Brokenbones
Brokenbones
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- Brokenbones
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People are petty, they'll find a way. I'd rather a 3v1 game be over quickly with people giving up then dragging it out
Also no offence but aren't you the person who got mad about people making constant threads about Nurse, you're doing the same thing, I swear I've seen this same thread about 3 times already
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Yeah I was hoping for a dev update today to let us know what else is in store for the PTB
Maybe we'll still get one in an hour or smth?
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Only worth it for completionist sake
Most of it is just luck, some builds can make it easier here and there but if just 1 survivor wants to run into lockers; there is nothing you can really do about it.
With enough attempts you'll eventually get it, it depends how much sanity you're willing to sacrifice.
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Someone on the BHVR team's probably gonna hate me for saying this, but
If RPD's here to stay, I prefer the original version.
The improvements brought in the rework are minimal at best, and downright unchanged at worst
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t2 michael lunge is normal, t3 is like 0.2s longer i think?
what it means is, you go from the puny t1 lunge to normal.
just outdated michael things
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@Thunderfrog said:
Yes! Thank you!
Glad I could help
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I don't 100% know if this is who you're referring to but could it be the dude known as 'Classed'?
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3207201#Comment_3207201
Does that mean there are 2 charms per stranger things perks?
Unfortunately not it's only the ST icons, with their new names. It's the same for Demo
TBH you should get charms of all non-teachable perks after getting any character to prestige 9 or something. Perks like NOED, Kindred, Sloppy Butcher (I'm totally not biased toward this one in particular shush)
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ye p sure they are, i've seen a babysitter charm
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No way out is probably one of the fairest perks ever designed
To get maximum value from it, you need to hook everyone once which can be hard if you're not stomping the survivors
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@[Deleted User] said:
High ground is your friend with Ghostface if the map has it. 99 people and leave them if they spot you. He doesn't exert pressure in a linear manner like other killers. His games kind of ebb and flow as you stalk people up, one shot them, and then stalk people up again.
I find one of Ghostface's biggest strengths is survivors making plays while lacking the information that they are 99'd.
Survivors see a ghostface and they're like "lol he's a m1 killer, even if he hits me here i'm fine" then you enter night shroud and insta-down them.
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Run Lethal Pursuer
Ghostface needs a good start and you can use Lethal to get early stalks in on oppertune targets. 99ing multiple people is what Ghostfaces need to do so they have pressure on survivors even when they aren't being chased
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Get well soon, you have my best wishes fellow forum goer!
I'm sure you'll come out on top of the whole situation
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Anytime I get Ormond, it is almost always either a Deathslinger or a Huntress
IDK why.
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Self care with reactive healing isn't actually that bad
It's only like 22ish seconds to heal 50% using self care's base speed. With botany it's slightly less than that, not sure what
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It's called Anonymous mode
It hides the killer's username
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Well done BHVR, much appreciated
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3202427#Comment_3202427
Sure but you’re missing the point. The killer is faster and if they’re beelining it to the box, you’d be a fool to try to beat him to it. This is a very strong early game advantage, period. So your point doesn’t really apply here unless you are seeing all the survivor and killer auras at game start, which you’re not. And no way you’re communicating with your swf fast enough to figure out where the box is faster than a pinhead with LP either. So your point only is relevant to games with the iri addon and still… you generally wont know where everyone is, especially as a solo. Still… I’m not talking about the iri addon situation, I’m talking about game start. This is currently broken IMO.
Not really
Pinhead can get a good start but then he still has to win his chases. Chain hunt isn't an automatic 'win chase' button. It's good slowdown, nobody will deny that but it can be dealt with. Chain Hunt gets really oppressive when it's reset over and over again which doesn't happen very often from my experience.
After the Lethal Pursuer find, from that point onward, the Pinhead player has to then figure out where the box could be based either on survivor telegraphing, available information or the killer instinct reveal. Not to mention if survivors are playing well, they'll know to take the box somewhere really annoying for Pinhead to contest.
I still think my point still holds true, box logic is something both sides can use it's just survivors don't really need to use it because the game tells them where the box is anyway. Pinhead is far from a problematic killer, in my opinion. He's easily one of the most balanced we have.
I'm not trying to say your opinions are invalid, I just really don't think it's that big of an issue.
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Sabo is def more rewarding if you can pull it off, because now the Killer is put in an awkward spot
They can drop and chase the saboteur, but the person who they were about to hook will likely be able to get away. I say likely because by default, hook respawn time is 30s, basekit UB is 45s there's a bit of a question mark hovering over that.
Or they can just try for another hook, and if they fail - chase and down them again.
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Maybe a haunted grounds retribution ranged Nurse could do it on a small map, if haunted grounds proccs at the right time
Other than that, I don't think any Killer will be able to pull off the 4 man insta-end game normally without the survivors making it extremely easy. All it takes is 1 survivor hiding in a locker far away so people can either get up or be hooked
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It's mostly because this is an out of the blue change
With the meta revamp, we were told in advance basekit changes were coming. No such thing for the original concept for finisher moris. All we were told was
"The last survivor is automatically mori'd"
not
"if all survivors are down or on hook, the game instantly ends" which is why basekit UB has been added because BHVR quite clearly doesn't want killers slugging all 4 survivors to instantly win because they know what'll happen; everyone will just run full anti-slugging builds and nothing else.
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The box logic is so predictable that survivors can also use it which is what I think makes it fair tbh
I had a game today vs a Pinhead using the iri box addon, so the box aura was hidden for most of the game and I still managed to find it because i know how it works and I knew where my team and more importantly the killer were
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Also if you want a bit more advice, here is a list of maps that are easily 3 genned on and how to break them
Haddonfield - do literally any of the gens that spawn near or in main building. Haddonfield typically can only have one 3 gen set up but it's one of the most broken ones in the whole game
Family residence - do at least 1 gen near main building and 1 gen on the killer shack side. Sometimes RNG can spawn 3 gens in a line on main building side
Sanctum of Wraith - Same as above except get rid of middle gen asap then do one on each side.
Resting Place and Suffo pit - These 2 are the most notorious 3 gen maps. You need to figure out which side has the most gens, knock out a few and then see if there's a middle gen and focus on that.
Dead Dawg Saloon - Do the hangman gen and any gen that is located on the road/essentially in the open infront of the saloon itself. Once these gens are gone, you should be okay. Main building gen can be saved until last because Killers hate chasing there
Midwich & Game - Just don't let all the gens be on one level. Do gens upstairs and downstairs evenly
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3201937#Comment_3201937
They could and that's not a bad idea.
What's the positive of even keeping it though?
Just so there's at least something stopping people from doing what they used to do before the penalty
"Killer I don't like? *DC sound* "
"I went down first 3 games in a row? *DC sound*"
and so on. Plus I think 5 minutes is a decent cool-off time for people who are mad/tilted. (Talking from experience here)
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They could just cap it at 5 minutes temporarily and I think that would be an okay bandaid for the cheater issue
I mean, I don't like suggesting it but it's better than nothing
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Map dependant but typically I go for the middle/center gens first. They are usually the most easily defendable and typically the backbone of the majority of 3 gens.
After that, I target the gens that are near corner gens. In the most ideal scenario, you want the corner gens finished last since they are all spread out from one another and if done correctly - you will be at 1 gen left and 1 of those 3 gens will be on the opposite side of the map
People tend to make the mistake of doing all the far away gens first, leaving the Killer with a nice central area to defend
Here's my advice:
When on a gen, look for the closest gen to it and don't move onto that one when finished, find another one elsewhere.
If the map has 2 sides, never do all the gens on one side. Sounds obvious but most people forget this
Try to preserve resources near generators as once a gen is in a dead zone; it's easy pickings for the Killer
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201812#Comment_3201812
Its not killer fault that there is no counter-play to survivors properly bodyblocking and abusing the killer's long cooldown timer to get free unhooks at base-kit without having instant down.
Do you want just free unhooks without the killer being able to hook-trade at all? in end game, it can lead to free escapes with survivor kongo lines.
I am just playing devil advocate on your complaint on the perk.
It's not free though. If someone unhooks close by - you can basically always hit one of them. By definition that's not free, you gain something from it.
In the endgame though yeah it's a problem, I 100% agree but having a perk essentially make camping extremely easy isn't the solution. All you get is killers who can ignore the perks downside camping in the early/mid game. I have no issues with the perk being used to make chases quicker, I just hate how it doubles as idiotproofing for camping killers.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3201826#Comment_3201826
It still really didn't change much. Only really helped m1 killers and m2 stayed basically the same. You save maybe 2 seconds with the basekit cool down reduction and post hit sprint burst reduction.
I think it's camping potential is why it should be changed regardless of the 6.1.0 patch
Like, the counterplay to STBFL feels nonexistant in solo Q. Especially when you have killers who can ignore the perks only real downside.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3201809#Comment_3201809
The point is there’s a large amount of varying situations why slugging is a good call, and a basekit self recovery is the wrong way to go about BM situations like idiots slugging people to death out of spite.
https://forum.deadbydaylight.com/en/discussion/comment/3201817#Comment_3201817
??? It is a risk reward. You are literally giving up a potential hook in order to immediately go for more chases. It’s not a perk check, someone should come pick them up.
Again I don't disagree, I typically slug survivors who I haven't hooked yet because they're a waste of time
I'm still probably going to do this, but I'll be punished more for it in some instances but them being out of commission for a bit while I focus on someone else is worth more than the transport and hook time. Probably.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3201812#Comment_3201812
It was... always like that? If you hit the survivor at least 4 meters away from the hook the travel time would be too long before they could unhook to trade.
But it's even harder now, since the (granted, minor) killer buffs
You asked for a reason why it should be changed (or toned down), I think that's a good one.
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@Brimp said:
Still see no reason why it should be nerfed. Maybe cause you can't just hold W anymore for over 5 loops after being hit?
I can give you a good reason
It turns camping from a risk vs reward scenario into a turn your brain off scenario
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3201772#Comment_3201772
Oni/Plague/Myers in power. Limited/pseudo-limited effects like Haunted Grounds/Starstruck/Devour Hope Exposed (given people will try to kill it)/etc. Pinhead during Chain Hunt when multiple are nearby, or having downed someone and someone is solving the Lament Configuration nearby. Dredge during Nightfall and Killer Instinct shows others are nearby too. Etc etc. These are all examples of things that get majorly punished for making smart use of limited durations.
I don't disagree that the slugging changes are inherently anti-snowball, like I think we can all agree that's what they are but I think you should've mentioned this in your original example because all I got from your initial argument was
"I down someone quickly and get punished if I also go for another person" which is why I responded in the way that I did. If you had mentioned the usage of limited time powers/perks then I'd have gotten your argument a bit better.
Like I said I'm not fully onboard with the changes either but I think there's potential for healthy changes in here somewhere.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201777#Comment_3201777
i think it comes from survivor objective. when survivor complete their objective, the generator can no longer be interacted with. They just applied that same logic that when killer finishes their objective, the hook is disappears which is fine because slugging was fair counter-play but with base-kit unbreakable. DBD is certainly going in an interesting direction.
Sure, that makes sense and I can see the logic.
but paired with BHVRs modern map design and perks it's... Yeah. A problem
Like they got rid of RPD's library (It should've never been open in the first place tbh) purely for stuff like this.
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We don't know what the actual mid chapter has in store yet, the mori stuff is basically a bonus
There's still a whole patch we haven't been told about yet
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Hooks should respawn eventually
It's a very archaic mechanic that serves no purpose in modern DBD, I'm not even sure what purpose it served in old DBD
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Not really your or my place to say what is the "worse" gameplay decision when all of that is determined by both the player(s) and the outcome. My interpretation of the changes is "hook more, slug less". Obviously there are already glaring issues like pallet/FL saves, certain perks and the like. I'm not fully onboard with it but I am trying to look at it from all angles here
Like most killers will get punished if they play the way you described in current DBD (Unless they are Nurse, Blight or a good Twins). Most M1 killers can't afford to slug people like that anyway unless survs make it extremely easy (Which in your example, you said it's at least 30s which I would call fast but not easy.) I hope you'd agree.
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Say what you will but that 15% has been the difference between a gen getting done and a gen getting smacked with pain res ruption call of herobrine-itus and basically never getting done after that
It is a good perk, no matter what
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@SuzuKR said:
"45s"
"quite long"
Okay, so you chase a survivor. You do good in chase and so you down the first in ~30s chase. 2.7s attack cooldown. You know another is nearby, so you find them and begin chase again (several seconds). You do good in chase again and down them in ~30s. 2.7s attack cooldown. You head back towards wherever the first survivor is (several seconds). They have been back up and gone, with zero help from anyone else. Let alone there being a third in the area that would be smart to start chase with normally.
This is with having done good in both chases. Average chase and you go into 40-50s. At which point the first is back up. And this is repeatable again and again. Toss in an Unbreakable and it drops to a mere 22.5s per recover instead.
Surely if you're doing that well you don't need to slug, though
Like you could just hook, go after the 'nearby' survivor and down them in 30s or however long and now you have a hook and a down.
Or you could just m1 them, go back and hook and then finish the chase. You're still creating pressure either way
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/3201152#Comment_3201152
True. I am also hopeful that there’s more to the mid chapter. It sounds like the Finisher Mori is being tested but not included in 6.3. So there must be more for 6.3 right?
That seems to be the case yeah.
I wonder why they're doing this though, like - why are they testing this now? I wonder if something has spurred this
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We don't actually know what the mid chapter content is, we only know that the mori stuff is being added on top of it
I guess we'll find out next week (?). Here's hoping
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@Satelit said:
I don't understand the point of this question at all.
If I was pessimistic, I'd say it's a lazy attempt at damage control - as in this question wasn't on the survey originally but given recent events they added it in to try and quell the flames.
I'm not pessimistic, but if I was that's how I'd think of it.
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Who wrote this question I swear
"How frustrating is it to have a normal match completely derailed/rendered essentially pointless"
How frustrating do you think, whoever wrote this question?
How frustrating do you think it is to que up for a Killer game, only to be held hostage and forced to eat the DC penalty system that you put in place
How frustrating do you think it is to be playing a regular match until some guy with their parents credit card starts griefing the killer, rendering the whole thing pointless
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@Mister_xD said:
I don't get the changes to Devour and Rancor either.
Both their kill aspects come into play at different times than the finisher Mori would, so there is no real need to remove it at all.
Also I don't understand the need to replace Devour's instant kill with another instant kill. Seriously, there is no point in this, so why even bother?
It's like they want to make Moris this flashy thing that is only obtainable in one specific scenario so they eliminate all other scenarios where it might come into play (Moris, Devour, Rancor), but I don't understand why it has to be that eclusive? What's the point in keeping it exclusive to this one specific mechanic? What is stopping you from just adding this mechanic on top as a fun addition, where is the damage that would cause?
I'm genuinely puzzled about that and I'm not very happy with their decision on this.
Do you want a really pessimistic POV on why they're doing this?
Making Moris only happen at very specific circumstances and locations that wouldn't cause clipping issues I.E they're trying to make them more 'special'.
Maybe it's because they're planning on selling different moris. Might sound like a stretch but hell, it's not like people haven't been asking for it
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3200258#Comment_3200258
Then why does it matter to you that it is removed?
Rancor's mori is crucial to the perks identity and it honestly loses so much of it without it
Like, the perk's just not scary without it.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3200246#Comment_3200246
Well in that case: survivors can only do this in the endgame collapse (doors are already open). With that u would nerf 99% doors as well.
Killer can open the door and force EGC to start
Survivors on the floor can't do anything other than recover, wait to be picked up or DC. It would be like if Killers needed a perk to be able to open the gates and start the EGC
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No it's because of Killer's bleeding people out/slugging for the 4k
I'm not saying that to be antagonistic towards the Killer role, I'm saying that because those are two of the most common complaints people have about slugging as a strat.
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So is Knock Out going to stay as it is then?
Or?
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Many recent killers have built in counter measures to hook proximity
Artist and Dredge are the main ones that comes to mind. I find it really interesting they actually block lockers near hooks for Dredge, it's a weird interaction that's not mentioned in the power description. There's some other notable examples:
- Survivors unhooked are immune to being chained for a few seconds by Cenobite
- Wesker's bound doesn't cause a grab on unhookers, it turns into a regular hit instead (I think)
Another thing worth examining is the sheer amount of changes deep wound as a status effect has went through.
- First it used to straight up never pause.
- Then it would only pause in chase (Aka the inception of moonwalk legion)
- Then it would only pause in the TR or while mending
- And finally the version we have now where it only ticks down if you're doing anything other than mending or running.
The final version we have now came as a result of the addition of the oblivious status effect; Freddy or Legion with oblivious perks could force survivors to bleed out with no real counterplay.
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If a player leaves in the endgame screen/before you see it, their prestige level isn't shown
idk if it's a bug or intended since it's been a thing since they changed how prestiging worked
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Only takes 1 dude doing some extremely easy detective work to figure out someone's alt account usually
I might not agree with the guy on some things, like his video on hug tech and the like but he should be able to play the game like anyone else. It's ridiculous it's gotten this bad
Goes for most streamers. I say most, because there are some actually vile people who stream this game. Some get 100s of viewers too.