Atrushan88
Atrushan88
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@Venoxxie said:
Even being a survivor I do feel like DS is a bit op. Let's say a killer wasn't busy chasing others after having recently hooked someone because they couldn't find others. So they go back to the hook and let's say they're still in the area. They down the unhooked and even if they go for the other, usually the other person is down and hooked before DS runs out or the chase goes on long enough and the unhooked person is healed up by someone else so you still wasted a lil bit of time even worrying about them for even a second. If by chance they're not healed up by the time a long chase is over, they usually get salty they got slugged and get all toxic.
How it could be nerfed though? I dunno. I wouldn't know how to balance it.
If the killer slugged one survivor and hooked another, that's at least 3 people off gens if that other person is getting picked up. How is this a loss? Also if you slug someone who was just unhooked you still tunneled.
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@KaceSpireh said:
https://forum.deadbydaylight.com/en/discussion/comment/847817#Comment_847817
You forgot that if you get hooked your timer will pause and stay paused until ur out of the hook making it so that YOUR timer is not the same as the other survivor meaning u can wake eachother up and save yourselves the pain of having to deal with snares and fake pallets
In that case, sure. But in most cases you are not near other survivors, unless you're working on the same gen, and in those cases, most of the time you're both asleep. Do you want me to walk all the way across the map to use a clock, then come back and wake you up instead of doing 30% of a gen?
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/847850#Comment_847850
Mmhmm. Up the stairs, out the window. Up the stairs, out the window. Up the stairs, just to mix it up, out the window. Oh but the killer's vault animation takes longer than me vaulting and non-staggering back to the stairs, and I can see WAY in advance if they don't vault the window. That's some real mastermind brainpower going into that.
You're literally only talking about one place. There are other places where there are many dropdowns and more than one window.
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@Raven014 said:
Their ability doesn't really help in a chase. Do you have some other ability for them to be able to make chases more interesting?
If I'm reading this right, any survivor in their line of sight is exposed, so I don't know if they'll need any help in a chase, as one hit will end it quickly enough.
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@anarchy753 said:
"Running loops well on either side gives you the satisfaction that you outsmarted the killer or survivor."
Oh boy yeah, so much outsmarting goes into running in a circle around the piece of debris you know the killer can't catch up on 4 times. then repeating that 20 times.
Most loops are far more intricate than just running around in a circle. Especially the BL ones.
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Joey was always my favorite. Probably because for the longest he was the only one with a unique outfit.
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The killer lobbies I stay in usually are around the 170 range in ping. I don't stay in the lobby if it's 200 or more consistently.
That said FPS drops have gotten CONSIDERABLY worse. I have skillchecks being really jumpy, FPS drops when killers use their powers, etc.
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@KaceSpireh said:
why does nobody "Wake up" against Freddy like... if you're in the dream you get slowed down and fake pallets appear for you and snares affect you, if you JUUUUST wake me up or help you wake up you wouldn't have to deal with that nonsense his snares are only good while you're sleeping just go to the clock and wake urself up simple as that and you can tell if a pallet is broken and a dream pallet was put in its place by looking at the ground for the wooden planks
but we seriously need to spread awareness of sleeping against Freddy :|
You're only slowed in the dream world if he's using certain addons. He most likely is, but I've tried playing games vs Freddy with Red Paint Brush JUST TO SEE if it was viable to wake myself up at every opportunity. Didn't work. In fact it was so bad there were 4 gens left when I died. The clocks spawning so far away make waking up pointless. The only time I'll wake up is if I'm on a gen with multiple people and Red Paint Brush isn't in effect. We can blow up the gen, wake everyone on that gen, and then continue as normal. If Freddy comes, he chases one person and we stay on that gen.
Snap Snap Clap Clap if possible, but everyone's on the same timer at the start of the game, and the only way to wake up without alerting the killer is an alarm clock. No sense in walking all that way when you could do 30% of a gen by the time you got there.
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@meatisadelicacy said:
I tried playing with two friends tonight and we got three games in two hours. Then we all went solo to see if match making would go faster and I'm getting matched with level 18 and 19s when I'm 8. Anyone else having these issues?
When you're playing with 2 friends, you're forced to look for that one solo player. I imagine most on PS4 are AT LEAST a 2 player group, making it that much harder.
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@BlooperReel said:
https://forum.deadbydaylight.com/en/discussion/comment/847739#Comment_847739
I get it, when I was originally making up the survivors I was initially going to do Mike and someone. After watching it I realized I'd forgotten Chris, and I used him because he's my favorite, and had to decide between Mike and Sam. Ultimately I settled on Sam. I don't really see how anyone but Josh is the main character imo, but if we go by screen time I'd have to say Mike and then Chris/Ashley. I tried to base these perks off of them in the game (as best I could) and Mike and Chris just had a lot of similar traits, and wanting Chris, I decided to edge out Mike. The first write up had Motivated as one of Mike's perks.
I just feel like if you used Chris you'd have to use Ashley, if you used Sam, you'd have to use Mike, as both fill the same slot as characters. I didn't really like Chris too much tbh(I CERTAINLY didn't like Ashley), but as far as "main characters", I feel like Sam and Mike, if not Hannah(Wendigo) and Beth, would be the better fit. Mainly because they are the only two who are forced to be alive for the majority of the game, making them the main two.
Josh didn't really feel like a main character to me either. You saw so little of him, aside from when he was masquerading as a killer. Sure, the entire story(assuming you find most of it) is about his mental issues, but if he were a main character, you'd expect him to have more screen time. Sam and Mike had the most screen time. Mike had the absolute most.
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I enjoy playing solo when the stars align and I don't get either a group of ######### survivors or a killer being a dick.
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I don't think Chris should be a survivor, instead it should be Mike if anyone. Sam and Mike are the only two who are technically the main characters, as I don't think you can actually kill them until the end. That said, I think it would be super cool if the Entity took Hannah from AFTER she became a Wendigo and Beth from BEFORE Hannah ate her. Mike's also way more like an actual survivor than Chris.
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@Sadiii said:
What other Exhaustion has benefits whilst being on cooldown? Not Sprint Burst, not Dead Hard, not Head On; none of them. Save for Balanced Landing. Why is that the case? Why does this specific perk have a passive affect whilst being on cooldown. It makes sense for Balanced Landing to fall in line with the rest of the bunch. In agreeance with OP.
All the other ones are not used because they're ######### though. Without a passive effect, they're near useless. You have to walk 90% of the time with Sprint Burst, Dead Hard is only good in EXTREMELY rare situations, and Lithe has enough maps where it's just bad to bring. Play one map with Lithe on the Game map and you'll never bring it again.
If you ask me, Balanced Landing doesn't need to remove the stagger reduction, the other exhaustion perks need to have a passive effect as well to put them in line with Balanced Landing.
Balanced Landing will be useless if this is changed, not to mention it's called BALANCED LANDING, why would it be called that if you didn't have a balanced landing all the time? It should be changed to "Occasionally Balanced Landing" if they change that.
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@Malarkky said:
https://forum.deadbydaylight.com/en/discussion/comment/847633#Comment_847633
10 second takes to reach first two gens. What about other 5? Have you ever played a killer? If you are lucky, u find first survivor in 30 sec. after hook, you have to move long way, at least 20 sec. if chase was 40 sec. that’s three gens done in SWF for sure.
I've played killer plenty. Usually there's someone working on a gen within the first 10 seconds of my travel time. Most killers move 4.6 m/s. That's 46 meters in 10 seconds. I've been playing Spirit, without phasing until I hear a generator. Still find someone within 20 seconds max, and she moves 4.4 m/s.
That said, again, once you find your first survivor, you pretty much find someone again after you hook them. So again, AT MAX, including your "30 second rule", that's 6.3 gens. You'd still kill 3 people EVERY TIME even if you were bad if the maximum time spent to down a survivor was 40 seconds.
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@Malarkky said:
https://forum.deadbydaylight.com/en/discussion/comment/847622#Comment_847622
Actually, I’m talking about chase only. Not that you have to find survivor first. Not that you have to pick up and hook them. Not that you have to find another survivor 🙂 that’s more 30 sec at the best.
All you have to do to find a survivor is walk near a gen, if you hear it, one's nearby. You're most likely going to be in a chase within the first 10 seconds. After your first hook, finding survivors is like a piece of cake. VERY RARELY do survivors run an immersed build and hide from the killer.
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@Malarkky said:
https://forum.deadbydaylight.com/en/discussion/comment/847547#Comment_847547
I’m not saying they should get rid of loops. Chase should be around 40 second long. Not more. It’s fun when u mind game survivor at normal loop. God loops are the problem. And there’s many.
One chase, 40 seconds long. So you should down a survivor at MAX half a gen? That'd mean optimal killers would down survivors in 10 or 20 seconds. That's 1/4th of a gen with no missed Ruin skillchecks. An optimal killer could get 12 hooks in 3 gens with that. That seems pretty biased to me. 40 seconds isn't a long time either. I'm sorry but a 40 second chase max sounds way too easy. Even if we were to go the 40 second route. That'd mean a killer would 100% of the time kill 3 survivors, because that's 6 gens worth of time.
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@hirosyus said:
I really want to know the dev team check this forum out. The balance of this game is quite leaned to more easy for survivors so now this is NOT a horror game.
I wanna be more scared when playing suvivor, and make people more scared when doing killer.
All modifications should be stood in such a point of view.
One Japanese player.
The thing is, you can't make this a horror game. After you see a killer a few times, you're not scared anymore. Unless you're Hag because she's literally a jumpscare killer, but even then it's more surprise than fear.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/847290#Comment_847290
Lerys is so survivor sided it hurts, the game is survivor sided, hawkins is almost balanced with a slight survivor advantage. And lets see...DS, BT, Dead hard to start. plenty of other viable perks; if not op. Toolboxes are still really good with how fast gens go without them already. Medkits are still good, and stypic is still powerful.
Med kits as a whole were nerfed. The only time you have a good med kit is if you have a ranger's med kit with charge addons, or Surgical Suture + the other one that increases if you get a great skill check, but that one's situational.
Lery's is not survivor sided. If anything it's killer sided, until that middle gen gets done anyways. PRACTICALLY EVERYONE says the Game Map is the most killer sided map in this game. If you're losing on the Game that often, then either you're playing Billy(in which case you have maps that are more to your favor that other killers don't, but Billy is still fine here), or you're just not good enough to deal with any survivors.
ARE YOU REALLY COMPLAINING ABOUT BORROWED TIME AND DEAD HARD? Dead Hard's literal only use once you've used it the first time(or even before using it the first time) is to reach a nearby pallet, IF you happen to get close enough to one. Borrowed Time has a clear counter, don't tunnel and don't camp. DS is the same way, unless you're just doing so good that you have already hooked another person and found the person who you just hooked, in which case, you already have a lot of pressure up anyways. That's 2 people off gens.
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@FriendlyGuy said:
You literally copied my idea from the BL discussion m8.
To be fair that is no new idea. I also mentioned Lithe should have a vault speed increase a long time ago.
@Malarkky said:
This is a joke right? Survivors are in power role in this game. Killer can’t do ######### against SWF and you want to buff vault speed? 😃 that is ridiculous.
People are suggesting a buff to a perk that underperforms due to it's limited uses. Ever used Lithe on the Game map? There are only 3 windows on that map and they're all in the same room, and each one leads you around a track, meaning you're wasting your move speed. The only way you can use Lithe there is with a pallet, and in order for that to happen the killer has to not break it. There's a reason the only time I use Lithe is if I burn a map offering. Also I see plenty of killers at high ranks get 4ks against good survivors. Learn the maps like the survivors you're facing have and maybe you can learn to counter the loops.
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@Malarkky said:
https://forum.deadbydaylight.com/en/discussion/105255/game-fixing-rework-without-nerfing-loops
Have you ever played killer? There is no fun getting looped as a killer.... especially with SWF. Speak for yourself.
The only time I don't like a chase when playing killer is when I can't manage to outplay the survivor doing the looping. That said, what do you want? Do you want survivors to just stand there and let you down them? Do you want them to just throw every pallet on the map where there're none left by the time you catch that one survivor and then all the other survivors are dead because there're no pallets left? The idea that loops need to be made easier to deal with as killer is so silly to me because doing that would make me never want to play killer. I don't like easily won victories where I don't win by my skill, but just because the game is made so that I'll win.
What needs to happen in this game is all maps need to be the exact same size, and have the exact same amount of pallets with the same placement for the doors in every game. This would make it where killers could be balanced not based on their good maps and bad maps, but just balanced based on how weak or strong they are in general. Consistency is the only way to achieve balance. The maps don't have to have the same placement of pallets and whatnot, just the same door placement and same exact overall size, while having the exact same number of pallets.
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@YamiTheFurry said:
The Hag got the down and used her power to defend the hook and it took some time todo so and you consider that camping? And Hag's power does have a built in counter all surviors have crouch!!! If you don't want to take the time and crouch then don't rescue them nothing says you have too so quit whinning.
I said spending 50% of someone's first hook phase trapping the hell out of them is BASICALLY camping. She stayed there until there was no way to get the person off the hook before they went into struggle without hook trading UNLESS someone had Urban Evasion. What else would you call that?
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Trapper. Hag just annoys me because most Hags do really annoying things and they also occasionally seem to move like Sonic the Hedgehog occasionally on PS4 despite being 110% movement speed and still teleporting to their traps(meaning they do not have the addon that makes them faster but removes teleports).
Myers can be scary as well because of that lower TR and builds that lower it even further, and Spirit's pretty spooky too when she plays right.
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@Mr_K said:
It takes time to draw 20 triangles.
Yeah, I would suggest increasing her drawing speed to fix this but at the same time that would possibly make her as strong as Spirit currently is.
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@Speshul_Kitten said:
I don’t think it’s the maps that are problems. It’s the mobility of most killers.
Notice how Nurse, Billy, Spirit and even Freddy can do well on these maps at protecting gens. When, let’s say Clown, can down survivors relatively fast, yet cannot apply gen pressure across these maps.
Its a common misconception to look at the maps and blame their size for a killer’s disadvantage, when in fact it’s the killers mobility that is limiting their potential.
But if Clown can down people quickly, AND move fast, that'd be too problematic, so buffing his move speed is something they cannot do.
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@Kerbert said:
Because people like to complain over using the best counter to stealth killers and Spirit, who everyone is complaining has no counterplay.
Counterpicking is not counterplaying to be fair. You cannot argue Spine Chill is counterplay. It's counterpicking, and you're blindly counterpicking at that.
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@akbays35 said:
Been doing my best to get it playing t1 Myers, but it does that stupid hand glitch thing where it looks like I'm grabbing nothing and the animation freezes then the survivor just yeets away, literally did it a few times on people working gens, people trying to unhook, doing my totems (I even body blocked someone and attempted it twice) and the same thing keeps happening. I just gave up on it playing Myers for 2 hours and it's literally my last challenge. I'm ready to just buy Ghost face or play Pig, but I'm genuinely worried that it might be due to lag or some other weird animation thing.
If you have Spirit with Distressing, you can get this done somewhat easily. Pretend you're in a chase near a generator. They'll keep working on the gen, then phase(make sure you're close enough for them to hear your TR). You should get a gen grab quite easily. I completed this at a pallet though.
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I don't think so unfortunately. People make Christmas earlier and earlier every year. November is technically Christmas season now. I've seen people be ready for Christmas as soon as October ends, or preparing for Christmas AS October is going on. Was going shopping with a friend before Halloween for a Halloween party, Christmas stuff was everywhere.
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@Fibijean said:
I've heard that one way to do the trapping one if you're having trouble getting survivors to fall for it is to place down a trap, down a survivor, and then let them wiggle off your shoulder while standing to the right of the trap, such that when they escape they will drop right into the trap.
The Game is an excellent map for the Got You challenge, especially if you're playing a stealth killer, because there are many generators right next to corners that you can just walk around and grab someone before they even know you're there. I used Myers for this because he doesn't need to exit stealth mode (which can give survivors a second's forewarning) in order to grab a survivor.
Blood Debt is easier if you start the game aggressive and make sure you're the first one hooked.
Agitated Advantage is easier if you play a basement killer like Trapper or Bubba, so you can get your second hook off whoever rescued the first person. Territorial Imperative can also be useful for this challenge - survivors often try to loot the basement chest at the start of the game, so if you get a warning when they enter the basement you can usually catch them searching the chest or coming out with their item.
By Any Means Necessary is easy to complete if you're someone who doesn't mind throwing the game for the challenge. The killer doesn't even have to technically be chasing you, just run around in front of them until the chase music begins, and as long as it's playing you can throw any random pallet you like and it will count for the challenge. You can tell if a pallet was counted for the challenge if you get bloodpoints for throwing it.
If you're playing with friends, you can get them to bring brown medkits for the Appeal to Heal challenge and give them to you once you deplete your own. In fact, most of the survivor challenges are easier if you can find a SWF group to coordinate with.
Yeah, I saw that tip for the Trapper one as well, but I didn't include it because it basically means playing abnormally. I tried to put my tips according to normal gameplay for the most part so that you don't have to screw up the game for others.
Object of Obsession, Windows, Lithe, and Spine Chill were my go to perks for the pallet throwing one because Spirit can end chases super fast and if you have both OoO and Spine Chill you pretty much know where she is at all times. Windows to find pallets that aren't broken and Lithe to vault said pallets(or windows if you find one) if you get a chance to get to the next one if you think you might go down at the one you're at. Funny thing, I did a few 5 gen runs with this combo equipped. It was awfully fun too.
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@yoi said:
https://forum.deadbydaylight.com/en/discussion/comment/844171#Comment_844171
again ad again, do you actually know why kilelrs are forced to slug? yes because "POTENTIAL DECISIVE" you see "wings" in one of the 4 survivors and you immediately have to suppose that everyone is using DS because is probably like that anyway.-
I very rarely get hit by DS, and I don't slug. The only times I do get hit by DS are where I can't find the other survivor who unhooked them, and run into the other one by accident. Technically I tunneled, but I take the DS because it's a perk people use, and me avoiding DS is like if there was a way a survivor could avoid Ruin or Pop, one of the perks people often complain about needing so much. If you slug a survivor who was just unhooked, you're still tunneling them.
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I don't think DS should be completely deactivated upon entering a locker either way. If the killer slugs you, he still gets pressure while still tunneling. 30 seconds is clearly tunneling either way, so jumping in a locker would only ensure he didn't get pressure while doing it. I also think with these changes, DS should not be deactivated completely at all. If you get tunneled off your first hook, you should be able to DS, but if you also get tunneled off your second hook, you should also be able to DS.
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@TooKoolFoU said:
Idk what to tell you. I just pushed through it but my experience was kind of buggy
I feel like you only read the title... o.O
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99% of Bubbas hold the game hostage for that one survivor they managed to hook. A lot of them run Iron Grasp and try to take you to the basement, and the ones that don't bring an ebony and crab walk from one area to another while staring you down at the hook.
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Problems with bad behavior of campers forcing newbies to not enjoy the game, or even be able to learn adequately without SWF. I honestly think a lot of people quit this game once they experience this enough times as a survivor, and in low ranks happens so often that there just are almost 0 good games where a killer doesn't do this.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/844427#Comment_844427
Might or might not have read the entire post, anyway thanks for telling me.
Np, I also recommended Resilience if wanted, since if you were injured that'd also make them faster.
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@TheRoyalOwl said:
Also some tisp for the dark sense one
1. Bring in bond and prove thyself ( basically just use dwight)
2. Try to stay hidden from the killer ( getting chased and hooked can be a pretty big waste of time ).
3. Hope that your team is good at chases cause you'll need that extra time
4. Also don't be surprised when the killer dced at the sight of gens being done super quick.
Yeah, I mentioned those. I said to do the same as Bring the Light, which is where I recommended a commodious toolbox and Prove Thyself+Better Together or Bond. As for number 2 and 3, I didn't mention those mainly because if you're trying to do gens you should be expecting to hide.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/844359#Comment_844359
Fair.
In my opinion it's still a terrible perk but if you find value in it then at least that's something good
You can find value in any perk if you look hard enough. =p
I like use Distressing for Spirit, so that they don't hear my whoosh as often, for example. You basically have Prayer Beads, and you get more BP for it, lol.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/844161#Comment_844161
But that's old Freddy whether the perk worked well with him is kind of irrelevant now.
Once again changing the obsession is still a side effect of the perk so the unnecessary restriction doesn't make the perk completely irrelevant. It's not meant to be the main effect of the perk.
Also considering remember me is not a hard perk to stack having the obsessive switch doesn't really do anything. The maximum stacks you can get it's for that is literally two chases.
If the obsession had time to heal you have practically guaranteed to have your four Stacks whilst they're on second hook. While with furtive chase you could potentially get your stacks quicker.
Stacks aren't relevant until endgame meaning even if you do get them quicker then they're just sitting there until the gates are powered.
The reason I bring Furtive Chase is because it guarantees I find my obsession again. Sometimes you just don't find your obsession after hooking them and you only get 2 stacks. In addition sometimes they don't heal, making stacking Remember Me harder. If I want max stacks, Furtive Chase makes it where I get 4 stacks every game without fail. It's helped me a lot when I bring Remember Me. It also allows you to not be forced to tunnel your obsession into oblivion. I don't like playing like that.
As for the In Chase terror radius reduction, I think people don't respect it because you don't really get any feedback from it. You don't know if it's really doing anything for you or not.
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@TAG said:
Crouch?
I think I mentioned what would happen if I crouched. 25% of the survivor's struggle bar is already down by the time she traps the basement. The other 25% would be used up plus more by the time I got to the survivor, meaning they'd already be in struggle. Crouching out would also take too much time to the point where she'd get to us before we got out.
Sarcastic or smart alecky remarks aren't necessary.
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@Andreyu44 said:
For the self care challenge,you can bring a medkit,heal to 99% then tap yourself with Self Care.
It only counts the completion, and not the time spent healing? Good to know. I'll add that to the list.
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@[Deleted User] said:
I do one of two things:
- Push gens, because she's too busy trapping the basement to pressure anywhere else.
- Wait for someone to get in a chase, lure her far away/go down and be picked up. Hag cannot teleport to traps when carrying a survivor.
If I push gens, she still has enough time to get another person by the time they die.
If I wait for her to get in a chase and go down, that person goes into struggle. Seems like a lose-lose.
@PistolTimb said:
Run borrowed time and yolo it
She'd still hook me, which would just cause the same scenario.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/844129#Comment_844129
But again that highlights a major problem with the Perk people aren't actually using it for it's intended use.
Mainly because for the most part its intended use is crippled by its restrictions.
1) Requiring you to be in a chase
2) Having a token limit of 4
3) Losing everything if your obsession dies
That's three restrictions for one benefit
It's the side effects of the perk that's actually making it relatively useful.
Well before Freddy was reworked Monto managed to get 0 TR both inside and outside of a chase meaning he could see their auras from any distance. I'd imagine you could do close to the same with Myers, in tier 2 anyways.
As for the other thing. changing the obsession nearly guarantees the perk will not be gone until you've killed at least 2 people in most situations. I don't think that's too bad.
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@DelsKibara said:
Useful tips 👍
Though for Hungry Jaws all I did was just farm with the Survivors. Don't need to go through the stress of playing Trapper if you could sidestep it with farming.
Thanks, and yeah, but it's sometimes hard to get survivors to know what you're wanting to do.
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@BenZ0 said:
I am not sure if you get more xp by finishing matches faster or whatever, I want to say that if ppl are still below level 20 or 30 by playing the half day, then they are clearly doing something wrong or maybe the xp system is bugged for some players? Maybe you can help me out and say how you get the most amount of xp, would be helpfull for me too :)
Also I get the same xp as survivor, even when I just had 8k BP and died really early by a tunneling killer (no offence). I mostly get 400-600 xp every match.
If that's the case, then you just have insanely fast queue times. It takes me 5-10 minutes or so to get into a game, longer with the connection error bugs.
From what people have told me, 5 minutes is the sweet spot for exp in a trial. I think they said anything after that you get either nothing or diminishing returns.
@BenZ0 said:
Also I played most of the time swf. Basiclly 80% of the time I played since the Rift came out swf.
I only play a 2 man SWF if I ever play SWF.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/843388#Comment_843388
Imagine thinking Furtive Chase does anything at all.
Why don't you just try it and see? Just because you have a problem with the perk does not mean it has no uses.
@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/843388#Comment_843388
However it is a gimmick build
Hell it's pretty much the only build where furtive chase actually useful and it's not even because of the actual effects of the perk it's more of the side effects than anything else
It's probably the most effective Myers build for using Tombstone or Fragrant Tuft of Hair. You get 15% faster stalk rate from stalking your obsession than J. Myers Memorial, on everyone who unhooks your obsession. 99% your obsession, hook them, pop EW3 on the other person, kill them, if you manage to kill someone else, cool, if not, then let them unhook your obsession, 99% new obsession, repeat. That's with Tombstone. Funny thing is, you only need one, maybe one and a half obsessions to get 200% stalk with Judith's Journal, and both Tombstone and Fragrant Tuft of Hair increase stalk to 200%. you can get this quite easily if you want to. Stalk almost goes normal speed on your obsession.
As for Furtive Chase, we've seen multiple killers find good uses for it, and I enjoy using it for easy 4 stacks of Remember Me on Freddy, when I run Remember Me. The obsession changing is the best use of the perk imo. Unless you're using it on Dark Devotion Legion, but even then, the obsession changing helps keep DD in effect longer.
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@bendermac said:
Lets face it, the current "suggested" changes for Spirit are somewhat okay. Prayer Beads now making a map wide WHOOOSH sounds odd, but whatever. Removing her collision means also no more interruption, if it's a gen with two or more people who can work on it. Wasn't that also a sweet jump scare factor? It has nothing to do with prayer beads, which made this a lot easier. Also bumping into someone always had this "Am I stuck or is there someone" breaks phase and ... DANG I was stuck or DANG there you are ;)
I'd say leave the collision intact. If not, give her something in return like better tracking of scratch marks or blood being a tad more visible or footsteps/breathing a tad louder
You should still be able to get gen grabs even with this change. If you hear people working on a gen and they're not stopping, appear and you can see where they are and get a grab in time.
Bumping into survivors by accident and being unable to retrace your steps vs Spirit is not good gameplay.
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@BenZ0 said:
She didnt do the first tome yet, she just did the second yet. But I know what you mean. Also I am spirit main, so you can imagin how I get so much xp xD. I wanted to say with that post that ppl say they are still Rift level 20 or below and it is tO GrInDY.
So basically what you are saying is, just play good killers and you'll get farther in the rift.
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@BenZ0 said:
*Story time*
Ive seen after the release of the rift enough posts where ppl say the challenges are too hard and the Rift too grindy. In my opinion these are those ppl that play 1-2 hours per day or stay afk for the of the time or just are trolls. I played every day only 4 hours because I am busy with my study and I am rift level 54 atm. I didnt grind much and was even playing world of warcraft while I played dbd. My best friend came from her study at home 2 weeks later, she couldnt play at ALL. And she played with me and other friends and now she is Rift level 28 after 4 days grinding. She is survivor main and NEVER plays killer, she has all killers on level 1 and is srsly trash as killer, she plays with controller on PC and cant even hit lunges. But she STILL managed to finish ALL killer challanges, only I had to do for her the "grab a survivor" challange but she managed the rest completly alone.
*Story time end*
So on this example you can see even a casuall playing girl can manage to do all challanges even the killer side with 2 weeks handicap and ppl want to say the Rift is too grindy and the challanges on the Tome are too hard? Come on guys this is beyond a joke... like srsly... I cant even say more to that topic, it is just not funny anymore to see those complains. The devs made the Rift xp really well and the challanges are just buggy, they are not hard, just BUGGY. Sometimes the progression doesnt save properly and that is in my eyes the only issue with the Tome.
Thanks for your time for reading.
Of course she'd be at rift level 28 with 2 tomes worth of challenges. We started at like tome level 7 and got 16-17 levels from the tomes alone.
If you managed Rift level 54 alone by playing 4 hours a day, then either you grinded them by sitting in a match for exactly 5 minutes a day, or had literally 5 minute games every game. I've played 5 hours in one day, or longer, and not gotten a single rift level. Also this:
@indieeden7 said:
The devs themselves said that the rift was supposed to be able to be completed by people who only play an hour a day. Also, you can't be that busy with studying if you have the opportunity to play for 4 hours a day.
As for the tomes, they're not a problem, aside from encouraging bad play on the survivor parts.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/843426#Comment_843426
Since you chose not to do generators, you will have 3 minutes to remove the trap.
Yeah. Might not be too bad overall. It would definitely add a sense of playing "the game" or not. That said, people who wouldn't read the patch notes would be unpleasantly surprised by that, lol.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/843368#Comment_843368
Well, then we can do this to the RBT: Let survivors decide how they want to handle the RBT.
Rules Set NO.2 is base.
While the survivor is trapped, every second a survivor repairs a generator also decreases their RBT timer by a second — up to a maximum of 60 seconds.
Timer is increased to 180 seconds.
Personally I think the Pig is fine, but that wouldn't bother me too much, unless she became way too powerful. Then again usually the generators being repaired are done by teammates while you're on the hook rather than you yourself, so maybe it wouldn't be too strong.
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Personally I think an increase in iridescent shard gain per level would be good at the very least.