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Brokenbones

Brokenbones

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Brokenbones
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  • Techincally the killer doesn't have to mori you, they can grab you and hook you

    So you're not holding the game hostage because the game can end, Mandy also said today that jumping in a locker vs tombstone is not an exploit

  • If I'm close to the hook and haven't had a chance to fully leave the area yet, yeah

    It's the smart thing to do since it either forces a trade, or the would-be unhooker has to take chase and someone else has to get off gens and come get involved

  • It's still a gamble, survivor spawns are a fickle thing sometimes

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133450#Comment_3133450

    These all have limitations of some kind, though. Kindred: only while the survivor with it equipped is hooked. Doesn’t help against undetectable killers. Whispers: simply tells you a survivor/survivors is/are nearby or not, and not anything more than that. Call of Brine: as you said, requires a killer to damage the gen. Blast Mine and Wiretap are limited to one generator at a time, with activation and deactivation conditions.

    Discordance just is what it is all match, up until five generators are fully repaired anyways.

    Discordance requires two survivors to stack on the same gen. That's the limitation. Survivors don't need to stack on gens.

    Killers hooking survivors is about as common as that, if not more so

    Call of Brine requires you to kick a gen to get the 200% regression, but it also has 60s of non-aura based information for good skill checks which are also extremely common

    The point is that a lot of perks you have to guess are there, none of the perks I listed are super oppressive or strong but they have effects you just have to guess are there. Discordance is the same, but at least with Discordance the killer can make it obvious it's there - I can't say the same for other perks.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133429#Comment_3133429

    I didn’t complain at all, and there’s no 100% sure way for survivors to know a killer has it (without cheating). They can simply suspect it. I didn’t say to outright nerf the perk, but rather to change it.

    This is true for a bunch of perks for both roles though

    Kindred for survivor, it's basically impossible for Killers to know it's in play if they're near a hook

    Or Whispers, a tracking perk that can completely nullify stealth if used correctly

    Call of Brine is hard to know about as well, while yeah the killer has to kick a gen - unless you're super observant you're not gonna know right away that it's there

    Blast Mine/Wiretap are also good examples too.

  • I just want to add on as well - the perk has various forms of counterplay:

    Splitting up efficiently

    Only stacking on gens when you know the killer is committed/occupied

    Using stealth

    To play around it, you do need to recognise that it might be in play but Discordance is far from the only perk you have to guess is in play and it's an information perk


    Not all info perks need to be aura perks IMO

  • I think it's perfect as is and shouldn't be changed. I'd be very sad if it got changed

    Having the information doesn't always mean you'll be able to do anything with it.

    Despite that, Discordance is the perk to pick if you are doing what people refer to as macro play; trying to maximize the most 4v1 pressure as possible and pressuring 2 survivors at once is an amazing way to do that.

    It's also amazing for breaking chase, if I'm chasing somebody and they run to a strong structure away from the gens, if Discordance goes off I have an immediate plan for how to continue.


    But I will say Discordance is one of the best information perks right now because of prove thyself becoming even more common. I have been running it on a lot of my killers lately and it provides me such great information. Typically survivors stack on gens in the early game and in the late game and it's so clutch

  • Just bring Devour and Pentimento

    They can't ignore Devour and then if it gets cleansed, play the match out until you've either won or the survivors have basically won then just go to the totem, rekindle it and sit on it until the survivors leave

    Or hook the final surv if you slugged etc

  • If a survivor who was recently unhooked makes a mistake, Killers can and should be able to capitalise on it

    Good macro play is prioritising survivors who have been hooked already. For example if I see two survivors on a gen and one of them I've hooked once recently and the other has no hooks, I'm going for the dude who I've already hooked.

    To be clear, I'm not a fan of tunnelling when it's completely unnecessary; someone getting 3 hooked immediately at 5 gens is not ideal and obviously if the killer is proxying then yeah tweaks could be made to help with this.

  • As Killer I run gen perks way less - opting for more information and chase oriented perks.

    I still run gen perks from time to time but I rarely stack them together. I'll usually bring Call of Brine, Overcharge, Pain res by themselves just to help in a pinch

    I will say with the DS nerf, I am a lot less afraid of punishing survivor mistakes, I had a game today where someone got unhooked and after some time, I returned to the hook to interrupt the heal and their teammate didn't manage to take a hit, so I took a gamble and double hooked them.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132626#Comment_3132626

    Against that demo strat, literally just hold 'W' and move away diagonally. He loses a ton of time doing that.

    Also - is that true about Trickster? If so...huh.

    Oh I'm not saying I don't know what to do against it

    I just think it's annoying because they know that there's no movement penalty for constantly tapping m2, demo only starts to slow down when you fully commit to it. It's a """mindgame"""


    Also yeah I'm about 99% sure that Trickster's lullaby is, for some reason, tied to his terror radius somehow because I've seen Trickster's be completely silent on approach using Tinkerer and I believe Oblivious does the same thing too.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131982#Comment_3131982

    He's about the only one that does speak up for survivors anymore.

    not even close

  • I've been seeing at least two PTs per match lately

    You can def feel it, I'm not complaining though because I'm a Discordance enjoyer

    Pressuring 2 survs is better than pressuring just 1

  • I usually just want the game over asap

    If that's letting last surv find hatch on their own or killing them bc their teammate refuses to let go on hook, so be it

  • Sadako - I hate how long her teleport cooldown is, 100 seconds is a pain

    Demo - I hate a certain playstyle some demos do where they just spam click m2 the whole time for free zoning. Not holding it, I mean like actually spamming it over and over. Like old Deathslinger

    Trickster - I hate how his lullaby is hidden by undetectable whereas other lullabies are not

    Blight - I hate alchemist ring and I'll never use it

    Legion - I hate how Joey and Susie don't have their own voices. It's shameful. Gameplay wise, I hate how hitting a survivor after a frenzy vault lets them vault through you.

  • Of all of the kinds of cheaters, these are the most perplexing to me

    The blatant ones just want attention or to hold streamers hostage for reactions

    The subtle ones are usually horrible at the game and want to win

    But these ones just pop all gens then leave and everyone else is just like ok then and the match ends with the killer getting free kills or the survs just leaving

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131939#Comment_3131939

    Doesn't use a knife, doesn't use tentacles like that which was the same exact problem as Nemesis, and doesn't really infect you at all. That's his whole power and it's not Wesker from RE5 because he didn't do these things.

    I was comparing them in the way that they both share the 1 big problem. The characters you're advertising are widely inaccurate so what was the point in using them? Like I said, if you're not gonna add in Wesker's abilities then don't use Wesker. It's simple. Just don't use him. But they decided to and give him things he doesn't do or that aren't what make him iconic in his power. He also just looks like an idiot when he runs.

    Those characters are great. Pretty much every license besides both RE chapters and A Nightmare on Elm Street are great. Michael Myers is probably the best still and same with Leatherface. Super great characters. And like you said, Pinhead and Sadako. Surprisingly well implemented. It seems very hard to do that with the RE characters though.

    Even if they wouldn't, then like I said, DO NOT use Nemesis at all if you'd shot willing to put something in that honestly can fit just fine until the game. Probably more than the flamethrower. Why didn't we get something like Mr. X or Birkin then? Why not just choose those better fits even though Nemesis could've fit perfectly? It doesn't make sense to use Nemesis then other than to use an iconic name to sell a crappy redone version of it that feels nothing like it. Kinda like Ghostbusters 2016 or something.

    He has a knife probably to sell skins since it's hard to justify selling a cosmetic when the 'weapon' is just a diff pair of gloves.

    If you read the lore, Wesker was taken from RE5 right after he injected himself with Uroboros which is where his tentacles come from

  • Honestly?

    An inexperienced killer. No matter which killer it is

    If there's no back and forth whatsoever, the game is boring

  • Nemesis is not OP

    Circle of Healing is still the best healing perk in the game

    Survivors are getting the best anti-camping perk in the game next patch

    Survivor aren't being ignored, they nerfed thana because of survivor complaints


    Sluzzy you do not speak for the survivor playerbase, please stop acting like you do

  • Outside of PH finding the box himself, you can do the box before the chain hunt starts to side step the whole getting chained while solving issue

    What I try to do is at the start, I will do 1 of 2 things:

    1) I assume the PH has lethal and as such will fake running toward where the 'box' is so he the killer might think I'm headed straight for it

    2) Alternatively, If I see him close to where the box is - I try to take his attention/aggro

  • Killers have had to deal with this problem for a long time btw

    Not saying your argument isn't valid but think about it - a lot of strong killer perks were locked behind DLC whereas most of the survivor meta perks were always free for new players

    Like Corrupt, Pop, Ruin etc - old staples.

  • Nerfing Pinhead who is a a pretty balanced killer isn't the solution

    Other killers stomp solo Q survivors much faster and harde than he can.

  • What's inaccurate about Wesker, you haven't explained that whatsoever

    He's RE5 wesker in literally every single way from his power, to his appearance to his voicelines

    Also comparing DBD's chapters to horrible TV shows like the RE and Halo series is actually disrespectful, BHVR at least shows some care to the source material - Whether or not you agree that it's completely 'accurate' to YOUR expectations, they don't go completely off the rails with any of their characters

    Sadako and Pinhead are the two most faithful license adaptations they've done


    I do agree Nemesis isn't super accurate, but they were never gonna put a rocket launcher in DBD. A flamethrower I could kinda see.

  • Stolen meme from Otz, his lawyers haven't contacted me yet so I think I'm good


    But I can't lie, another reason is because Sloppy Butcher is ol reliable for me. It's a perk that just does its job and does it well

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131031#Comment_3131031

    yes for huntress. Huntress often use flower basouka add-on for this reason. I like to use it with flower basouka +rose roots(the velocity hatchet add-on) because it stacks her wind-up mechanic and makes her hatchets more hitscan. lowers counter-play for survivor to juke hatchets. Makes harder for survivor to utilize LOS against her.

    I liked using older variant of the add-on which applied 5% hindered for 30 seconds instead rose roots but both work just fine.

    ph is weird. it depends distance. at further distances, his POTD has a lot of travel time and somewhat mild long charge-up time. most of the time, PH is usually zoning you in the corner of the map and spamming 20 POTD in a row because his ability has no cooldown and no associated cost. he's rewarded for spamming his ability mindless and not rewarded for precision. At the same time, the killer has little agency in being accurate with his ability.

    That's a fair assessment yeah, I agree. Thanks for taking the time!

    I think Huntress is still pretty fair overall though. She can punish animation locks rlly hard but it's also equally viable to not put yourself in those scenarios. With PH it's different though, he can be a little unfair sometimes

    I guess Nemmy does the same thing too

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/340963/wha-if-deathslinger-could-down-you-by-broken-spear

    imbalanced because the deathslinger can just shoot when you window vault or put pallet down. basically you just abuse animation locking. it has lack of counter-play.

    So do you think the same of Huntress? Not trying to be snarky here I'm curious

    She and PH basically do the same animation lock punish you mentioned here

  • @notdragonite said:

    fair points here. i just don’t know where i’m at with clown. i don’t have a clue on what i could change about him.

    Well one way to look at it would be:

    With the basekit buffs killers got, Clown benefitted quite a bit from them. Most notably survivors having less of a sprint burst after an injury and the shorter killer cooldown/faster pallet breaks helps Clown a ton


    If I were to change Clown in any significant way, an Idea I just thought of would be reworking how the purple gas works - incurring an extra hindered penalty if you successfully land a direct hit on a survivor but maybe weakening the base effect to encourage this.

    Also making yellow bottles not affect survivors and slightly shortening their activation time would go a long way imo

    These are tweaks that could realistically happen since I doubt a full rework will ever happen for Clown, BHVR seems satisfied with how his power works

  • I don't wanna say Clown is 'Fine' he def needs mores changes but I think in the current state of the game he can be really oppressive in the right hands and (more importantly imo) the right perks. STBFL on Clown turns him into crack clown where he bottles you, hits you, bottles you and you make it nowhere.

    One of the problems with Clown is that his counterplay essentially boils down to "don't loop, pre-drop and chain safe windows together" which makes a lot of matches vs Clown feel the same. If you try to loop him, you typically always get hit unless you've got a decent headstart

    The yellow bottles are also criminally underrated but also not the easiest to use. I think they could do with a QOL change to make them not affect survivors, their logic for that was "you can use it to push survivors where you want them to go" but no survivor worth their salt will ever leave safety to run into a yellow bottle. Ever.

  • @thrawn3054 said:

    I remember several people and myself telling people this wasn't a grind reduction. People refused to believe it though.

    Well it is and it isn't

    Like if you only care about perks, it's def superior to the old system. Having to unlock teachables then painstakingly going from character to character was tedious. I much prefer the new way of doing it

    Problem is they used that as justification for spreading the content out - I.E Bloody cosmetics being P4 to P6 and the charms being P7 to P9

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130916#Comment_3130916

    oh my god i'd love that. crossmap slinger snipes sound so fun

    Engineer's fang Pinhead with less steps basically

    would be scary


    cool though

  • I still think a solution is to have the perk work on a very short delay

    like 0.5s to 1s delay


    That way if I know "ok killer has eruption" when I see someone go down, I can let go and take the regression but avoid the very crippling incapacitated debuff. Actual counterplay

  • BHVR figured out a way to have their cake and eat it. They clearly understand that grind keeps many people playing. I'm also pretty sure at one point, we were straight up told that BHVR had things like the BP cap and such to stop people from breezing through the new content in less than a week.

    So what they did was reduced the grind for what's most important for gameplay: Perks, making it much easier for players to get perks across all their characters

    But in doing so, they doubled the amount of time it takes to get the non-essential things such as bloody outfits and such. This means that completionists will be investing more time in the game than they were previously.


    Think about it:

    If I just want all the new RE perks on everyone, I need to either P1 them all and get lvls 2 and 3 normally on my survs or P3 them

    But if I want their bloody outfits I have to not only do that + but 3 extra prestige levels.

    And if I want their perk charms + an extra 3 prestige levels

    The 'prestige tax' is also a deliberate decision as well, it doesn't need to be there but it's 100% to slow down people from breezing through the content quickly

  • Only exhaustion

    All other status effects have their timers tick down or stay as they are permanent debuffs. Sloppy for example is a permanent debuff that goes away once you are healthy again

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125754#Comment_3125754

    No. No proof of map. No proof of how you were playing. Nothing...Arnt you someone who also wants her blinks to be m2 ? Yet your build screams otherwise. Nor does it scream you traverse the map an aweful lot.

    Someone who uses Starstruck Nurse saying that Starstruck nurse is too powerful/should be changed gives their argument more merit though

    I don't see how that makes their point any less valid

  • Terminus counters Adrenaline the same way NOED does

    It makes you go down in 1 hit


    You still get the speed boost no matter what so the perk is far from useless

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125746#Comment_3125746

    I know. I just find it funny how the video is titled compared to the tone of the video itself.

    Ah fair

    Yeah it is kinda funny

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125735#Comment_3125735

    I like how the video is "They killed it" and the guy in the video is just "very nice job".

    It's a good change that was needed.

    Hens hated the addons and wanted them gone/changed

    He's not being sarcastic it's just how he talks

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125173#Comment_3125173

    That sounds...worrying. The way that's worded makes it sound like the charge time won't be longer. Is it still longer?

    https://www.youtube.com/watch?v=GYFpYcXPfFQ

    Skip to 0.33 for a direct comparison

    Diff is night and day

  • This bug has been around for so long

    From what I remember, it first started when they changed how struggling on hook works - when they added the little animation to failed attempts

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124492#Comment_3124492

    Correct, it wasn't in the patch notes, that was an oversight. I have now added it into the Patch Notes for the 6.2.0 PTB, it's under content.

    https://us.v-cdn.net/6030815/uploads/GNMZ59XA1P0A/vepqk5i-5b1-5d.png

    For reference, this is what has changed.

    Thank you for the clarification Mandy, It's nice to know community feedback surrounding the addons have been listened to!

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124022#Comment_3124022

    Pretty sure they not only increase the range of his ability, but its travel time is also faster, like current Nurse is with Ranged addons. I think!

    I used to think PH mains used range for... ranged hits. But if I'm correct it also gives survivors less of a time window to dodge when e.g., coming out of a vault animation.

    You know, I've always thought there was something off about the judgement travel time

    Sometimes it feels like I'd get hit super quick and other times I'd be able to move out the way even after vaulting

    I always chalked it up to Killer mistiming rather than anything like addons, I might look into this I'm curious now

  • @Pepsidot said:

    I wonder if this will pave the way for other ranged addons to be fixed (that I believe have a similar probably unofficial bug), like Pyramid Head's ranged addons. Probably not though.

    What's wrong with PH's ranged addons?

    I've not played him in a good while so I'm not sure

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120106#Comment_3120106

    Only in DbD are crosshairs and aiming reticles considered “training wheels”. I can’t think of any other first person shooters where you don’t have something showing where you are aiming.

    Also yeah

    Again no reason it shouldn't be a toggle option

    People use crosshairs anyway so why not just add it, I'm sure it wouldn't be that hard

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120087#Comment_3120087

    I agree so much with this. Old Doctor had an unnervingly gleeful look about him - something between a forced grimace and a genuine grin, and that was freaky. Current version just looks angry, and angry is generic.

    Luckily a few of the heads in the store still have his old mien about him.

    Yep

    His voice also doesn't suit the new model at all

    I said this on another thread but whenever I hear the Doctor's breathing/his laughter I instantly think of his original model and not the new one. The new one I can't imagine laughing like he does.

  • In a perfect world, training wheels addons would not be addons

    There would be a setting that let you toggle such things as accessibility features

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120060#Comment_3120060

    I never understood why they changed it

    the current model seems too exaggerated if you feel me

    100% agree

    He looks cartoonishly angry

    The expression of the original doc model is hard to describe,

    It's like a mix of a demented/deformed smile, gritted teeth out of pure anger and pain. Much more horrorifying imo

  • I want to add a small * to this

    Ranged addon nurse players and/or starstruck nurses


    People who play Nurse with just recharge addons/tracking perks/typical slowdowns are challenging but not frustratingly oppressive

  • Yeah I miss dark coldwind a bit, it was v moody

    Also Doctor's original model is way better than the new one.

  • The prestige system at least addresses this somewhat

    If you have a lot of chars p3 the PTB chars will have many teachables which will mean you can do more testing and so on

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