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BenihimeWrath

BenihimeWrath

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BenihimeWrath
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  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2730498#Comment_2730498

    That's got to be an oversight, because Distortion is supposed to activate when your aura would be revealed to the killer

    Its probably a priority issue where the game checks for distortion first before the effect of shadow step.

  • INB4 racists start playing Doctor

  • Honestly they should probably just expand bubba's earnable cosmetics to include all unique survivors, just have it be one of those things that come out with every new survivor like a twitch shirt, or ugly sweater.

  • @xerox8521 said:

    Does Distortion trigger when you are inside a Shadow Step boon ?

    Yes, distortion stacks are consumed while inside shadow step.

  • I'll be honest, I've never seen a single one of the earnable bubba cosmetics, ever in my whole time playing.

    I strongly question anybody that says they've run into 'so many' bubbas wearing claudette's face to be racist.

  • Meanwhile I'm just sitting here looking at all the killer perks with absolutely moronic conditions and going, 'really'?

    At least a couple of them got fixed this time around, progress is progress


    @White_Owl said:

    Yeah, tbh I giggled at that change. Adding one token won't make anyone reconsider using the perk. In a world where Shadow Step exists it wouldn't be unreasonable to have a way to regain tokens. personally I like the idea of getting them for safe unhooks.

    Distortion tokens are still consumed when your aura is blocked by shadow step.

  • That recent experiment/tournament showed that the game is nearly perfectly balanced at the highest level. Its just completely not fun at all.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723580#Comment_2723580

    Similiar to huntress? Ok, what about limitations what Deathslinger has over her?

    Let him have infinite range?

    Let him down over pallet / far windows?

    Let him reload after several shots?

    Deathslinger is limited to his power more than huntress. Smaller hitbox had one advantage and that was shooting through gaps, but that is just not possible with longer ADS. Bigger hitbox is just better and it's easier to use.

    To be honest, I never understood why Deathslinger didn't down if survivors were still in deep wounds. It never made sense to me to begin with. You are getting shot by a giant ######### off spear, you can't just walk that off. As I said in the comment that you quoted, I don't think Deathslingers ADS should be as long as it is, I feel like it should be more responsive of a power than it is currently. And as a huntress main that really loves to do trick shots, I can tell you a bigger hitbox is not always better.

    I could also reasonably see buffing deathslingers reload timer, as just making him slightly more time efficient that way could do wonders for him overall by considerably shortening chases over the duration of a match.

  • If you are asking if I can tell the difference then the camera movement seems too fast to be for the PS4. I didn't really see any advanced blight work though that would definitely prove one way or another. Just some basic hug techs, which is one of those things you can compensate for by having high sensitivity on console. The movements are choppier and not very smooth, so I presume its some sort of console, or at least controller play.

  • Its not very often that I get upset with the killer, most of the time I'm upset with my 3 rando teammates. They all seem to go to the farthest corner to self care simultaneously while I'm dying on hook surprisingly frequently.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726495#Comment_2726495

    Irrelevant, Deadlock is meant to stop 2 gens from popping back to back and that is what it does, and Corrupt is still 2 minutes of Gen time you are spared even if you cannot find someone right away, do not pretend these perks are bad please.

    I'm not pretending they are bad, and if they work for someones playstyle then more power to them. The only blocking perk that I regularly use is thrilling tremors, arguably the hardest of the 3 to get value out of since the first 2 just do what they do.

    I, personally, don't like gen blocking and I just think Pain Resonance combines the strengths of ruin and pop while removing their biggest drawbacks. Namely being able to be broken, and having to go out of your way to drop a pop. So now I only need 1 perk slot instead of 2.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726490#Comment_2726490

    Deadlock, Corrupt, Ruin, No Way Out, and Pop are all good perks.

    1, 2 can be stealthed,

    3 gets broken the second you load in because survivors start the game pre-cleansing it,

    4 is pretty decent, 5 has to be delivered

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726487#Comment_2726487

    Because that would make the perk good, Killer's aren't allowed to have good perks besides Slowdown.

    Looks at slowdown and only sees Pain Resonance

    What

  • @Tr1nity said:

    Coup De Grâce moment

    Lets compare them apples to apples, why not give it a 40 second cooldown like dead hard?

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/302539/my-top-4-signs-that-i-am-facing-a-baby-killer

    Eh.

    1. Yes, it's a very difficult priority to learn. The tutorial makes it seems essential.
    2. I find myself doing this sometimes. Gotta go Crazy Ivan to catch people.
    3. To be fair, even very experienced players fall for this sometimes.
    4. Yeah.

    I'd also add

    • Misses a lot of attacks.
    • Overcommits to unwinnable chases.
    • Camps (it sounds weird, but it's such an obviously effective tactic, and new players might not know that it goes counter to the etiquette of the game).
    • Gets 360'd a lot.
    • Always vaults or breaks the pallet.
    • Spends a lot of time waiting for 1 gen to regress.

    My favorite version of 2 is doing the tbag moonwalk at short loops as ghostface. Where you use the tbag to show your redstain looking one way to the survivor, and then flip 180 degrees and moon walk into them while crouching for the hit. From the survivor perspective it looks like you are having a michael jackson themed seizure.

  • Spirit and Oni are very strong, to the point that they can reliably win without addons or perks when played well.

    Clown probably has the best perk in Pop, unless you already own it from the shrine

    Deathslinger is an odd spot where he is a hybrid normal and ranged killer with the drawbacks of both and the advantages of neither.

  • @ReverseVelocity said:

    I honestly think they should move faster basekit, and have a 3 second fatigue.

    Well they already move at 130%, I was thinking what if they moved 15-20% faster for 190-210% movement speed for 4 total survivors hit would be zooming.

    Also I've really been enjoying Legion with Blood Favour to help deal with the fatigue

  • I mean honestly, even now I see it when I play on the PS4 but maybe thats just some last gen console #########.

  • If you play with headphones, Spirit. If you don't, Clown.

    If you need perks, Clown. If not, Spirit.

    Personally I would take high mobility over anti-loop. As high mobility is ALSO anti-loop in its own way.

  • My main problem with the red stain is that on PC on low settings it comes through the walls very clearly either because those walls already have small holes, just because its literally visually glitching through the wall.

    I think it provides a console based advantage if I'm to be honest. (Not that we didn't already know playing on PC was an advantage)

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724682#Comment_2724682

    Im blight main console ps5. No issues with anything at all.

    I'm not sure what to say then, maybe PS5 allows for higher sensitivity than the PS4.

  • Honestly they should just make all killers 5% faster and then eliminate blood lust. This would significantly reduce the safety of pallets, reduce the strain of large cross map traversal, make killers more threatening, reduce the time it takes for each chase. This change would probably be enough that killers would stop complaining about genspeeds.

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723615#Comment_2723615

    I assume you have not touched console dbd yet.

    Blight console is equal to PC. Techs and flicks are equally available.

    It is easier to use mouse then controller, since with mouse you use whole arm and on controller only thumb.

    controller is only in defect regarding sensitive aim adjustment such as huntress and trickster.

    Even that can be mastered.

    Could be even easier, if BHVR would decide and improve controller settings such as deadzones and acceleration.

    I play on PS4 and PC sometimes, maybe its confirmation bias but Blight feels 10000% smoother to play on PC than he does on console.

    I'm also pretty positive that due to the fact of console sensitivity being wildly less than mouse sensitivity that a lot of techs are out of a console Blight's grip unless they are done perfectly. Like even trying to do the basic hug tech on console is a huge pain because of how slowly it takes you to look up and down even at 100% console sensitivity.

  • If we are talking base kit only. Then nurse for PC hands down, and then probably spirit or artist for console. Blight is strong, but without a mouse he really suffers in his power. Which can be compensated for slightly with high sensitivity on console, but its nowhere near the same.

    If we are talking with addons then probably Myers for both, being able to instant kill an entire team by just breathing on their neck like its a romantic evening is pretty OP.

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723567#Comment_2723567

    Well, that's exactly what they did with Stridor.

    Deathslinger should have some degree of stealth because his shot isn't a guaranteed down like Huntress, he only gets one limited range tiny hitbox shot per reload, and he has no snowball ability and cannot hit over pallets like Huntress and Trickster. He also takes a million years to do anything compared to how efficient Huntress is. Now that his ADS has been nerfed, Deathslinger has absolutely nothing going for him over Huntress besides the joke that is Deep Wounds. Stealth is a good compromise.

    I didn't agree with the stridor change at all, especially since they would have KNOWN that the spirit changes were coming down the pipeline as well. I still disagree entirely with how it continues to work today, leaving Iron Will with no killer counter except for Plague or Nemesis.

    The smaller hitbox of Deathslingers shots means he can also accurately commit to shots that Huntress cannot pull off. Also last time I checked, Huntress doesn't have iri heads anymore for the easy downs. I also disagree with how long his ADS is, it feels clunky and needs to be reduced by a fraction. So that its use its smoother, but doesn't necessarily allow for a pure quick scope playstyle. Similar to Huntress with wind up speed and throw cooldown.

  • @Altarf said:

    Honestly, they should reduce his TR to 24m and then just change Monitor to be a 25% terror radius decrease/increase rather than an 8 metre one. That way, using Monitor on a Slinger with a 24m TR would only create an 18m TR, which is the maximum range of his shot and prevents you from being shot outside of the TR.

    Thats a change to M&A thats incredibly specific to deathslinger. I would prefer changes only to deathslinger to fix him.

    Also your argument doesn't really mean much because you are saying with M&A his firing range will be the exact range of his terror radius, that means he still has the problem of being able to hit survivors before they can react since the very moment they hear his TR, they are within range to be speared. Thats the exact situation they were hoping to avoid with the change to begin with.

    I think Deathslinger would thrive if BHVR decided in what archetype they want to put him. Either a full movespeed ranged killer like Plague or Artist, or they drop his TR back down to 24m and give him a lullaby like Huntress or Trickster. This inbetween gives him the disadvantages of both, and the advantages of neither.

  • @BubbaDredge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722388#Comment_2722388

    Oh no, it encourages a good strategy? Don't want that in our game. Might force some teamwork.

    Talking about 3 genning, I don't know what "turtling" is. Sounds gross.

    I didn't necessarily agree with the argument and I would personally say a 3gen situation is at least more interactive and fun than a camping and tunneling situation.

  • Honestly I would say its fine if they just reworked the luck system to be better. Like how they changed Open Handed to not need everyone and their dog to run it for it to have value, they just need to do that to Up The Ante.

  • You can also use Dead Head validation to activate PH and Plague's damage invulnerability for their power. Don't forget that.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722383#Comment_2722383

    I would love some kind of Texan jingle that slinger would hum, lol

    I was hoping for one of those spicy wild west tunes they play before the gun duel. Some The Good, The Bad, and The Ugly type stuff.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722800#Comment_2722800

    I'll run PR on killers that I know I have choice on where I down people. Plague and Cannibal work well with it. I also use it on Cenobite, combined with Surge. Ditto Myers, unless I'm doing a mirror build.

    On killers like Hag, I prefer Pop or Ruin. I'll also run Plaything+Penti sometimes, but I find that good groups identify this style quickly and just don't cleanse the Plaything totems and instead rely on coms or other cues.

    I normally use it on killers that can mostly immediately act on the information. Killers like Blight, Nurse, Spirit, Huntress, or Oni

    At the moment though I'm having a tough time getting PR on all my killers to replace Ruin. For me its a matter of how the gen regression functions. I dislike the vulnerability of Ruin, or the demands of Pop. Now if only they would clean up the scourge hook spawning logic, the perk would be perfect.

  • I've been having a pretty enjoyable time with BBQ, Pain Resonance, Retribution, and Plaything on Spirit.

    44 + 135 seconds of aura reading is devastating.

  • I've honestly just stopped logging in except to do some dailies every few days. I got on last night and had to do huntress/spirit/artist dailies. Tried to do artist first. Haddonfield, then badham, then rpd. Also it would be nice if the vertical detection went high enough in RPD to at least get killer instinct on the 2nd floor.

    I don't even kill survivors anymore and the games are just so miserable to play, its a complete slugfest trying to get anything. I think I'm just gonna end up taking a break until the new killer comes out.

  • @Awkweird said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722363#Comment_2722363

    That's what I mean. 90% of the time it's pointless. The only situation would be a gen in the corner of the map that had 1 survivor on it. But even then it's better to not lose distance on the survivor.

    Like I said, it would make it more attractive to protect gens rather than just tunnel survivors. Or at least it would be a decision. Do I chase or kick the gen?

    Others would arguably say it would encourage 3 genning and turtling, which not gonna lie it might. I would probably say it would be better to buff base regression so then a killer is more rewarded for occupying survivors and keeping them off gens.

    Perhaps just make it so that regression is the same as ruin, and the only difference with ruin is that it does it automatically without needing to walk over and damage.

  • Honestly, for lack of a better word, his scoping is very clunky. Its definitely not as smooth as playing huntress. I think it needs to be reduced by just a fraction so that its a little cleaner to move in and out of ADS without necessarily allowing for a pure 'quick scope' playstyle. I really hope the devs were erring on the side of caution here and are willing to meet the community halfway.

    As far as the terror radius increase, I feel like it should have come with an increase of movement speed to 115%. With plague and now artist in this category of ranged killers with full movement speed I think he would be alright, and it would compensate for the increased possible awareness of the survivors. Alternatively, reduce his terror radius and just give him a lullaby like Huntress or Trickster.

  • It would take 2.5% in order to make survivors go even in the time investment it takes for a killer to damage a generator baseline. (Without brutal/addons)

    It would be nice if they could buff base regression or add an instant damage so that damaging a gen without a perk wouldn't ALWAYS be the wrong choice to make.

  • If you have good control and understanding over Ghostface's reveal mechanic then he wins flat out and the reason for that is unlike Myers, Ghostface will never run out of his power. Without addons a Myers will get a maximum amount of 7 tier 3s. Now don't get me wrong, you can do a lot of crazy damage if survivors aren't playing safely, but if they stealth out your tier 3s and you lose pressure then its all downhill from there.

    Myers has the weaker early game due to tier 1.

    Depending on your ability to get multiple stalks around 75-99%, Ghostface has the more controlled mid game.

    Assuming Myers still has stalk left to get, they both have high lethality suited for end game.

    The only thing Myers really beats Ghostface in is his ability to stalk on demand. This unique mechanic causes a killer to lose collision entirely, allowing for them to pass through body blocking survivors.

    Looking up keeps you in passive stalk, just tap it to merge with a survivor and then release. Since the killer model takes priority over a survivor, the survivor will end up pushed out of your way. If you do it successfully it will be behind or to the side.

    Though in trade, Ghostface's stalking is not affected by distance like Myers is, and he can stalk multiple survivors at once, unlike Myers who will stalk the closest survivor first.

    And since Ghostface's stalking is dependent on his nightshroud you will have to decide between utility or lethality in some cases.

  • I never understood the argument that a killer player should not be able to see the hook states. The devs and community say it would encourage tunneling, but do you really think killer players are literally so stupid as to not be able to count to 3 normally in their head? At that point your argument is more likely "Well we don't want them to target a SPECIFIC survivor if MULTIPLE survivors look the same" because thats the only real information that would be gained by having the hook states for killer in all reality.

    In fact, since I entirely quit killing survivors, it would be really helpful to not accidentally kill them when they go 2nd while I'm not paying attention.

  • It would never be able to work like that anymore. They had the opportunity to build the game that way, but at this point of critical mass the only path left to them is most likely by creating circular imbalance which is a method of balance mostly employed by MOBA type games.

    This is unlikely however, because their design philosophy includes drawbacks for strength when in reality everything needs to be strong in circular imbalance, thats how you achieve the natural progressive desire to exchange a perk for another to overcome the current meta. But due to their desire to balance things with heavy drawbacks it means the perks that for (some reason) don't get any hard drawbacks just become the unwavering meta.

  • Honestly I would be fine if gates regressed all the way back to 0, so long as during map generation the gates spawned a minimum reasonable distance from each other. Currently just 99'ing the gate to bypass EGC for no cost seems ridiculous.

  • My usual build is WoO, IW, BT, and then either SB if theres been a lot of high lethality, or SC if theres been a lot of stealth killers.

  • Honestly when I play the game I absolutely loathe MMR, so when I'm playing survivor I will stay in the trial until EGC kills me while pointing at a hook.

    The problem with wanting to give a kill to a killer is that they are usually too proud to take it, or maybe they don't want the MMR either so instead they try to get you to leave or will just ignore you.

  • My first recommendation to get good at Oni is by slowly increasing your camera speed up to 100% this will allow you to get flicks on console that are very difficult to do without a mouse. But its a pretty tough learning curve getting used to the exact amount of pressure you need to rotate just the right amount of degrees you need.

  • Slug them all, let them bleed out to establish dominance.

  • Its intentional design. Like how loud the chase music is for killers so survivors have a chance of escaping.

    Like there are times playing as Spirit where I'll pop power just to stop the chase music because its so insanely loud for no reason.

  • Honestly if we ever get a shapeshifting killer, its power would probably function similarly to Myers or Nemesis if I had to guess. Maybe Oni if they are feeling generous.

  • Honestly that sounds accurate to me. Although in fairness it was the Game, so there should have been enough goddamn pallets to win the early, mid, and late game NOED or not.

    Also if you watch the video you can see the totem spawned RIGHT THERE next to him. So it was arguably the worst case possible scenario for the survivors.

  • The vibes I get from sadako is sort of a killer like mint rag hag, or rotten pumpkin demo personally. I would prefer more map control killers that don't necessarily need anti-loop because they are so efficient at traversing the map if their power is used adequately. While simultaneously not having insanely high move speeds as the cause for this map traversal.

  • @microppman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719163#Comment_2719163

    i would say intentionally not killing people ever is smurfing, i think you should be killing people still, just not trying get someone out of the game at 5 gens

    I don't see any point really. I played normally for the first 2 months of MMR, and ultimately in the end all I was rewarded with was not that much BP for a lot of aggravating head aches. Thats by the design of the system, no individual survivor can gain MMR as fast as a killer can gain MMR. So the higher MMR you are as a killer the more 2/3/4 mans you run into. Hell even NOW with my MMR supposedly being 0 from not killing survivors for the last 2 months, I still get very obvious, very coordinated SWF. (They are not toxic, admittedly and are usually happy to farm after my 8 hooks.)

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