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BenihimeWrath

BenihimeWrath

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BenihimeWrath
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  • Survivor specific passives have never been implemented because survivors are just skins.

  • Honestly I didn't even consider VHS to begin with, my thought was that it starts the day before the black friday sale (might even start on the 25th for all we know) and it also 'ends' right before the new killer comes out. So if one was cynical, they could be anticipating completely busting the game on update again and have the bloodhunt in place in case they need to 'extend' it as an apology.

  • It would be fine if all it was was personal skill that I was losing to. However that is not really the case. After gaining an even moderate amount of MMR you start going against 2-3 and even sometimes full 4 man SWFs (3 mans with 1 solo being most common, followed by 2 duos) because they are the only survivors that can reasonably climb MMR in the same way a killer can. Any killer btw, even if you face camp 80 different people 1 each game at a time you'll still get to the ultra high quality sweat swf MMR so you can't even 'play your own way' and MMR will sort itself out.

    Well what does facing them entail? Near perfect coordination. About to down someone? Nope here comes their teammate for a hit, which allows them to walk long enough to get their dead hard back which they used earlier, now the chase goes on for another 40 seconds. All the while the 3rd man is usually healing/in the background just pinging generators away. Not to mention all of the free knowledge of your location, so you have to chase them for 30+ seconds before chase even STARTS for you to even BEGIN to accumulate bloodlust. Meanwhile a generator just got done because 2 of them were sitting on it because they knew exactly where you were with no fear.

    At this point I would honestly much rather give solo Q like ping tools and then have them massively buff killers to compensate for this enormous gap in time efficiency that occurs when comms are involved. Because obviously with 4 solo Q survivors they have no time efficiency and the team rapidly falls apart, but as a killer you expediently exit this space where bad solo que survivors live, as it should be.

  • Ace's journey would like a word with you

  • This blight doesn't even hit the side of the wall to rotate, and its an instantaneous 180 degree flick at the corner, which you can tell by the movement of the red stain. Theres no way that this is base blight movement.

    Good job calling for a killer to be killswitched over a hacker.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656715#Comment_2656715

    I actually hate Deadlock with pop, it denied me pop so many times while testing it :D

    But ruin with pain resonance might be really good combo, because it works together.

    Maybe like BBQ, Ruin, Surge, Pain resonance for M1 killers could be really good. You would have massive slow-down while ruin is still active and still solid upon cleansing. I would replace Surge for Pop for special attack killers tho.

    If you don't like deadlock you could get more value out of thrilling tremors in that case. The combination of TT and pop has been very reliable for me in the past. But the meta of gen regression is definitely starting to be behind us, its time for just straight up gen blocking. What does it matter that it stops gen regression? Without a regression perk it is completely worthless to begin with, better to just stop survivors from working on as many gens as humanly possible for as long as possible.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656016#Comment_2656016

    She needs to take the lunge because Dead hard won't help you half the time.

    https://forum.deadbydaylight.com/en/discussion/comment/2656124#Comment_2656124

    Basically, the map is not an open field

    And even if so, he will understand how to kill you after 3 jumps

    https://forum.deadbydaylight.com/en/discussion/comment/2656612#Comment_2656612

    you won't run far after the locker

    Nurse blinks in a straight line, you can't calculate the distance of a straight line?

  • @landromat said:

    Because artist. They nerf things one patch before new killers release. same was with nemesis and franklin

    @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656462#Comment_2656462

    I didn't think of that...

    This might be actually true.

    Its my understanding that in franklins case it was because the devs couldn't program it in such a way to prevent it from destroying the vaccine. Although I personally don't understand why they had to deal with that at all, it would be a shame for killer nuances to allow lower performing perks to shine. I presume that

    @jesterkind said:

    My guess is it was a mechanical/coding thing where they couldn't quite get it to consistently tell the difference between cleansing and blessing, but that's just conjecture- I don't know exactly why they made that change.

    I'd caution against considering the perk useless, though. It slows down blessing by quite a lot and it doesn't lose tokens when a totem is blessed, so they have to go deal with it if they don't want to endure the slowdown.

    is correct in that they couldn't get the programming to correctly distinguish -only- cleansing and they knew that boons would be dead on arrival if they allowed the notification to go live.

    Ultimately however, the fact that killers are not allowed a single decent defense perk is pretty depressing, theres basically no point in running a hex thats meant to stay up anymore at all. (inb4 undying exists, undying is gutted trash kthx)

    Corrupt, deadlock, pop, pain resonance meta is upon us.

  • Where is this mythical land of only blights nurses and spirits, I want to live in that place because at least those killers have more counterplay and engagement than T3 nemesis.

  • @GoshJosh said:

    No. You have add-ons for that.

    Honestly, they might as well remove the recharge addons from spirit to begin with, considering duration addons do both and therefore will always be superior in function.

  • The problem is that you've faced so few decent nurses that you don't know how to counterplay her. You can literally run a nurse in an open field with nothing and still win that chase. Get in a KYF and play as and against nurse for practice and git gud.

  • Its not bad design, the problem is that you've faced so few decent nurses that you don't know how to counterplay her. You can literally run a nurse in an open field with nothing and still win that chase. Get in a KYF and play as and against nurse for practice and git gud.

  • Honestly all they really did was tame her ability at safer loops, which is sort of annoying but I guess it also opens up the manipulation of the sound cue by going back and forth. Shes still enormously faster than survivors, and you can still make the right calls at loops. I appreciate its more of a measure of head to head skill now, I just wish it didn't come at the price of making already good pallets even safer.

  • Honestly I see tinkerer as inferior to surveillance when paired with ruin+undying. Especially at high MMR as one of the first things skilled survivors do is check for ruin which immediately shows you which gens they started on for a miniature Lethal Pursuer. It also helps with the broken sound occlusion.

  • Honestly, all killers need more alchemist rings. Their perks also need to be stripped of all those random, terrible restrictions.

  • I basically stopped playing when the event was over. Made it to iri survivor pretty easily, but I didn't even bother to get even gold as killer, I think I'm at silver 2. Its simply just not fun. Its too easy to get high MMR as a killer and then you are just stuck getting sweated on.

    People say 'play how you want' well just playing normally usually 4Ks because teams easily unravel because of one weak link. And then you are stuck just sitting in place, waiting for your MMR to tank several matches in a row. Let alone the absolutely terrible and wretched idea they had of making sure even killers you don't play get your high MMR so you don't even have the luxury of switching to a different killer to practice in a less punishing environment.

    I'll probably come back the 30th to check out that new scourge hook + pop and the new killer for a bit

  • Lets you runaway to reset after taking a hit for MoM.

  • @Ebonbane2000 said:

    Seeing a WoW post on DBD forums. I thought I had too much wine for a sec there.

    Gotta get that cross promotion going

  • @Myla said:

    For a second there I thought I was in a New world forum.

    Also tunnel the tank to death but yeah this just really just makes it sad for M1 killers with the permanent heals in the game.

    Unfortunately it would probably be pretty hard to tunnel this tank to death. But DS could be better than MoM in that case which would also be fitting of a holy warrior striking back against evil.

  • @thebrentster911 said:

    It would be great if it was just applied to all hooks. If survivors can do boons unlimited times and with any totem, I don't think it's unreasonable to have a scourge hook perk apply to all hooks for it to be reliable and consistent.

    I believe scourge hook was designed in this way to soft counter using BBQ and chili for the auras. You'd either have to choose between the aura reading by moving to a farther hook, or go to the more centralized scourge hook and risk not getting any aura information.

  • Draw goo on floor, pick them up, force them to escape in goo, force torment.

    Bonus points if you torment the base of a hill and drop survivors from a height to slow them down.

    GGEZ.

  • Specifically the clicking of the flashlight is an animation and momentum reset allowing for hard pivoting for a spin or dead hard.

  • @Voodoo101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628496#Comment_2628496

    I feel you pain. Have seen teams like this before. When I see teams like this I just think how lonely they must be, sat at home with no real friends but thinking they are amazing, because they have friends to carry them in the game. Probably spend all the hours they have trying to get every good perk they have, then sitting making a team loadout, including boons,

    I just walk around making sure they know that I am not interested in getting the kills, so if they win it takes the shine away. Then I run around, getting pumkins, breaking gens, then letting them carry on and breaking doors, they get no chase BP or save BP, I don't have to camp, tunnel or chase. I may not get many BP, but it hurts them just as much and I don't get stressed.

    Honestly if it weren't for the fact that I just wanted my legion daily to be over I probably would have just sat on the gate and afk'd.

  • They could be balanced, if BHVR increased their opportunity cost in a skillful form.

    For example, if BHVR used the currently unused 'exhausted running' speed category so that an exhaustion perk opens a survivor up in a way that a killer can capitalize on, but is not so punishing that the survivor is completely defenseless then exhaustion perks would be more balanced. The choice becomes, do I want this speed right now and deal with being slower while exhausted and have to play safer, or do I want the higher continuous speed for longer over the course of a chase so that I can greed resources more?

  • @Voodoo101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627025#Comment_2627025

    See now this I don't understand. And I appreciate that everybody has a different idea of enjoyment and fun, but to me I would have had a fun game with them. You lost in the end anyway, so camping did not work. Then they clicked and tbagged at gate to show they was unhappy. How is that fun for anyone. You may have caught one unaware later and got a 2k or 3k, and at the end of the day, they are there to win aswell. You do not have to get a kill every game, and even if you camp and get the one kill, it's not classed as a win on the game.

    Like I said, everybody can play as they want, but there will come a time when survivors decided enough is enough. They will either leave or form more swf teams, with more perks to make it harder. This will make it harder for all killers, then more will resort to camping and the game will be dead.

    If I didn't camp and tunnel them they would have gotten out without getting hooked at all. They were already clicking and tbagging at me long before I started to play like an #########. Genuinely, I blame BHVR for this since this sort of behavior comes from knowing they won't ever get punished either by the company or the killer they are facing. There I was trying to play fair and get my legion daily done, but the survivors forced me to play like ######### just to get -anything- out of them. Just showed me why I hardly bother to play killer anymore, the last 2 months I made it to iri 1 but I haven't even bothered to reach gold this time around. Iri 1 as survivor 3 months in a row though, ezpz.

  • Survivors deserve every last second of face camping they get. Played a game earlier as legion against a VERY CLEAR 4 man sweat squad. The only way I could keep pressure up was by literally camping the hook and forcing all 3 of the others to come over and get slapped and trade. They still 4 man outted with a thousand tbags and clicks. Clearly they don't give a flying ######### about killer fun, so why should I give one second thought about that survivor that only got 800 points because they got caught, farmed, and died immediately?

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625121#Comment_2625121

    TOTH makes cleansing and blessing up to 50% longer. Protect it and they'll spend so much time cleansing (+6s per Totem, theoretical +54s) or cleansing (+12s per Totem, theoretical +108s). Retribution is REALLY good as well.

    Well if you ever hope to get the last effect of pentimento you'll basically have to run ToTH to give enough delay to protect them.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625086#Comment_2625086

    Toss in TOTH just to add insult to injury. NGL, these three and NOED are the build I'm probably running first game on the PTB.

    Why would I take ToTH? Theoretically with Retribution you could get a maximum value of 135 seconds of aura reading, in 15 second chunks

  • Its because survivors cannot handle a secondary objective, so once you apply any second objective pressure at all they mostly crumble apart through the mismanagement of time.

  • Imagine the game delay with Hex: Plaything and Pentimento.

  • Because Oni can't hurl his kanabo over a wall for the down

    Also his power chips away at itself if you DO get downs

  • Grab and flashlight validation when

  • As a killer main I don't even acknowledge the existence of keys most of the time. And the times I see them in my lobby I mostly just assume that they have blood amber (which they usually do, often with built to last) and just play assuming that I can't mind game anything.

  • You can never have a 1:1 balance ratio with an asymmetrical game like DBD. What the aim should be is a type of circular imbalance where both sides have very strong tools, some hard counter, some soft counter but ultimately it comes down to the execution of the strategies over all, determined by individual player skill.

    Plague is a decent example of this in particular. Her green vomit is a strong tool against medkits, but survivors can still soft counter Plague in return by not cleansing and giving her her red vomit. The individual player skill being how well does one perform with only one health state.

  • @dugman said:

    I think you have to treat all the perks on a case by case basis, it's probably overly broad to just declare all their countdown timers are too long.

    Honestly going over the entire killer perk roster I only found possible 2 perks in the whole game that might become completely broken by not having an internal cooldown. Number one being Make Your Choice, having multiple MYCs out could cause ungodly wild snowballing. However, it is not really much different from Starstruck currently other than Starstruck timers would all begin at the same time, assuming all survivors are within the terror radius during the hook.

    The second was Thrilling Tremors, however its duration is only 16 seconds to begin with. And unfortunately I feel that it is pretty counterable by sheer volume of distance in most cases. In the scenario that all gens are blocked for that time, then the killer gets no information where anyone is. In the case of multiple unblocked gens? Well the survivors know the killer has thrilling tremors and can adequately play around the killers knowledge of their location just like any other information type perk. In that regard, how is thrilling tremors any different to surveillance or discordance?

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622458#Comment_2622458

    For “all killer perk cooldowns”. Dragon’s Grip is one of several killer perks with a cool down.

    https://forum.deadbydaylight.com/en/discussion/comment/2622461#Comment_2622461

    Some reduced, yes. All reduced or eliminated, no.

    Semantics. Blood Favour has already shown how easily it makes an acceptably good enough perk to shake the meta. Coupled with removing the absolutely stupid and pointless baked in restrictions like basic attacks only.

    I mean, how is one meant to get value out of Blood Echo? You'll only get 11 possible in the whole game, BUT OH NO IT NEEDS 60 SECONDS OF COOLDOWN AND EVERYONE ELSE HAS TO BE INJURED. Completely ridiculous.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622436#Comment_2622436

    Why thank you, kind sir!

    Sure, Dragon’s Grip could use a briefer cool down. But that’s not what you said in your OP.

    So then you IN FACT agree that some killer cooldowns need to be reduced or eliminated?

  • @GoshJosh said:

    No.

    Since you are so insanely knowledgeable that you can just say no without any argument then please explain to me why dragon's grip has an EIGHTY SECOND cooldown, but starstruck effectively has a 30 second cooldown?

  • Oni, nemesis is a meme perk. what does blood echo even do, and zanshin tactics is worthless after you've played 20 hours.

  • Don't stamp out boons, use your knowledge of where they are to set up ambushes on injured survivors.

  • Not only should any attack trigger Jolt, but instant downs that go straight from healthy to dying should proc double regression. There I said it.

    Just please for the love of god have some sort of gen regression other than pop/ruin thats worth using.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617996#Comment_2617996

    Those don't stack... Can you use Pop when Ruin is active?

    Theoretically there is a fraction of a second between a survivor releasing hold on a generator and regression from Ruin engaging in which a killer can damage the generator with pop. But the generator would basically have to be 99.9% for a survivor to greed that hard.

  • They probably lowered the skill check chance so people wouldn't be able to use circle of healing to farm survival points effectively.

  • The important thing killers don't seem to be understanding about boons is that they create opportunities for ambushing. If you find a boon it may be worth not stamping it out because you know survivors can see it, you know survivors are going to go to it. Thats how you snowball, you crash their boon party and smack them while they are one shot. Thats how you capitalize on your pressure now. So sloppy butcher becomes a great tool in keeping survivors in a place where you know they are going to be, for longer. You could couple it with coulrophobia as well if you felt like it.

  • Seems like its for the best.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618480#Comment_2618480

    nope. Mikeala X 2, Dweet w/ generic perks (the player I was semi-mentoring), and myself.

    we were against a hag on badham.

    Well it was worth a shot, it could be a bug with clairvoyance since I don't think it should be showing the props to everyone and you can't use it with a map to track anything.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618456#Comment_2618456

    that would make sense, but nobody had a map and frankly, I'm not sure my teammates knew how to use items (I was playing with a brand new player to help them get started, the other two didn't do anything but cleanse totems.)

    Edit: they were both Mikaelas, clairvoyance maybe?

    Was one of them an ace? They could have had ace in the hole which would have the chance of yielding a map with the bead.

  • Its probably rainbow map with crystal bead. Characters with stuff like detective's hunch can easily fill the map and show it to teammates.

  • Grades, the visible ranking system, do not account for matchmaking. Unfortunately, however, because they are iridescent it does denote they play a marginally significant amount in the 13th to 13th cycle.

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