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Akumakaji

Akumakaji

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Akumakaji
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  • If you want to see a real game in the death throes just peek over to Alien: Fire Team Alite. A fun hord shooter in the Alien universe that started with 15k stooked players, but it got too many problems that were not adressed, mainly matchmaking, no option to quick game and a lack of content.

    image.png

    Interest for the game has died off nearly completely and I will probably never recover, if no miracle happens. Compare that to DBD which has its losses and ups and downs (mostly downs), but still got its stable 40k-ish playerbase with 62k peaks at the weekends. DBD always has the chance of getting things right, the playerbase is willing to forgive, if the devs get some glaring problems reigned in. Progress is slow and we all hope that the dwindling killer base is a weakup call and something is done, but I am at least somewhat optimistic that things might get better during this year. Just ask the old foxes in chat how the game started, they will tell you that it was never in a better state ... which in itself is nothing to be proud of, if playing killer is regularly discribed as "eating nails", and as a killer main I must say that it ain´t THAT bad and I still very much enjoy it most of the time ... but there are also moments were I think "why go on with THIS!". Like yesternight, when I had 4 or 5 bully squads back to back, that was certainly no fun.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818636#Comment_2818636

    Freddy is not so different from Sadako conceptually. So much potential and then they said, "um... But what if they were an M1 with intermittent invisibility and a teleport? Does that count as unique? They can have, um... Outdated household items littered around the map as counterplay for the survivors to completely ignore their core functionality. Yeah... Sounds balanced and fun for all!"

    Wow, thats pretty harsh, yet I can't find any flaw in this critique. Sadge.

  • @Warcrafter4 said:

    Dead? No.

    Bleeding? Yes!

    I fully expect DBD to continue to bleed until either the developers fix a lot of the issues such as general map/perk design or until its no longer sustainable forcing DbD to be put into maintenance mode.

    They need Unbreakable, yet selfapplied Sloppy Butcher and Gift of Pain. Where is a irl Felix Visionary, who will reconstruct this game Build to Last, when you need one?

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818241#Comment_2818241

    That's true, I did overlook that part. Still rather the distance never be a perk, just ruins alot of outplays and hurts weaker killers even more.

    If you mess up on a loop against an M1 there shouldn't be a press button perk to fix it. I'm sure I have a post explaining why I dislike the distance so much

    I agree with this, but on the other hand some part of me thinks that the distance part is consistent with the other exhaustion perks, ie it gives you distance from the killer if a certain condition is met, even though if this condition is easily met and you can acivate it at the press of a button. For me all the other stuff is the more problematic, ie the i-frames,losing collision while DHing and dashing through traps, killers and powers alike.

    And right now its not one or the other, the perk is running double duty, and both applications are pretty valid on their own and have a nearly 100% chance of becoming useful during any trial. The double duty part and versatility is what makes this perk so frustrating: there are a myrriad of ways a survivor can mess up or purposefully greed that can be covered up with this perk, you have to keep in mind distance to vaults and pallets, if the survivor could dodge one of your powers with a miss cooldown, if they could stop and dash through you. So frigging versatile :V

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818326#Comment_2818326

    "Also no anti loop and playing duck duck goose for minutes at a time is boring for the killers"

    I don't think so. I LOVE regular looping.

    The current state of the game is atrocious, granted, but that can be solved without creating killers that force you to play like a bot. When I first started playing, the absolute majority of the killer cast could be looped in the regular manner.

    And I strongly believe it should have stayed that way.

    So this is still the case, isn't it? The absolute majority of killer cast can still be looped in the regular manner, there are just a few outliers with Artist being the most prominent one, but isn't this how things should be desinged? It would kinda suck if EVERY killer would have to be played with running away and predropping pallets, but if its own killer, then this should be ok. At least Artist isn't a dominant force like Nurse or Blight, you will just encounter a few of her every now and then.

  • Then everyone would be complaining about survivors avoiding chases, ie the most fun part of the game and how it was dumb and boring, and everyone would be playing Doctor, the one killer to ferret them all out.

  • Hey there and welcome to the forums.

    Well, some people say that we got a hacker pandemic, I encountered my fair share of hackers, but not too many. BTW, not everything fishy you encounter has to be hackers, most are just good players or perks and/or combos that you are unaware of. There is a perk, for example, "Power to the People" that allows you to instantly heal a teammate a healthstate, but you get hurt yourself and cant heal up for 1min. This is super useful to quickly pick someone up from the ground.

    Besides that there are the blatand hackers, that fly around, are unhookable, no-clip through walls etc. These aren't the big problem. The problematic ones are the subtle hackers, who might edge out wins by being 4% faster or something, which is often enough to win loops, but not so fast that you would generally notice.

    I don't know if this whole topic is off-limits, as we don't want to endorce hacking, but you are right in that its good to know whats out there. If one of us would somehow acquire a hacking program and use it, it would pose a big risk, because we normally have a steam account or playstore or whatever, that we hold dear and that is our whole gaming online presence. That is at risk if you use hacking tools, so don't think about it. Most people who hack use a new account just for hacking and use it as long or as short till it burns up, and then toss it away.

    With hacking tools you can do all kind of fancy stuff like getting items, unlimited flashlight uses, stronger flashlights, leaving noe scratch marks, vault without sound, basically anything that gives you an advantage. Otzdarva had a recent video where we encountered a subtle hacker and this hacker probably teleported just outside of his field of view to step in always in the right moment to do a flashlight save. Some people have an aptitude for flashlight saves, but it could be subtle hacking.

    Wallhacks are another thing: if you can see the killer all the time, you can perfectly plan your moves and react with preternatural skill, dont needing much more hacking. Also, there is a script that lets you automatically use Dead Hard once the killer swings, giving you a 100% success chance with that perk.

    In the end of the day, you will probably encounter hackers at one point, but to call them out you need some video evidence, which is hard to provide. Still, just report people who you suspect to be hacking, if an account gets some hundred flags for hacking, maaaaybe BHVR takes action? We don't know, but I would recon that they have some sort of system in place.

    https://www.youtube.com/watch?v=k4ILOANShZ0&ab_channel=notOtzdarva


    https://www.youtube.com/watch?v=fgZCdoeshT4&ab_channel=CoconutRTS

    And here are two videos that might give you a bit more insight. But dont fixate too much on hackers, just try to have fun with some nice games ^^ Good luck

  • @fulltonon said:

    Next time, you could log generator speed too.

    The thing is, that gens completed is a rather volatile stat that isn't shown in the post-game screen. If you forget to look at the bottom of your screen, you might not remember the gens done by the time you are ready to write the stuff down. I didn't track anything that needed to be done during the trial, either, as I knew that I would regularly forget to do so or mess up.

    Seeing that the stats were really appreciated by a lot of people, I might go for 500 and see if a lot changes ^^ MAAAAYBE I could include gens done, but I am 40/60 about it.

  • @dugman said:

    Here's an interesting table. This is the counts of survivors that had Dead Hard per match and their relative kill rates. There's definitely a correlation between number of Dead Hard users and lower kill rates. (This doesn't prove causation, it could simply be that really, really good survivors tend to use Dead Hard because it's popular, but maybe they'd be able to escape anyway for example. But it is a correlation.)

    https://us.v-cdn.net/6030815/uploads/1EBGKZVVHOYT/image.png

    Thats kinda interesting. I am not surprised that there is a correlation between the two and am inclined to support your theory. I noticed that a lot of the better survivors alternatively used Sprint Burst. Personally I suck at using spring burst, but well used its a sure escape without the added risk of getting wounded first. I personally never use DH outside of the handfull of tome challenges, when I play survivor, as a matter of pride, because I hate it as a killer and don't want to be a hypocrite.

    @dugman said:

    For contrast, here's the kill rates grouped by how many survivors used Borrowed Time. Notice there's basically no correlation here on the escape rates. If I had to guess, I'm betting Akumakaji probably doesn't even try to swing at people who just got unhooked very often because he's just assuming they have Borrowed Time so it would be a waste of his time. Which means he gets the same kill rate more or less whether survivors actually use it or not since he's playing around it either way. (Just a guess.)

    https://us.v-cdn.net/6030815/uploads/4VGAKM4L1QZ1/image.png

    You are pretty right on your assumption.... with the caveat that I tunnel a lot when things go south (which they nearly always go at one point :P) but I learned the trick to count to 12. You can see it in the survivors behaviour, which is quite fun: at first they confidently run a few circles around you after an unhook, to buy their mate time to escape ... but when you dont swing at them they start panicking and you just stick to them and then SMACK! Down.

    @dugman said:

    And one more for Iron Will. Personally as a killer I find Iron Will is a great perk for survivors, it works pretty well against me. So I'm not all that surprised kill rates in matches with multiple Iron Will survivors are lower.

    https://us.v-cdn.net/6030815/uploads/KMTH894Q0SY8/image.png

    This is some beautiful date, and YEAH! IW throws me off big time! So many survivors just disappear right under my nose and I cant ferret them out via their grunts of pain. Grrrr. But it also thought me a few tricks to use as a survivor, ie just slow down after turning a corner, duck and cover. Works 73% of the time.

  • Thanks for the extra work, this is very interesting. Lol, poor Deathslinger in my hands, though. 11% - RIP

    @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817441#Comment_2817441

    Ruin reworked because most killers were using. But never touch Dead Hard. Sigh.

    BT & DS are needed perks, so i can understand why people are using them. But Dead Hard is popular because it is so broken.

    Great stats btw, good work @Akumakaji

    Yeah, this is my view on the situation, too. BT is a perk that everyone could run and I wouldnt mind, as getting tunneld in the moment of unhooking feels super dirty and there is nothing you can do against it. With BT you got at least 12s to try to get somewhere, even if the killer decided to tunnel you.

    DS I am on the fence. Its a good anti tunnel perk, most survivors use it strategically, though, and try to bait you into chasing them after an unhooking; which I dont mind either, I mean, thats your choice if you want to use it that way. In the best case scenario you wasted 35s or so of my time, +5 more, in the worst case I down you like instantly and you wasted your perk. Or I might slug you, because I smelled the trap.

    But DH is so prevalent and ruins so many good chases with a cheap escape a lots of greeding, that I am very unhappy with it and would love to see it reined in somewhat. Just remove invulnerability frames and its more on par with the other exhaustion perks, ie it gives you distance at a certain condition, but without the icing on the cake.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817463#Comment_2817463

    Lol, I figured it out, I'm an idiot, I had the pivot set to "Count" instead of "Sum" for the number of kills. I'll edit the posts with the right numbers.

    I was to shy to ask and first wanted to wrap my head around your data pictures ^^ But yeah, I killed around 1600 survivors.

  • Hex: Compulsory Data Manipulator

  • Wow! Thats awesome! Thanks mate. You obviously know much more exel and sheets magic then pleb me :)

  • @[Deleted User] said:

    I didn't see any data on the builds you were running. Do you have that listed separately?

    No, I wanted to keep my sanity :D But as I was often leveling stuff up I was using what I got in my bloodweb, and besides that constantly changing and mixing stuff up.

  • I think one of the best anti-tunneling perks is Devour Hope. You give the killer some pretty juicy and cool buffs and rewards from staying the f away from the hook, without hurting them ... IF Devour Hope stays up, which it seldom does.

    Maybe we could build a basekit mechanic on this? Obviously not with exposed or anything like that, but maybe give the killer one stack of "Entities blessing" for each survivor unhooked thats 34m away, and each stack gives a global gen/heal speed debuff to all survivors. Gens getting slammed hard and healing being so fast is one of the main reason that a game is slipping through a killers hands and they must resort back to tunneling, in order to turn the game into a 3v1 asap, or loose miserably.

    Another thing that could be tackled is the hold w meta. i dont know, but maybe give Killers one use of the Halloween blight slide when survivor and killer are just running without being engaged in any gym or loop. Just running away in a straight line shouldn't be THAT effective in such a game, yet it is, and its wasting so much killer time, a killers most precious commodity. And same thing as above applies here: if the game is slipping, the killer might feel they have to resort to tunneling, or loose miserably.

    So IMHO the best anti-tunneling is making general killer gameplay less miserable and more fun. Killers enjoy some looping too, if they have a reasonable chance to win. I havn't touched the can of worms that is DH, being looped for a long time and then trying to cash in on the survivors second mistake, just to have it taken away without any counterplay (if they know what they are doing) feels very disheartening. But the devs said that they are looking into DH, and I am giving them the benefit of the doubt.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815821#Comment_2815821

    Sigh.

    Notice how everyone here is actually contributing to the thread? What’s the point of posting a passive aggressive insult, along with stating you don’t have anything to say? Please, take your negative vibes somewhere else- we deal with enough toxicity in game.

    To everyone else who has posted or will continue to give their accounts, thank you for your feedback.

    It was meant as a lighthearted, and somewhat comedic, jest. Sorry that you took it so harshly, but I feel that your comment was way more negatively vibed then mine. I still got nothing else to add to your, so I will leave this thread now, there are enough others.

  • Boons weren't a mistake per se, but that they can be relit ad infinitum and can't be broken THAT is a mistake, that takes a lot of strategy out of the game and makes it essentially a no brainer to boon, once you find a totem.

    And CoH needs to be seriously curbed down. By a lot. Its killing so many killers (duh) and playstyles. Just let it give everyone selfheal, but at the "normal" 50% self-heal speed. Why run self-heal these days, if you could just boon a totem? And give it a moderate healingspeed buff when healing others. Botany Knowledge just gave you +33% healspeed and was still run by dedicated healer builds, so why give CoH +100% (or +70% after the nerf)?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816568#Comment_2816568

    Wish granted! Oni now cannot move outside of using his power (he still must charge it up).

    Oof! Thats harsh! But I would still give it a spin!

  • @Waterfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816328#Comment_2816328

    Wish granted, but now it’s vice versa and you control Victor and release a mini deformed Charlotte from his chest as his power.

    I wish this game wasn’t taken so serious.

    ̶Mo̶̶n̶̶k̶̶e̶̶y̶̶ ̶̶p̶̶a̶̶w̶̶ ̶̶Demogorgon Claw grants your wish. The game is seen as a goofy party game, but with that goes out all the balancing and its up to chance which two survivors escape the trial and who gets sacrificed, ending each game in a 2K/2E.

    I wish that Oni got his very old Topknot speed and mighty flicks back.

  • @GoshJosh said:

    I disagree, pallets are already a limited resource as it is. How would it choose which pallets to take? Shack pallet gone? Etc. Just balance maps that have excessive pallets.. you know which one I’m talking about.

    Are pallets really a limited resource, though? Yes, once dropped and destroyed, they are gone, but there are SO many pallets on most maps that it does hardly matter. There always is another one around the next corner and dropping them is seldom of any concern to the survivors, as most will just savely run from one pallet to the next loop with a pallet till they mess up twice.

    My pallet-devouring was just an idea, but you could easily exempt the god-pallets from getting eaten and just have the normal pallets disappear over the course of the game. Whats wrong with RNG sometimes biting you, and sometimes not? Every Hex build faces this problem from second 0, and every Scourge Hook faces the possibility of all 4 of them spawning in the same part of the map. But I genuinely feel that pallets are way too safe at the moment.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816473#Comment_2816473

    Its one stack per teleport yes, but that adds up. Its not like a Survivor is gonna stay on the same gen the entire game. And its not like you can't interrupt a gen being worked on without the teleport.

    Its not like you waste too much time doing other things, she has a some what similar play style to Hag where you don't really want to commit to chases, you want to scare Survivors off gens and have a sort of hit n run playstyle. You delay the game as long as possible for them to gain condemned and only pick off those caught in bad situations which isn't hard thanks to her stealth.

    Her teleport being 100 seconds absolutely needs to be brought down, I knew it was long but didn't know it was that long until some one else mentioned it earlier

    A movement speed bonus would be nice as well

    And the abundance of CoH in todays meta is one of the main reasons that you don't see that many Hags around, anymore. Her hit n run and wittling down Survivors style would have worked pre CoH, but now your work can be faster undone then you can deal out the hurt and you will end up like a headless chicken running from survivor to survivor, while they all run circles around you fearlessly, knowing fully well that they got a lot of easy escape mechanisms in place and just need to run in the vague direction of the blue-white totem.

  • @Akumakaji said:

    I dedicate this recent achievment of mine to all you spirit fans out there, but especially @Thegamermajor and @C3Tooth . It ain't much, but there are still peeps playing this game, who appreciate her kit. Now I am one of you 3,7%!

    But Rin is really, really hard to get into. It feels like the survivors got way more info on you then you got over them, and they can also 100% shut you down with one of the meta perks. Playing Spirit these days truly is an uphill battle.

    https://us.v-cdn.net/6030815/uploads/MNNT16PX4DKZ/line-p2022218-064046.jpg

    Yikes! The forum jinxed @TheGannMan s name! Of course I meant you, buddy ^^" This must be the Yamaoka Curse, I tell ya! It just brings ruing and misfortune to everyone who associates with that acursed family.

  • About half a dozen, but I only play since November.

    Just kidding, so far I didn't take a real break, just a few days off here and there to play other games or do some gaming with my friends who don't play DBD.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816161#Comment_2816161

    Granted, but it looks and moves exactly like the Alien from Mortal Kombat X. And instead of Ellen Ripley, we get Charlie Holloway from Prometheus as a survivor.

    I wish we had Robert Englund's Freddy as a classic skin.

    ̶Mo̶̶n̶̶k̶̶e̶̶y̶̶ ̶̶p̶̶a̶̶w̶̶ ̶̶Demogorgon Claw grants your wish. We got Robert Englund as Freddys classic skin, but he isn't in costume, just a regular, old dude.

    I wish people would respect basement insidious Bubba and enjoy versing him.

  • I dedicate this recent achievment of mine to all you spirit fans out there, but especially @Thegamermajor and @C3Tooth . It ain't much, but there are still peeps playing this game, who appreciate her kit. Now I am one of you 3,7%!

    But Rin is really, really hard to get into. It feels like the survivors got way more info on you then you got over them, and they can also 100% shut you down with one of the meta perks. Playing Spirit these days truly is an uphill battle.

    LINE_P2022218_064046.jpg


  • Thanks everyone for responding.

    The most important thing this discussion here showed is, that we all are, indeed, totally wired differently. So whatever you do, just do things your way and people will either vibe with you, or don't. In either case, don't sweat it, no approach will ever satisfy everyone. Happy tunneling, then :)

  • @KerJuice said:

    Do any of you tunnel console players out the game when you need to shift the momentum in your favor? No judgement will be passed.

    Ever since the reset on the 13th, I’ve noticed a blatant pattern of killers with Lethal Pursuit tending to go after me first, if I’m the only console player. Then they usually tunnel me out. Then there are killers who don’t run LP, but they will go after me if we are in a group- even though I’m farthest away (no, not running into a dead zone) and they initially were targeting someone else. I’m also noticing killers breaking chase with PC survivors, and returning to the area they last saw me in, or believe I may be currently in. I just recently starting to observe this behavior in the past week, and within the last 24 hours it’s been pretty flagrant. It has got to the point where I don’t even let my teammates heal me, so that I can either immediately hide or run away from the area- in fear the killer will return. And sure enough, more than ever- they’ve been returning and looking for me. Very frustrating.

    Any survivor mains who happen to come up on this thread, please do not chastise any killers who can attest to this. By them coming forward, it at least gives us confirmation that it’s hunting season on console players, and that we need to adjust accordingly when we are the only console in the lobby. Then again, I could just be paranoid or on a really bad streak of no luck…

    This is a fun read and always perfectly on the edge between honest to god rand and ludicrous blathering. I enjoyed the read a lot, but I con offer no insight, nor consolation.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815574#Comment_2815574

    Wish granted! The Stranger Things Chapter is back, but the Survivors are massively disfigured by atrocious model changes and Demogorgon is weaker than PTB Ghostface.

    I wish I owned the game.

    Wish granted. You own the game, but you only get 4K/4E respectively.

    I wish Clown wasxa respectable S Tier killer.

  • @Snowbawlzzz said:

    "it only takes about 2 - 3 4k's before I'll be matched with the typical sweaty group of survivors that take the game way to seriously"

    There it is

    Here is where he admits that the game is working, but tries to frame it like it shouldn't be that way. He just doesn't like losing.

    And yet, I have never seen a game like DBD that punishes you THAT hard for doing good. Games like Overwatch and LoL all have their ladders and ranked play, but it never felt like you were punished when you did good and ranked up. Thats partly because in this games the brackets are wider and reflect the target audience better. In DBD all the somewhat competent players get lumped in the uper hights and have to duke it out with themselves. I get it, stomping noobs is not fun, especially for the noob, but only sweaty games aint the solution, either.

  • @TheArbiter said:

    Even if "corrupt" for hexes were a thing, still wouldnt solve the problem of survivors spawning literally next to the bones and waiting out the corrupt.

    Still, this way you might get 120+24s uptime out of your hexes, instead of 20+24. This would make them 6x as good, eh? But you know what would be really nice? To have the hexes spawn in 30s into the match, while being effective from the get go. Just give them a little headstart to have a chance to do something.

  • The somewhat tedious, but to my knowledge correct way, is this:

    You file a report for harresment via the in-game system and take a screenshot. THEN you go to this page here (or just google dbd report):

    and scroll down till you find "Additional player report information". Then you follow the steps there, report some more stuff, including your very lengthy own player ID and the screen name of the rowdy player and also submit your screenshots of the post-game chat.

    In the end you will get an eMail and the fuzzy feeling that you fought toxicity with the slowly grinding mills of BHVRs internal systems. At the very least the toxic player might get an internal mark and if stuff accumulates they might give him a slap on the wrist. I don't know, I have done it a few times when peeps clearly overstepped, but obviously I don't know if anything came of it.

  • Scourge hook kinda saved killer gameplay for me. Sure, they can be a bit RNG dependend, but most of the time you can somehow get to one. And Pain Resonance allows you a much more fluid playstyle, ie hook somebody and pressure a gen, while also giving you a new objective (get to that gen over there and possibly the survivor who screamed), doubling as some anti-tunneling that is actually fun as the killer.

    I am just a bit miffed about Gift of Pain. Coming from Pinhead it could be so cool, but its the most underwhelming of the three scourge hooks.

    I would want Gift of Pain to be permanent and to stack. So if you get hooked twice you got a 18% penalty and would actually FEEL the pain. But for the killer it might be actually good to spread the pain around. That the mediocre 9% of the base perk go away after getting hit again never felt right, to me, either. Such a weird perk.

  • @Yatol said:

    WRONG! I HAVE TO AND WILL 4K AND ESCAPE EVERY GAME!! My win rate should 110%, anyone who gets in my way should lose for even thinking they had a chance to beat me, the whole point of this game is winning and nothing else. I should be able to gain absolute victory regardless of my playstyle and strategy, i should grant the opposition defeat no matter what. Anyone who tarnish my perfect winrate is a terrible human being and should be banned on sight.

    YEAH! Thats how you do your 1,111th post! OOOMPF!

  • @Ryan489x said:

    It is not and should never be. I understand playing to win but both killers and survivors don't need to play like they're going to be killed for real or be shamed by the entity if they don't get a 4K

    I want to agree, but the trial result "Entity displeased" exists ...

  • oh boi, you peeps are quite thirsty right now, eh?

  • @fogdonkey said:

    Will I be able to buy the Ringu DLC, but pay for it only Soon™? E.g. when the grind is finally reduced e.g. by removing perk tiers.

    Why should I buy a new DLC if I have to spend like 100+ hours to be able to fully enjoy it with all the available perks in this game? Why should I buy special paid outfits, if most characters will be never leveled up and I will never actually play them?

    https://youtu.be/WWACfO1boZ8

    https://forum.deadbydaylight.com/en/discussion/306031/why-is-it-difficult-to-remove-perk-tiers

    You gave some solid insight into how crazy the grind is and how much time they would get for such a rather simple change ... well, we don't know how spaghetti their code actually is, but we suspect its very and all over the place, but still, it would help a lot.

    Another idea that I got that would help reduce the grind, but keep perk tiers: link perk tiers to your killers/survivors level. You will just have to unlock each perk once, but if you got the yellow, green or purple version depends on your level. I don't know, either go by a flat 15 or something or do it more granually so that around lvl 25 the first perk slot is purple, two are green and one is yellow, or something like that. This wouldn't be AS tedious as the current system and more players would experience a few different perk levels instead of always starring at the purple pictures.

    Something that you didn't talk about, btw, was prestige. If you want to prestige a character, you have to reset at lvl 50. The grind to lvl 50 ain't that bad, but its still a thing. And its particularly painful to go back to zero and potentially lose some nice build, knowing fully well that you have to do it two more times ... and for what? Some vague bonuses and some cosmetics that you might not even like. I still advocate to make the blood just a shader that can be applied via checkbark to every cosmetic. This way P3ing a character would give you a tangible reward,

  • Yeah, yeah, yeah, and now we're three.

    I mean, you can pretty much equip any of his non-range add-ons without fear of wasting anything. I guess the duration and longer killerinstinct and more juice are all doing something, but nothing that you build your game around in any shape or form, so you can just equip any color and just play normally.

    I never got any use out of his Iris, and the one that lets you hide when you stand still on your own trails ... who thought that this add-on was such a great idea? If it way a yellow one you could meme around with it, but as a rare add-on you can't even do that.

  • I am having fun playing though the old tomes; when I started the game Tricksters tome was half through and I never stopped playing since. I might complain now and then about the state of the game, especially killer, and now that I started playing survivor in earnest to get their tomes done I think that I got a much more varried view of the game and fully sopport the notion that the survivor game is much more easy; but of course, everything got its issues.

    That being said, you need to dedicate some time into listening to the lore, but the narrator is doing such a good job that I really enjoy a story session now and then. The small videos are more like a gimicky after thought, but enjoyable non the less, just dont expect some fully rendered stuff or whatever, they were probably done in some designers spare time.

    The challenges can sometimes be fun, forcing you to try out different survivors or perks or doing stuff that you usually suck at, like me and flashlight saves, and sometimes the fun is to wrack your mind how to game the system and get a tedious challenge done in a more easy way. Some people use the tomes as a sort of Bloodpoint Bank savings, but as I still have SO much grind ahead of me, this is something that I can't see myself needing in the forseeable future.

  • @DoritoHead said:

    I recognize that some people are just giving their first impressions, and that's perfectly fine. However, a first impression would be like saying "This killer seems kinda bad/ kinda OP, but I can't be sure yet", not "THIS KILLER IS F TIER FKJSDKJDN"

    There are so many strategies, techs, and builds with the killer that are waiting to be discovered. Instantly deciding how good or bad they are isn't a smart thing to be doing.

    "But Doritohead, this killer is F tier! (or overpowered) This time it's true, I promise!"

    I'm not suggesting that Sadako is either strong or weak. In fact, I don't have any opinion about how strong she is at all, and that's ok. Time will tell if this killer is good or not.

    NUUUUUHHHH!!! We are all professionals here!!!1 Our value (especially mine) is the final verdict on this!!!11

  • @FixtionuL said:

    Anyone have any tips for completing the Choosing violence killer Master challenge?

    I only have Make Your Choice on pig and have been solely going after the exposed person the last few matches but by the time I get back near the hook they are gone or hiding.

    Eventually my mmr will just drop enough with letting all the survivors escape that I'll run into a bunch of potatoes to get it done.

    I bruteforced it. As with most of this kind of challenges the trick lies in the wording. On a first glance you might think "Dayum! I have to hit them three times with Make your Choice :V", but thats not what the challenge says; the challenge want you to hit three exposed survivors, while playing with the perk Make your Choice equipped.

    So I did a full exposed loadout and just tried to hit as many survivors as possible with it. Something like Make your Choice, Devour Hope, Starstruck, NOED. That you havn't the perk unlocked for other Killers is a bit holding you back, but try to get at least NOED on Pig, and this should already help tremendously. For a very easy one you could unlock the perk for Clown and go with his Pinkyfinger.

    I hope that this helps you understand how this kind of challenges work and that you will get it done asap :)

  • @OniWantsYourMacaroni said:

    I feel like people really overestimate how much stretched res impacts their gameplay.

    Like sure,there are some exception,but i don't see how one would lose a game solely through stretched res

    Thats true, BUT it also was a sinister force in the back that you had absolute no control over. You never knew if the other player was just better then you at looping/mindgaming, or if you never had a chance to beginn with, because they could see you the whole time. There were a few games where the survivors just utterly smashed me and I could gain nothing on them in the loops because they just played them perfectly every time, and in the post-game chat they blustered and gloated like they were the second comming. In instances like this you wonder: were they really that good, or was there some foul play at work?

    Stretch res was different from other forms of cheating in that the bar to do so was much lower then acquireing some real cheat programm, you are still playing the basic game with the basic rules, right? Just with a massive advantage that the other side doesn't know about and that they have no way about the verify.

    So in the end it might not change that much, but at least this nagging doubt should be gone that someone wasn't really better then you, they just had an unfair advantage over you.

  • @Pulsar said:

    There's no good way to fix facecamping.

    Every solution either involves re-designing basic game mechanics or unfairly punishes Killers.

    IMO Devour Hope always was the best anti-tunneling/facecamping perk in the game; sadly is just instantly vanishes after accumulating three stacks. I think this would be the way to go, ie give killers some basekit Devour Hope-esque buffs, like each time they are far away from the hook, but make it something like 3% gen/healing slowdown per token and maybe some instant regression.

    The gen repair speed is the biggest culprit these days, holding killers back from playing nice. The second you don't tunnel and pressure the same survivors these days is the moment you start losing, because the clock just inevitable ticks down for ya. So how could you get killers to try to get more hooks and don't tunnel/proxycamp while doing so, without hurting them in the process? With something like this!

  • @Adaez said:

    I had teammates with over 1k hours that 3gened themselves and killer used that to their advantage.

    They just do the first gen they see and if you go to break the 3 gen,killer will just chase you while your teammates 3 gen themselves.

    For real. My most successful runs as survivor (being a killer main myself) are those where I ignore the spawn gens and run to the opposite side of the map or start doing the gen in the central building. In most cases the killer doesn't expect/check the central gen to be done first and if I manage that one thats already half the win. Really, there seems to be so little strategy involved with doing gens, most survivors just run from one completed gen to the next one in spitting distance, without giving it any consideration and only stop if the killer interupts them. This tactic still works, because of all the safety nets, but against a competend killer this will fall flat during the last leg of the trial when suddenly all the gens are within reach of the killer. But I don't complain ^^

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2809847#Comment_2809847

    I think it’s dumb it disables if you miss the skill check, like guess I wasn’t being tunneled than.

    Thats what makes it the only second chance perk were you can miss your second chance. Kinda awesome, no? Adds a sort of thrill to an otherwise purely mechanical affaire.

  • @liarcy said:

    Sure

    If we are making it a true anti tunnel perk then it should probably activate twice since you know you can get tunneled twice?

    and maybe increase the timer because what?? if you have been chased for 60 seconds after being unhooked you are not being tunneled anymore?

    honestly if you still have a problem with ds now maybe it’s your playstyle that you need to change because even if they are healed they still haven’t done anything productive for 60 seconds.

    For real, how about giving it no deactivation, just a timer? How many DS can you bait in one minute? ;D

  • "Boon: Insubstantiality

    You close encounters and experience with ghosts and spirits have left their mark on you. Your body is whispy and insubstantially. When within 24m of a blessed boon totem you make no sound when fast vaulting and your vaulting speed is increased by 15/30/45%"

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/310437/cooperative-healthcare-abysmal-challenge

    I just write it on chat before match and tell injured people to follow me

    Oh dayum! This really hurts how easy it could be if oyu just remembered all the tools givin to you :D

  • I don't target specific survivors, though Blendettes, Ninja-Megs and Floppy Bunnyear Fengs are more often then not a pain in the behind.

    That being said, I dont target them anyone and usually give the last player the hatch, unless my tome challenge says differently or they clickety-clicked and/or t-bagged me during the game.

    If the whole team was a toxic SWF bully squad, then I usually slug the last survivor for the full 4min because I hear that bullies just love a taste of their own medicin. Try it out, its really cathartic.

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