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Brokenbones

Brokenbones

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  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947699#Comment_2947699

    Ok I don't mean to be rude but... where did I say that you said you wanted to apply the perk to multiple gens at once?

    Did you mean "and can be applied whenever the killer wants.?" Because I then say "if the survivor avoids the perk, the killer gets 30 seconds of no progress on the gen. If they don't the killer is then informed, that not only is somebody is exposed." As in referring to one gen. I am a little unsure where you got the idea that I thought you wanted to apply it on every generator.

    "The change you want is to make it so that any generator, kicked, has the exposure status attached to it, and can be applied whenever the killer wants, if the survivor avoids the perk"

    This is what gave me the impression. The key part being "any generator".

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947660#Comment_2947660

    The problem is the exposure status affect, is very strong. Not every meta killer perk needs pre-requisites to activate, but by default exposure based perks generally should. The change you want is to make it so that any generator, kicked, has the exposure status attached to it, and can be applied whenever the killer wants, if the survivor avoids the perk, the killer gets 30 seconds of no progress on the gen. If they don't the killer is then informed, that not only is somebody is exposed, where they are but which generator the survivors are working on. You really don't think that would become a meta perk? That would be way stronger then Haunted ground. Even worse, is as the game progress, the few generators the killer has to patrol, the stronger the perk becomes. At 5 gens, survivors can work around. At 2 or 1 gens? There would be no way to work around it. I would only consider that balanced, if it was a Hex perk.

    Also, my mistake, I think I confused dragon's grip with iron maiden.

    Sorry I don't mean to be rude but

    Did you read my original post? Nowhere have I said it would apply to multiple gens at once. It shouldn't.

    Let's say you have 3 gens. ABC

    You kick Gen A - It now has Dragon's Grip for 30 seconds

    You kick Gen B - No exposure

    Then those 30 seconds pass and you kick Gen C - Gen C now has Dragon's Grip on it, but Gen A no longer does because the 30 seconds passed.

    Does that make more sense?

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947458#Comment_2947458

    So would you rather it worked like blast mine, where, yes, you can re apply it if it doesn't go off, but in order to trigger, lets say you need a hook. As blast mine requires a set percentage of a generator in order to activate, instead of being able to apply it whenever you want. In addition, you cannot hold multiple dragon's grips at once. So while the perk is active, you cannot apply it until the timer has warn off, and once it does get value, the perk is then disabled, until, say your next hook. Because that's how Blast mine works. If I had a choice between making Blast mine work as the same way Dragon's Grip works, that would be a massive buff. I know that hooks and generators are not an exact comparison, but then again neither is blast mine and dragon's grip.

    Your counter to dragon's grip is a little.. weird. You assume that the survivor knows you have dragon's grip applied to that generator. If he was injured, why would he activate it, near the killer? Also is this under the assumption of SWF, because if not I doubt everyone will wait for an injured person to touch a gen and even be able to communicate that is the gen that has dragon's grip applied? Even if they do know, by the time an injured person arrives at the gen, the timer would almost be over, and they may as well wait it out. It would be better to use the time to heal the teammate and wait out the timer of the perk. This also doesn't counter Dragon's grip, second effect, making the survivor scream, giving away their position, and having their aura revealed, showing which direction they ran in.

    In your first paragraph you essentially outlined how I think it should work

    It starts activated like it does now, you kick a gen - that gen now has Dragon's grip applied to it for however long. If a survivor triggers it, they are exposed and the perk goes on cooldown. If that gen doesn't get touched, then the perk refreshes itself. The same way Blast Mine does if the killer doesn't kick the marked generator. Only 1 gen can be affected at a time, same way it works now.

    I think it's fine for it to start activated because like I said it's a killer perk I don't think it needs any pre-requisite. The way it is now with a QOL change is all the perk needs to be decent. Not meta but decent

    Again I'm not comparing the perks on a 'balance' level, I'm not saying the perks are as strong as each other - I'm saying that I like the way you keep Blast Mine (With a lesser cooldown basically) until it's used then it resets.

    Btw Dragon's grip does not reveal auras, it reveals a survivor location bubble. It doesn't show which direction they went in. It's the same as the Pain res scream

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947426#Comment_2947426

    Blast mine is balanced, because, it can only be used a set amount of times, while Dragon's grip is balanced, because the killer can re apply it indefinitely.

    Dragon's grip is far stronger then blast mine because generators are the survivor's objective while the survivor is the killer's. Lets say a killer is approaching your gen and you activate blast mine, if the killer stops to kick the gen, you gain a tone of distance. However if the killer chooses to ignore the gen and focus you, you gain no value. Its a bit of a gamble of a perk. Its entirely possible the killer won't even bother to kick the gen if they are running, pain resonance, dead man's switch, Hex: ruin (ect). However a survivor is forced to work on the generator, as it is their objective.

    Dragon's grip woks better on high mobility killers (Nurse, blight, Hillbilly) ect. Its certainly not meta, but pop, dragon's grip combo, can work, and its quite fun.

    My point of comparison isn't anything to do with Blast Mine balance wise. Blast Mine is being used as an example of a perk that can be applied to a gen but then refreshes if it doesn't trigger. You can constantly apply Blast Mine until it goes off, which is what causes it to 'reset' (Which is basically its cooldown)

    Dragon's Grip also has an easy counter - touch the gen while injured which will trigger it's length cooldown. The cooldown is what kills the perks viability. Letting the perk be 'refreshed' if it's effect doesn't trigger would make running it actually worth a perk slot

    Call of Brine also works in a similar way, but it's a v different effect.

  • @Icaurs said:

    You have to remember that Blast mine can only be used so many times. It does not recover through time, but through gen progression, so I don't think they're a fair comparison. I would be fine with making it so Dragon's grip auto-recovers like blast mine, if a survivor does not touch it, but they would need to make it harder to activate the perk. For example, each time a generator is completed, the killer can use it one time. Making it a total of 5 times a match. Otherwise Dragon's grip should be left the way it is. Its still a fun, viable perk.

    I don't see why it needs to have such a limiting condition like that?

    It's a killer perk, it should be much stronger by default


    Also I disagree, it's not a viable perk because it spends half of the game in cooldown and does nothing for you. The only killers I've seen Dragon's Grip be useful on is Onyro and Wraith. It's a fun perk for sure, but It could be much better imo!

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947371#Comment_2947371

    Me on my way to slide off of everything in Eyrie of Cringe

    Ormond & Swamp as well. Notorious for unintentional/unwanted sliding

    Actual butter blight

  • @frit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947335#Comment_2947335

    it’s nothing to even argue about, it’s a bug and shouldn’t exist, simple as that. there is no argument that can be made.

    There's arguments for and against it. Both sides have merits

    At the end of the day it's up to nobody but the developers and on this particular thing it seems they have made a decision.

  • @frit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947325#Comment_2947325

    why would she regret it? it’s a stupid exploit taht was never suppose to even exist, it’s a bug and that’s that

    Probably because it's a bit of a controversial thing that sparks arguments

    And not the good kind of arguments. The uncivil kind

  • My favourite aspect of the series is the self aware nature of it, every entry in the series mocks the current trends for horror in a bunch of ways while also being a standalone horror film at the same time

    I like how in the newest film they included a reference to Dead Meat, I was so happy to see that.

  • @sizzlingmario4 said:

    1. Agree. Even Legion has a way to get people injured which is something even if he can’t (usually) down with it. Sneaking up on survivors is unreliable beyond low levels of play and wraith is way better at it anyways since he doesn’t have a lullaby. Personally I think they could help her out a bit here by reducing her lullaby radius (again) so survivors don’t have as much time to react, and making bloody fingernails basekit (increases speed boost duration when exiting a TV). They could also increase her flicker duration after manifesting. This still isn’t a real chase power but idk what else they would realistically give her here.
    2. I think the TV projecting cooldown is way too long. I don’t think it makes much sense that it’s longer when you use it vs. when a survivor interacts with it.
    3. Which leads us to the fact that survivors often don’t bother with tapes anyway because they simply don’t need to. As survivor I either do at most 1 tape per match, or none at all (usually the latter). If she uses a TV even once then it’s gone for so long that it’s not worth taking tapes and running across the map with them just to deny a single teleport that goes on cooldown for as long as it does (unless she has that iridescent addon). I’d kinda like to experiment with swapping the cooldowns (eg. 60 seconds if teleported to, and 100 if a survivor turns it off). If those are too long still then they can always be reduced further.
    4. And this ties in to #3 as well, not only is it not really worth the survivors’ time to do tapes to deny her teleport, they don’t need to either because condemned isn’t threatening. Now, I don’t really blame the devs for playing it safe here. They have to be careful with a mechanic that allows a mori. That said, I think it’s been long enough now that it clearly isn’t that threatening and I think there’s a few things that can be done to improve it; ideas that come to mind are increasing the range around a TV that inflicts condemned, allowing it to build up passively (but slowly) over time while not carrying a tape, and more. I also like your idea of buffing the killer in some way the more stacks of condemned survivors have. I also think survivors who are fully condemned should be Exposed so you can’t try to insert your tape during the killer’s hit cooldown and it also makes it more threatening for survivors who are already on death hook anyway (eg. “If I go down I die regardless, so what’s the point other than the killer instinct reveal”).

    But yeah those are just some of my thoughts, glad to see we mostly seem to be on the same page as to why she’s underwhelming overall.

    Glad to hear you share a similar mindset! I agree with everything you've put here

    @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/322899/the-onryo-sadako-what-i-think-are-her-design-flaws-why

    Pretty much this sums everything up.

    The only thing I'll add is an potential idea: No hit cooldown or tremendously reduced hit cooldown when Sadako hits a fully Condemned survivor, as they are "condemned".

    Either exposed or making the insert tape action a bit longer (like 3 seconds or something)

  • @dugman said:

    When I saw the subject line I thought you meant that when a survivor touches a gen under Dragon's Grip they get blinded for five seconds.

    ... Which I'd be ok with. 😄

    Ahahaha, I had a hard time coming up with a good title but

    Touching the gen and it exploding in the survivors face would be really funny. Giving killers a way to blind survivors would be cool

  • @sizzlingmario4 said:

    Honestly idk.

    I do feel that could possibly be overbearing in 3 gens (especially since you also increased the duration of the perk). But at the same time the perk kinda sucks the way it is right now and definitely needs something. Maybe I’m wrong though.

    What if, instead of being active for 30 seconds and then being on cooldown for 80 seconds afterwards (meaning you have to wait 110 seconds total) the cooldown started as soon as you kicked the gen?

    So you kick the gen, and it goes on cooldown. Then if anyone touches the gen in those 30 seconds, they’re exposed for 60 seconds. If not, then you only have to wait 50 more seconds (instead of 80) before you can try using it again.

    Keep in mind, the current counterplay to the perk right now (and in any updated version) is to simply have an injured survivor tap the gen - which even in a 3 gen wouldn't be super difficult to do

    I do get where you're coming from though, thanks for your input!

  • gift of pain is only better if used on killers who don't down survivors with m1 very often

    but at that point it doesn't matter if they stay injured or not really

  • Google 'Bhvr ticket'

    Then once you're on the support page, head to the bottom where it says 'submit a request'

    from there 'additional player report information' in the drop down

    then just fill it all out, with the evidence included etc. You can also find your in game ID in the options menu of DBD itself if you need it

  • Just pray you don't get a swamp map

    Then it becomes a lazy zombie situation

  • Dude you're not allowed to post leaks on the forum

    You just spoiled the anniversary killer

    😡😡

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945876#Comment_2945876

    So this is an odd one to answer, because skill often doesn't manifest itself the way people expect it to on the survivor side. Or DbD in general. Especially at the competitive level, a lot of viewers who are seeing it for the first time will remark that the survivors are "bad" because they aren't looping anything. At the very highest levels, the game is much more macro based than individual chase based. And for whatever reason people think you're only good at survivor if you have zero game sense and take unnecessary risks/hits and potentially throw games. It's bizarre, but that opinion isn't going to change.

    Sure, top players can loop something. They can probably squeeze a lot out of the tile. But if you're playing against a top killer, you have to weigh the risk. Factor in their skill, ping differences, etc., and it's actually a terrible play to be greedy at pallets.

    For public matches, "high MMR" isn't really a thing given how wide the acceptable range is. I guess it's maybe a catch-all term for a team that isn't completely dumb. Every once in a while the game will throw 4 great survivors together, but more often than not it's a mixed bag and a top killer can win any time they want if they choose to target the weaker players.

    That makes sense yeah

    When I hear the phrase 'high mmr' what personally comes to my mind may differ to someone else. Especially like you said some people have v different perceptions

  • Are the crows techincally alive? They might be servants of the entity, but they also ignore survivors using calm spirit - the flavour text saying the animals are 'calm and trusting' in your presence. They also vanish when they fly away

    What about the crows in the Eyrie of Crows map?

    Or hell if you want to go even deeper, what about all the different plant life and fauna in the Entity's realms?

    So many questions 🤔

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945814#Comment_2945814

    Don't worry about "condescending".

    It's a strange question as we have an explanation of how MMR fluctuates.

    Giving a definition is quite difficult.

    If your question is specifically about "High", I'd say a threshold above which matches tend to last 5 minutes and where you encounter several cheaters per night. It's where you are sent when you tend to win a lot. It's also where most killers cannot compete without a sweaty build.

    Yeah I worded that badly, apologies

    I meant in terms of how survivors play

    Like what do you consider to be the "high mmr" survivor playstyle, is a better way of putting it

  • toy sword + broken fingernail is what I've been using

    QOL addons that would probably make for good basekit

  • This effect + Some kind of clearer visual indicator to your team that you have this perk would go a long way

    Killers would actually despise this perk, I know there's a few games I'd have lost if the survivors had it

  • @Hendo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945810#Comment_2945810

    Oh heck yeah! I'm wanting to make cosmetics of this theme for all Original survivors. I just started with Meg cause she was the first survivor I ever played when I bought the game. I'm planning to make it a collection simply called Fog Walkers cause after years and years of being trapped - they deserve to have a name different from just 'Survivors' - cause at this point, they're doing a whole lot more than just surviving. My plan is to do down the line of survivors. I may start working on Dwight next, and go from there.

    Seeing a more serious looking dwight outfit would be refreshing considering most of his outfits are lighthearted/funny

    'No longer nervous' would be a cool name for the outfit

    Great work once again! :]

  • @drsoontm said:

    There is a book called "The Fold".

    It's about teleportation over short distances though a door, which kind of sounds like something we have heard about recently.

    Maybe some locker teleportation?

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945798#Comment_2945798

    Oh my god that's so cool (checked and yep it's a real book)


    Man this would've been such a cool revelation...

    😞

  • I have no interest in any of the other assymetrical games

    Wish them all the success in the world though, the genre is a very limited one.

  • imo the only problematic thing about FLs are locker saves considering you could probably take the game hostage if you had two people who knew the timings well enough

    thankfully it doesn't happen too often

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945799#Comment_2945799

    In essence, if we ever get many other killers viable at high MMR, some people will understand the that the issue is that the other killers are underpowered.

    This might sound condescending but It's not intended that way I'm genuinely curious

    What do you think 'High MMR' actually is?


  • I'm a sucker for themed cosmetics that are based on future scenarios

    There was a series of L4D modded skins that were based on what the survivors would look like after the events of the games and I get similar vibes from this!

    Have you had any other ideas for the other survivors using this theme?

  • "Pinhead is for people who suck at chases"

    I'm offended.

    This was probably said by somebody who probably only runs DH Iron will and wants variety then DCs when they get it.

  • @EmberPhantom said:

    Glad to see people talking about how his new reveal mechanics have actually made him worse to play. I'm a GF main and ever since the new patch I can BARELY get any stalks off with him. Not to mention getting fully revealed by survs that I can't even see???? Half the time my Killer Instinct pops and the survivor is nowhere to be found.

    Also the fact that crouching doesn't stop/reset reveal progress. Like what's the point? I know his reveal mechanics were inconsistent before (for survivors) but now it's consistent in a bad way (bc it's stupidly easy for survivors to reveal him now). His nightshroud power used to be extremely useful in early game to sneak up on Survs and grab them off gens but now I can't even do that without getting revealed by someone on the completely opposite side of the Gen.

    I do appreciate the reworked add-ons but after a few days of playing him, there are still only a handful that are actually viable--especially with the state of his reveal mechanics. A lot of them only work on Marked Survs but dudes, I can barely mark anyone so there's no point in running them.

    Best change to him was honestly the extended marked duration. Tbh it should've always been 60 secs but better late then never. I really do hope you take a look at the reveal mechanics (again) bc playing him as just an M1 killer is no fun. He deserves better.

    I think you can still interupt reveals like before, you just can't do the thing I would see a lot of GF players do where they'd just tbag spam over and over to keep repeatedly resetting it

    If you duck into cover, then duck back out it does reset it after a small buffer

  • New terror radius sounds like Batman music from Christopher Nolan's films ahaha

    I like it though, much much better

  • I know this is probably a bait post but I gotta point smth out rq

    "there was none"

    Felix had a wife and a kid

    They said David had an ex-GF or smth like that

    I think Nurse had a husband


    Also if you can handle bdsm demons being in the game (Cenobites), you can handle a character simply being gay LOL

  • It's almost always guaranteed injure states on anyone you come across, even if they hit you with pallets there's addons that punish survivors for doing it by giving you frenzy back instantly

    The main counterplay to frenzy is staying injured and splitting up - something that good survivors do most of the time anyway.

  • Legion's power has never been about lethality though

    It's always been about keeping people injured and making them waste time mending

  • I really hope the game doesn't end up like TF2 did

    But hey, maybe that's giving BHVR too little credit - I'm sure Valve could actually solve the bot problem if they wanted to...

    Right?

  • He'll get some love soon, I know he will

    I'm still upset they left him out of the new DBD poster thing they made. They put hag instead :(

  • Otz faced a group of them today as well, like a full 3 man swf cheater team

  • On the one hand, anti-healing stuff should counter healing perks

    On the other, Solidarity is garbage and Resurgence is just 'ok'. Renewal/Second Wind is actually better than either of these two now bc it's unaffected by hemmorage or mangled

    They should get a buff or tweak I think

  • @Vaimore said:

    You're not doing anything wrong. Behav don't want killer mains around their game. In their last patch to update Legion and Ghostface they tampered with the sounds effects so killers have a harder time hearing from which direction sounds come from. Secondly gen speeds are insane. You do realize that there literally isn't anything you can do other than get lucky with a game where the odds aren't stacked against you. Everything from multi-survivor perk stacks, to 100 pallets a map and so on are all against you. This isn't even mentioning how discord and team speak will ruin a game when you get a lobby of hacking survivor friends for an entire day until you hate yourself enough to never play this ######### game again, there are other things as well.

    its brutally easy to play survivor you almost need no real perks to get out. You get a free hatch at end of game and and simply wait for everyone else to die if you want out ( since the devs cause the hatch to SPAWN on the last survivor).

    Behav. Fix your ######### game.

    If it's brutally easy to play survivor why do I die a lot

    checkmate liberals 😎

  • Here are some random tips I've picked up over the few years I've been playing:

    1) Frustration and tilt is your #1 enemy when playing either role but especially Killer. A lot of the games I've lost usually were a result of me getting tilted and making really bad mistakes, such as committing to a survivor who had a god tier set up

    2) Corrupt is there so you only have to protect 4 gens instead of 7, this is why you should avoid chasing survivors around blocked gens if possible

    3) There's no good substitute for experience. You can read and watch guides but putting those things into practice is the important part. The more you play, the more you will develop a personal 'game sense' which will guide you better than any video or tutorial can

    4) If you have a particularly bad match, try to look at it reflectively - think about what you did (or didn't) do in the match and what to take away from it. This also helps with matches where the odds are clearly stacked against you - Personally when I'm sent to a bad map for example, I'll play as ruthlessly as I can not out of spite, but because I see map offerings as a sign my opponents are doing the same.

    5) The most important lesson to remember as Killer: There is only 1 of you and 4 of them, it is almost impossible for most killers to pressure all 4 survivors at once. You will lose gens, it's just a fact of the game and there's nothing wrong with it

    I hope at least one of these tips helps in some way!

  • How did the hit happen, just curious

    Was the pallet already dropped and you vaulted it then got hit

    Or did you drop the pallet and then get hit after it was down?

  • @Sepex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942894#Comment_2942894

    Items are situational assuming every survivor is loaded to the teeth to take on a Hag (not to mention how rare she is to encounter).

    I do see what you mean about Frank's on Ceno, but in my experience when a full health good looper takes the box I wish I could just one shot them for the drop. Risky move for survivors injured to solve the box with a potential teleport.

    You make a good point, although I think medkits and flashlights are common enough that Franklins is a perk hag makes the most use out of when it comes down to it

    The utility with Pinhead isn't bad - just in my opinion it's better to make a habit of downing the box carrier because you double your pressure - you have a down and a chain hunt which is an extremely tricky situation for survivors.

    Maybe it's a playstyle thing, I'll go for the box carrier when I'm confident I can down them. I also run STBFL which works on the lament configuration pickup animation when you down (Since it technically counts as an M1 cooldown)

  • @Sepex said:

    I'd also put Franklin's on Cenobite more than Hag.

    I'd disagree, Franklins is actually not as effective on Cenobite imo.

    If you down the survivor carrying the box you pick it up instantly and you get a down ontop of that

    On Hag you can use it to disrupt her biggest counters (Medkits, Flashlights & Maps) and create traps for when survivors return for their items

  • Glad you agree!

    You could also make the case Forced Penance is better on Twins than Hag

    Victor being able to break survivors trying to bodyblock for their injured teammates is a big help and it also helps against stuff like COH which is one of their biggest counters

  • Merciless Storm should be in Doctor's tier

    It's affected by his power and makes getting value of it much more likely

  • They had us in the first half

  • @humanbeing1704 said:

    There's a dev that explains it in the replies neat stuff

    https://twitter.com/johnwanggd/status/1522702160378699777

    ^ Source

    This is an interesting thread to read, I guess it's not as bad as it looks?

  • That's a big oof.

    Almost like PTB ghostface

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940417#Comment_2940417

    >A straw man (sometimes written as strawman) is a form of argument and an informal fallacy of having the impression of refuting an argument, whereas the real subject of the argument was not addressed or refuted, but instead replaced with a false one.

    You certainly have a strange interpretation of the concept.

    The funniest part is their post includes messages that you didn't even post to begin with

    Idk why you'd go through the effort of re-editing someone elses post like that lol

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940401#Comment_2940401

    DS BT only affect killer if they tunnel. The only problem is DH.

    BT bodyblocking does still happen from time to time and it can be a pain if you were never trying to tunnel but the dude insists on you hitting him anyway. Then if you play it smart and outwait his BT, you can't punish their bad play because you'll probably eat a DS on top of that

    This doesn't happen as often as before though thankfully. The BT change did wonders in stopping bodyblockers from wasting huge chunks of time

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