just one god looper how can do this, but they all do? What are you supposed to do? Oh yeah, camp that poor guy that you somehow managed to down and guard them with your life. And tunnel them if they ever get off the hook.
No party is at fault for this vicious feedback loop, but its the inherent limits of the game. After 1-2k hours a lot of survivors are good enough that they strain the limits of the games mechanics to its breaking point. And this players still got to play full meta builds, even though their skills are that high. This are insurmountable odds for most killer players and this leads to all this frustration that a snarky "lul git gud" or "then just dont tunnel" wont be solving. So I have high hopes for the basic killer buff, as this is really what the game needs.
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3038745#Comment_3038745
Devs said they are not gonna do that as it discourages last minute saves, and they wont do that.
Also, if the gates are powered and u need a perk to regress them u pretty much lost imo. even if ur perk idea came to fruition, i still think remember me, noed, blood warden and no way out would be a more effective endgame build. What do u think, bro?
People 99% the gates because they want the gates to be basically open, but not to deal with a potential Blood Warden. You could bring Blood Warden every game and get to use it maybe once every 12 games, because 99% the gates offers this safety net without being detrimental in the vast majority of times. Its like killers must always anticipate that DH is in play and bait it out, but by doing so they lose 2-3s every chase, but survivors lose basically nothing by 99% the gates and thats what rubs some people the wrong way. Not in a hot, frothing "this is soooo unfair please change!" kinda way, but still, its there and its singelhandedly prohibits playing Blood Warden, because "why bother"?
Yeah, there are times when 99% the gates killed a survivor because they had to stop that split second, and people of course remember this instances and claim "I died countless times to 99% gates, so its not a survivor favoring strategy", but 19/20 cases you basically got the door open without actually openeing them and thats kindaaaa odd. So why have a perk like Blood Warden in the game when you can't actually use it?
The EGC is 2min long, double that time if the killer is roaming the hook ie 4min. Most endgame shennanigans don't even take a quarter of this time, its just a quick swoop in, unhook, swarm the unhooked survivor and get everyone out, so the timer is not the thing survivors are afraid of (and why should they, thats not the point of the EGC), its just one more subtle slap in the killers face that there is a mechanic that so univocally favors the survivors, ie 99% counter to that one perk, and the doors are actually open when the game still thinks that they arent. Its no big deal, but it adds up to the dissatisfaction with playing killer.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3038208#Comment_3038208
No, stating that this will be a common occurrence in the game is nonsense. Ever played with MoM? You know that you wont get the Stacks for free?
Only because some big Streamers show 4-5 Healthstates in staged scenarios does not mean that this will be the case in actual live games. Especially because said streamer has a history with stuff like that.
I can only say that I encountered it in a normal game during the PTB. No one was throwing, no one was doing anything special and then, during the endgame there was this Meg that I hit 3 or 4 times and then she run away and I was so confused.
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@animalz606 said:
I saw a post earlier today about how "99ing a door is meta and everything" and there is "no counters"...but it got me thinking. What if DEVs added a feature where the doors regress little by little over time. Like Hex: Ruin speed. Since the door isn't activated, it would kinda be like a "Door Failure" mechanic where it would lose power over time. I don't know. What do you think?
It either has to be basekit or no one will ever use it. Could you EVER see yourself using a perk slot for regressing doors? I mean thats such a niche thing.
Oh, while we are at it, here is an idea: add this not as a seperate perk, but as a secondary effect to Blood Warden! Blood Warden does what it does, but it also silently regresses gates to the lowest state that wouldn't change to lights on top. This way 99% would still be the correct counter to Blood Warden, but it would also buff Blood Warden slightly and maybe see it finally getting some value.
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@drsoontm said:
Many are enjoying the role in that version. I only played one game as killer. All the rest was as survivor as the queue is way faster.
Secretly all those survivor mains actually wanna be killer, but peer pressure keeps them in their SWF groups. Now is their chance to try it out with a handy "I just wanna see what we will be facing next month" excuse. Search your feelings, you know that I speak the truth!
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Always makes you wonder why they actually model a face under the mask when you can't see it outside of hacking and moding?
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@graveyard_7777 said:
https://us.v-cdn.net/6030815/uploads/ADX6T6WM2A33/glitterphoto-jun302022-163910.jpg
I'm a Legacy Portrait!!!
Is this like P10? It looks so realistic and just slightly dips into the uncanny valley. Good job, graphics department!
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@KerJuice said:
What’s “Project W??”
Its a secret! (don't let Wesker hear ... he might get really mad! And you don't want to run into him when he got that mad glint in his eyes).
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@bittercranberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3037668#Comment_3037668
i just got my iced coffee & i feel much better :))
thanks for the virtual flan love
Ahh, we all got that foul mood now and than. I am just glad that I could lighten yours a bit. Enjoy your coffee :)
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3036715#Comment_3036715
I mean why survivors suddenly deserves to have a chance for escape literally handed for free in already lost game? killers don't have anything like that as a basekit.
I just don't get it, when survivors are winning they deserves to escape with four without any consequence, but when killer is winning there is still 50/50 RNG factor for 4k?
I pondered that for a while myself, but I guess the feeling of just slaughtering helpless survivors (in cases were you snowbald at 3+ gens) would become pretty old quite fast. And there are this cases of sneaking and doing gens super slowly. While a hatch can easily turn a 4k into a 3k I usually dont get invested in the hatch escape, as its basically a coin toss. The only thing that slightly iritates me is when the escapee then feels all mighty in the post game chat and brags around to no end, but thats just your kids today.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3037152#Comment_3037152
To be honest, the only way I can rationalize the stun nerf was that they wanted people to stop running the perk. Same with Self-Care. It feels more like trying to force perk variety than a nerf as a result of the perk's strength or how it was used.
https://forum.deadbydaylight.com/en/discussion/comment/3037737#Comment_3037737
Ironically, Off The Record is more dangerous for killers that don't tunnel. Both DS and OTR could be used aggressively, but OTR lets you bodyblock and take hits for other people the killer is trying to chase.
I almost never tunneled before, and I dislike the strength and prevalence of tunneling as a strat, but now I'm going to whack everyone I can right off hook just to stop this nonsense from unfolding.
Us cool killer guys are the heros who lived long enough to become the villain.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/3037157#Comment_3037157
We traded one villain for another -.-
Its the same one, though, just a palette swap and power creep of the power level.
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@bittercranberry said:
srsly disappointed with almost everything youve guys done lately...
you guys gutted soloQ, made the grind even worse even though you advertised that it would be less by 75%...
& now we get the god awful P3 rewards.
just let the CAPGODS bless DBD since you guys cant do anything right.
no wonder why you announced Project W, to simply keep players excited since you have nothing else to offer..
Tsk. BHVR surely blunders along a lot, but this post is rather overtly harsh and unfair. My fair cranberry, you seem rather bitter today. Here is a flan for you :)
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@Marigoria said:
Yea the worst time to play this game is right after event. Not worth getting these miserable BP gains after getting so many for a week.
I can't wait for WGLF/BBQ to loose their BP component. Right now this helps to cope, but soon we will hit rock bottom with our post-event BP depression.
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@HungrySnek said:
I had a match right now where in the lobby a swf changed all in the last second to flashlights and used 4 rpd offerings. Because I didn't wanted to deal with that and I actually care a bit about my sanity I moved into a corner and replaced/picked up traps fro points to get at least 8k from the Match.
After the Match was over all 4 messaged (and insulted me) saying they will report me and get my account banned for "afk farming"
So...uh...is it not allowed?
Thats just their last effort to bully you. Ignore this. Some one will always threaten to report you for "playing toxic" or "being a ######### teammate" shrugs You can't please everyone, and neither should you strive to do so. Just play the game how you want to play it and maybe try to be as un-toxic as possible; also sweaty gameplay leads to more sweaty games in the future, but all in all just do your thing.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3037429#Comment_3037429
True, but desirable add-ons and offerings will be much harder to come by, based on receiving fewer BP from perks
You gain some, you lose some. But I really appreciate that your teachables now are actually a meaningful investment and don't just clutter up your Bloodweb. In the PTB I could open up any of my less played lvl 40 killers and already got a lot of the perks I love unlocked. This is huge.
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@Leonardo1ita said:
Why is it becoming always more popular that survivors now surrender immediately or DC?
Especially in the late afternoon/ early evening, so many throwers!
Do you have any theory on why this is happening?
It always feels very grating to be the first survivor found during a match and then, through a dumb blunder, be going down immediately. But as a survivor you can always bounce back and be in the thick of it. Heck, I even had a game were the Trickster immediately tunneled me after the unhooking and I was on death hook about 1min into the game.
My teammates still got me off the hook and we even managed a 4E, I just had to play veeeery carefully and save after that one. And earlier today I had a Myers camping me on hook for 4 gens till my mates got me off. One of them died in the process, but still.
So really, there is absolutely no reason to throw the game, just play as best as you can and if you still go down at least you didn't hand the bad killer an easy game.
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@KnotEnthusiast said:
Howdy folks, it's your favourite angry DBD nerd here to be annoyed a second time. I made a post after the "grind reduction" was first announced, where I did some math to determine that the grind reduction seemed to be in name only:
https://forum.deadbydaylight.com/en/discussion/330040/we-reduced-the-grind-except-we-kinda-didnt
This discussion was responded to by @Peanits :
https://forum.deadbydaylight.com/en/discussion/comment/3017065#Comment_3017065
Who said that the fact that you could get all killers to P1 and then level accordingly in the most efficient way possible would result in substantial BP gains as you leveled up more and more killers. So I've been thinking about that, and because I am a total nerd and dislike losing my sweet sweet BBQ bonus, I figured I'd actually calculate that value.
So! We can start by explaining what the most efficient way of getting all perks on every killer, then calculate the number of levels required, then compare them to the current method. I'm also going to ignore inherent inefficiencies in starting out leveling, such as that before you unlock any teachables in the new method, a small number of levels will be wasted on bloodwebs that have no perks, as you will not have enough perk levels to fill every bloodweb up to 50. I also will assume you get the RNG that results in the most favourable amount of bloodwebs possible, and no perks get eaten. I'll also be calculating for killer, because there are fewer and therefore less work.
Most efficient level up method in the new system:
Much like the most efficient method in the current build, the best way to get all perks starts with getting all teachables on every killer. So, every killer goes up to level 50, then prestiged. But once we hit this point, then things get a bit more complicated:
Between P1 and P3, there exist 100 levels that will unlock 120 perk tiers. However, as you P3 more and more killers, the number of perks you have to buy to complete a killer drops, as you unlock more teachables by P2 and P3ing. So to get the most optimal leveling system, you have to find the balance between leveling up killers to P3 to remove their tiers from later bloodwebs, but not so many that you're wasting BP that didn't need to be spent. So, being a good nerd, I did what I had to do:
I MADE A SPREADSHEET.
https://us.v-cdn.net/6030815/uploads/LV66TJ5IXMTD/bpmaths.xlsx
https://us.v-cdn.net/6030815/uploads/IF22MABS40KB/image.png
Using this spreadsheet, I found that P3ing either 14 or 13 killers resulted in the least BP used, at roughly 3458 levels used. Notably less than the current 4182, but nowhere near the magical 75% reduction that the devs keep touting, and not even close enough to warrant the loss of BP bonuses on perks. This also isn't counting the new 50k BP fee to prestige, which is basically just an extra level that provides no perks to your total. I'd love to have my maths proven wrong, so if anyone sees a mistake, let me know.
TL:DR: I made a spreadsheet to find that the grind has reduced 18%, from 4182 levels required to 3458, not the magical 75%. According to Peanits, this should have been the most BP saved, but I'm still hard pressed to see how this new system required that BBQ and WGLF needed to be nerfed. This feels like the BP grind is simply going to get much worse, and urge the devs to make their BP bonuses base kit.
Thanks a lot for your hard work, thats much appreciated. Still, I think the new system is vastly superior to the old. In the old you had very little control over what you actually got and the few characters that I prestiged were quite the gambles. When I P3ed my Pyramid Head I had comparable builds during P0-P2 .. but P3 was an absolute slog and I only got my favorite perks back once I hit P3+10.
With the old system you only needed to reach lvl 40 with a character that you didn't want to invest too much into, but now with the new system you actually get a lot of control over your perk loadouts, just getting a character with important perks will unlock these for everyone else and this feels so much more meaningful then just unlocking them on other characters bloodwebs.
Also, while I am as much on the fence as everyone else about the needless 50k bloodpoint tax to prestige, now prestiging doesn't come with the big bad disadvantage of old, ie you dont lose EVERYTHING! Before the decision to prestige a character wasn't taken lightly and usually involved a marathon of using all the good add-ons, survivor puddings/escape cakes and other consumables. Heck, I always wanted to prestige my Ace because he is a cool guy, but from his native perks he got sooooo many purple and iridescent items that I would have never prestiged him.
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@tippy2k2 said:
*Nervously scratching at my arm and licking my lips*
Y'all got any more of those flans?
You know what? I did a quick listing of my supply, and things don't look half as bad. I got 209 flans over all my survivors and a staggering 616 over all my killers, all in all a combined 825.
So 2.35 flan a day should last till the 7th anniversary. Tough, but doable.
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@DrDeepwound said:
havent played yet but I feels your feels.
I know that you, of all people, would understand. Maybe a good human-chili could fill this void, albeit a little?
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/3036633#Comment_3036633
Camping and tunneling is not playing like a dickhead, it is playing to win. The survivors always have advantage at hook, but they have to risk trades. That is always on the survivor team for not dealing with properly, you shouldn't put the onus on your opponents to play in a way that benefits you.
At the end of the day there's a reason a full team of 4 survivors is supposed to be stronger than a single killer, the moment that team stops working as a unit, that's when snowballing happens, and that's why SWF is so much more effective than solo.
Underrated comment.
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@BlueRose said:
https://forum.deadbydaylight.com/en/discussion/comment/3035565#Comment_3035565
Funny you say that since otz usually comes from a mindset of balance. In today's stream, he also said Than and overcharge are too much also and will hurt new players a lot. He may be a killer main but he wants the game to be balanced for both sides.
Its not like we killer mains all just want "Buffs! Buffs! Buffs!" while crying for "Survivor nerf! Survivor nerf! Survivor nerf!". Most of us actually just want to be able to enjoy the game, and that has become harder and harder in the recent month.
This big rework here offered the first genuine ray of hope I had for the longest time, all the basekit changes would make playing killer that much more fluid and less sluggish, but the looming Endurance meta is a threat like no other.
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@[Deleted User] said:
Now that the perk will no longer grant a bloodpoint bonus I might consider taking it off my builds, but it will be hard to get rid off the muscle memory of looking around after hooking someone, 2 years of constant use, we made lots and lots of bloodpoints together, I will miss you BBQ </3
This.
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Nea. Without a doubt. She is pure, seething evil incarnate. Blendettes are a close second, though.
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@Sally_S_gay_son said:
I am not sure why are people mentioning that you can hear her, it actually does not matter if you are not close to a safe pallet to drop it she will down you regardless because she hears you. That's why IW was the only reliable counterplay because if she does not know where you are you can escape her. Not anymore.
Actually what I would consider a good Spirit (since her power is super easy to use in comparison to Nurse and Blight where you obviously can see if someone knows how to play them or no) is someone who can mind game you at loops using phasing and the only reason why that was even needed to do was because of Iron Will existence, that single perk actually made playing Spirit somewhat challenging because you have to use your game sense and try to outplay the other player.
Now you just hold m2 and follow the scratch marks, if they do not have a pallet they are dead, if they do you break it and phase again until you eventually hit them.
Embarrassing.
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@TheSwamp said:
Since the PTB is resetting current level 50 bloodwebs I would like to say r.i.p to my Wraiths 4+ year old bloodweb
https://us.v-cdn.net/6030815/uploads/YDHARVHMYIOA/rip-bloodweb.jpg
You sure loved your Wraith, if you hadn't touched his bloodweb in 4 years :)
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The rain of flans is already dying down considerably, 3 seems to be the new norm, 1-2 arend unheared of. Sadge.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3031896#Comment_3031896
It's also sadly better against a Killer with a bad antiloop like Pig. :(
Dayum, you are right! With that louldy announced charge, even a bumbling idiot like me could press "E" 1s before impact and zoom off into the night on wings of endurance.
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@ThatOneDemoPlayer said:
Plague
OH! I see what you did there! Me like.
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@GhostGuyBlood said:
https://forum.deadbydaylight.com/en/discussion/comment/3033312#Comment_3033312
i need to admit it you right , if i think about it , it's less stressfull , thank you too for the advice
And sorry ... my comment was probably quite snarky, even though you are genuinely asking for a helpful opinion. So, here is a somewhat tongue in cheek explanation of that might be happening that still offers you a solution and way out of your predicament.
All in all I would say that survivors have it vastly easier then the killers: 1) their job is vastly less stressful, with highoctane chases interspersed with chill gen-time and healing others. 2) they got multiple second chance perks that can help you make up for mistakes and give you the time needed to learn the classes tricks to survive 3) they got others to help them and hold their back; the feeling of camaraderie really helps standing against the darkness. So playing killer is already somewhat harder AND harsher then playing survivor.
BUT all this requires a modicum of experience and game sense. Because of the MMR and SBMM (matchmaking rank and skill based match making) there exists a region at the lowest end called MMR hell. Here are all the scared and inexperienced survivors to whom the killer is an unstoppable, monolythic, cyclopean force of nature from a begone age thats out to kill them. This realm of MMR-Hell is lorded over by the NOED-Wraith, a spiteful and weak lordling who rules over his fearful and intimidated subjects with an iron fist, but gets royaly squashed should he even move one foot out into the real DBD world. So after each disgrace they whale down on their subjects with renewed crewlty and malice.
Getting out of MMR hell can be tough, because its a self-renewing-feedback-loop: you lose, get thrown in together with other weak players, and chances are that everyone is too scared to work through this nightmare together. But if you take your time, watch a couple of tutorials, learn how to evade the killer and do your objective instead of just hiding, you will soon escape a few games. Keep at it and after 5-6 escapes you should also escape the MMR-hellscape and reach the DBD heartlands proper. Here you got helpful souls who will fight tooth and nail to get you off the hook and out of the gate and who will tank hits like there is no tomorrow.
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@GhostGuyBlood said:
I very love DBD and i have a lot of time in it , but some times , it can pull my brian up soo damn many time , i delete the game , any good idea how i can treat all the things to not stress out dbd , iam only stressed out if it is my 6 match in a row when i get sacrificed , any proven method ? you guys what do when DBD get your brain up ?
Maybe try killer? You could find out, though, that getting sacrificed 6 times in a row is way less stressful then getting t-bagged, disrespected and ran for a fool for ~10~ ~9~ ~8~ 7min at a time.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3030314#Comment_3030314
Yep. Another Survivor Perk in the bin.
See? There are this people that consider only the very upper crust worth of running, and for them everything else is "worthless junk belonging to the trash bin".
The other school of thought considers the survivor game very skill based, ie an experienced and skillfull survivor can loop nearly every killer perkless by running their loops perfectly and greeding pallets just enough to make the whole thing not worth for the killer. In this scenario perks become more like flavors of what you wanna play today.
There are much more viable builds, especially fun ones, as survivor beside your usual "pick any four: BT, DH, DS, IW, CoH, Proof, other exhaustion perk", but if all you care about it "running the build thats mathematically the most effective/efficient", then yes, the new DH, while having a niche in which it perferms its thing, wont be your cup of tea anymore and belongs to your personal trash bin of non-meta-perks. I for one might try DH out now that I don't have to feel cheap and shameless anymore.
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In the end the tome challenges are there to, well, offer some kind of challenge besides the usual gameplay loop. And especially the master challenges can be quite fun at times. Just, blood debt is so UGH. Burn it,
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@Aven_Fallen said:
In my opinion, all Glyph-Challenges can go. They are super-boring and most of the time "Play X amount of games". If I have to commune with 4 Red Glyphs, this means I have to play 4 games.
The worst offender is the blue Glyph. It gives you a small Debuff after finding it AND you have to escape. So it is "Play at least X amount of games"...
I prefer challenges which are harder, but can potentially be done in one game compared to those which just require me to play. But knowing BHVR, we will have a new color of Glyph in the next tome..
I also don't like the emblem challenges, as there is no way to speed them up/gain multiple stacks in one game, and you could very much dont get any at all. 15 iridescend emblems sometimes take for ever. But a few of this padding quests will always be needed.
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@anarchy753 said:
Please don't ask for that. The last times we asked to never see challenges again it was "unhook someone who unhooked you earlier" and "hide near the killer doing ######### all" and now we get them every level of every tome.
For real though, I hate "Blood Debt" with a burning passion. This challenge can burn in the deepest reaches of hell for all eternity and I would rejoyce.
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"100k BP? Tsk, thats dying on hook 3min into the trial with 5 flan. Add a Zero, plz" /s
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3032375#Comment_3032375
That is the correct way to use them but also don't tell people that
Oops ;D
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@Marc_123 said:
If some focus at the start with items the first gens can be done incredibly fast.
That is bad luck. If they are not so good they sometimes screw up at the last gens.
We have to see if the coming changes do anything.
My secret technique is not using the toolbox for the first 1-2 gens and then smash one of the last gens with my tool box, when it might be the most critical.
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I will just leave this here and immaturely flex with my lack of social life.
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@GoodBoyKaru said:
A certificate of lacking any form of social life.
Will we get a special cerfiticate when we P100 all killers/survivors and eventually both?
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@Adjatha said:
Thanks for the math.
The tl;dr of it seems to be that Scourge Hook: Pain Resonance seems to be the most efficient option (assuming you are getting downs). Though, the value of this perk has ALSO dropped, due to Saboteur now showing survivors (read: SWF) which hooks are Scourge Hooks. So, teams with a counter-killer-player can pretty soundly shut down your regression.
Also shows just how savagely Ruin got gutted. What a joke to leave it as a Hex.
For real, Ruin could now be a general perk that just shuts down after the first kill and would not make the cut into a lot of lists.
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My biggest gripe with DBDs SBMM is that it punishes you for playing consistantly good. I usually let two survivors run, because I don't want to raise my MMR too much and end up sweating hard against the super bullies EVERY game. I still get enough of those, but that time when I gave every match my best the game would disolve into a sweaty mess were each and every game was a sweat fest of the highest order, feeling like the finals of the DBD championship, not "your 4th game Tuesday evening".
Overwatch, LoL, Dota, all this games have a ladder system, were you get matched with people in your skill bracket, but this brackets are much wider. You dont win 2 games and then face off against grand masters, but in DBD this can be the case. Also, all this games feature a non-ladder-mode were you can just casually play.
DBD wants to be a casual game, yet its matchmaking system is as strict and uncompromising as any hardcore PVP mulitplayer. I want to be able to finish a game with a 4K if I played well without knowing that I am shooting myself in the foot by doing so, as I will get punished with the sweatiest of sweats the rounds after.
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Wild idea: make the frequency of skill checks and the width of their success zone dynamic, tied to the individual survivors MMR. The more you sweat and the more you lean into the thougher reaches of the game, the tougher it becomes, while if you chill, win some/lose some you got more relaxed checks. You reap what you sow, survivor style, but in a fun and healthy way.
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The thing is that a lot (not all) survivors have become really, really good at looping and run semi safe loops without error, allowing them to greed every single pallet to an enormous extend, while still having their DH in the backhand.
When the game was originally conceived the pallets were sorta the survivors ammunition: they started with a full mag, fired their pallets in order to survive, every pallet was a sorta 50/50 chance if they made it before the killer hit them etc. and in the end game everything was basically a dead zone and so some people died, some lived, everyone was happy.
But with survivors being so good at looping, so many loops being super save and them greeding pallets like there is no tomorrow, they are just not firing their shots, because they don't have to. Heck, in some maps then can just run from pallet to pallet and predrop each and every one and this will roughly last them till the other gens are done. Pallets have gone from a rare ressource to an abundant throw away article that sadly didn't lose any of its power and effectiveness.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3031260#Comment_3031260
This is a great idea. Obviously it should spawn on any remaining dull totem.
Yes, thats the idea! So if three survivors cleanse totems at the start of the match to get their Overzealous going, an the killer started with a build with 3 Hex totems, all three totems would have full effect for 1min, but after that one would fizzle out and the other two would transfer to the two remaining dull totems.
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Let Hexes have full effect from the beginning of the game, but let The Entity only spawn in Hex totems 1min after the trial started max distance from all survivors and the killer, pretty much like Pinheads cube.
This alone would allow killers to always gain something from Hexes, while so inclined survivor groups could start the trial by cleansing any totems they see.
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@ThatOneDemoPlayer said:
Leprose Lichen
This one knows.
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Trapper needs to start with 3 traps in hand and either reload them via lockers or he can summon one trap every 30s to his hand by locking at the trap and pressing ability button. This would help him so much!
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@bittercranberry said:
everytime i run killer for 4 gens or till EGC, i have to get tunneled & camped.
and no i dont run DS in my builds.
it got so bad in my last game that everyone hopped off gens to body block but killer just slugs till he gets me?
"dont run me or be good at looping or ill tunnel & ruin the game for you since im bad at the game."
this game rewards bad gameplay & people who abuse horrible mechanics.
The thing is, you are a victim of your own success. You are too dangerous to be left alive, literally. If you looped that killer that well, he just can't affort to let you off the hook and run free again.
This is a somewhat humerous take from my side, but the essence holds true. Same with the flashlight saves and bodyblocking the hook. Yeah, its fun, exciting and gives you a good feeling, but I think most survivors have no inkling of how dibiliating such a save actually is. You chase someone for 35s+ and then PUFF all gone, not even one hook. Same here, if I got 8 hooks when the 3 gens pops I dont mind at all if the game ends in a 4E, because it was a fun game.
But if its down to 2 gens and I only got 1-2 hooks, because the survivors can't allow the killer to feel even the faintest of success? Then don't expect any mercy, anti-tunneling laws be damned!
Thing is that especially the regular SWFs have become so good that they are unimaginable oppressive and you cant have a cute, lil game with them. Some of them can run any loop so utterly perfect that they can greed each and every pallets, and this feels just so wrong. Pallets were once thought of the amuniton of the survivors: they got a full mag at the start, but got to use them in order not to die, and in the endgame they are all gone and everywhere is a dangerous dead zone. Nowadays good survivors greed all pallets and suddenly there is no ammunition expended anymore and the killer feels the whole game as if they went with a knife to a gunfight.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3014466#Comment_3014466
Why are last second switches not acceptable? Survivors shouldn't be able to have an actual chance to use items they paid for, and want to utilize? It's real scummy that four other people have had their time wasted queuing for a match, to now have to wait back in queue for X number of minutes. BHVR should really take notice and be consistent with the DC penalty in these situations, if they're going to have a DC penalty at all.
Or maybe just play the game that you were dealt? Killers have to do it all the time. The game is already stacked heavily against the killer, and thats without god loopers, pallet oversaturation and hindering the killer getting hooks. A single flashlight save or full team bodyblocking can utterly destroy a killers run. Unless the survivors totally mess up and suddenly two land on a hook there is no catching up that missed time.
