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Brokenbones

Brokenbones

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  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837161#Comment_2837161

    You're not generally meant to react to him anyways. The Blight and the survivor are intended to out-predict/mindgame the other. The survivor avoids the Blight by not being in their path in the first place, and the Blight tries to put themselves into the survivor's direction. Speed add-ons are a non-issue. Alchemist Ring is beyond busted though.

    I disagree, speed addons are a problem. How do you expect survivors to learn how to play against something that's constantly changing its speeds? You can claim 'it's only about mindgaming' then that's not well designed or balanced. IMO.

    You can actually react to regular blight because he always moves at the same speed but the speed addons keep changing his speeds constantly.

    They shouldn't stack at the very least.

  • My best guess would be

    Basekit version would be something like: 'Upon being unhooked, survivors gain the endurance status effect for 6 seconds'

    Then Borrowed Time would be changed to 'Any survivor you unhook has their unhook endurance timer increased by 4/5/6 seconds' capping out at the 12 seconds it sits at right now


    This is what I think is the most likely way BHVR will implement this

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837174#Comment_2837174

    I don't think that his rights to publicity would survive his death (in most cases, you'd probably be fine to print a public domain image of him on a T-shirt and sell it), but Christopher Lee as Dracula would still be protected by copyright, so they'd have to get the license from whoever owns those films. I think Hammer would be easy to talk into a license, while Universal would probably be more anal about Lugosi.

    Ah right, I understand.

    Thank you for the clarification!

  • PC, crossplay on

    I salute all of the globes out there!

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837171#Comment_2837171

    Yes, and it's only a little less common than it is on Console/PC.

    It's because Mobile lacks any ways to get rid of cheaters, including a report system.

    What next

    Will people begin cheating in that upcoming DBD Board game? Is that the next level?

    What about that DBD dating sim- Actually forget I mentioned that.

  • Seeing Christopher Lee as Dracula in DBD would honestly be a horror fans dream come true. I know I'd personally love it

    Although would BHVR be able to get his likeness, given his passing? 🤔

    Not quite sure how that works

  • People ACTUALLY cheat in DBD Mobile?

    Ahahahaha

    Some people honestly

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836847#Comment_2836847

    Well idk what the devs said, I'm just saying that's probably the reasoning behind why they probably reload faster with this perk, it's not like it helps Huntress and Trickster in the long run anyways

    Gotta disagree as well

    I run Iron Maiden on Trickster and it's soooo good

    I hate the downtime that reload killers have, so having a perk to mitigate this helps a lot with my game flow.

  • They probably wanna just hurl some insults/trash talk ur way to cope with how the match went.

    On PC we have endgame chat but also steam profile comments. Typically people will just go on your profile and go


    "-rep tunnelled me, touch grass"

    "=rep ez baby killer/survivor"

    Etc.


    I just keep my profile private because I don't care lmao

  • Don't nerf Blight.

    Nerf a few of his addons. Namely the movement speed addons and alchemist ring.

    The UR should stay as is since it's an Ultra-Rare, they are meant to be strong.

    Basekit Blight is fine, but nobody plays Basekit Blight because his addons increase his strength exponentially to the point where it's night/day. The movement speed addons make reacting to him a nightmare and the ring typically removes any window you have to make plays once you've been slapped by a rush

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836841#Comment_2836841

    So is your point that if someone learning uses Plaid Flannel for a while, they can stop using it and play just as well?

    The main point I was trying to get across is that using the addon doesn't actually subtract anything from you or make you play worse. Typically crutches are considered to be things that make good players play worse and don't help new players improve, right?

    This addon doesn't really do either of those. It helps new players improve to the point where they don't need it and if an experienced player used it, they wouldn't play worse.

  • The devs have said that Legion and Ghostface will be the next killers (apart from the upcoming one I think) to receive any big changes/reworks

    So yeah

    in the words of Patrick

    "SOON"

  • Without Corrupt you can lose 3 gens in your first chase if survivors get really good spawns or intentionally spread themselves out

    Even if you down them quickly you're still likely going to lose 2 gens because you'll then need to go pressure one of those 3 survivors

  • Yeah? Well

    In all of my hours of DBD, I've never seen Buckle up do anything.


    How'd ya like that? Yeah I went there...

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836828#Comment_2836828

    Well in that case, survivors are taking a greater hit for face camping first hook than the slugging situation OP described. Not that I get why anyone would want higher MMR. No rewards associated with an undisclosed rank. 🤷🏼‍♂️

    People being facecamped should use that time to read up on Hockey!

  • I don't really agree that it's a 'crutch' since a crutch implies that using it will make you play worse which isn't necessarily true

    It's a training addon, to help you ingrain into your muscle memory the blink distances, the timings as well as what you can/can't blink through. Once you've played for a good while, it's not that you become worse using it - it's just giving you information you know already.

  • @GoshJosh said:

    There’s varying rates to gaining or losing MMR from a match, besides either survivor or dying? This is news to me.

    I think on one of the Q&As they basically said the amount of MMR you lose as survivor depends at what point in the match you died

    As in if you die first, you lose the most and your team lose less because winning with 1 person dead is really challenging. So if you die last, you lose the least amount of MMR

  • If you got hooked and died first, was it really a skilled play to begin with?

    Maybe you should've studied hockey some more.


    Jokes aside, you're completely right. 1st survivor to die supposedly loses the most mmr

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836786#Comment_2836786

    yeah, i heard about it when it originally happened, but i didnt know about the icon change, so i curiously clicked on their profile before reading the name...

    i instantly knew what was up the second i did read it... and seeing the comment wall made me really sad.

    He was a great asset to this community and left us way too early. It always hits the wrong people...

    Yeah the comment chain hit hard

    Nice that ppl are keeping their memory alive.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836717#Comment_2836717

    same.

    i wanted to say something on his profile, but i couldnt find the right words and now i just feel sad...

    god, why does life have to be so unfair sometimes? :(

    I saw the unique icon and I was like "huh, wonder what that's about"

    Then I saw it 😔

    Feelsbadman.

  • According to "THE STATS" more balanced matches are happening. Which is all they want.

    It doesn't matter how much fun any of us are having in these matches (When it's even accurate), as long as their system claims it's making balanced matches with "predicted" outcomes nothing will change. 'Balanced' matches = Fun matches, I guess?

    We all know how stubborn BHVR is. Remember the HUD changes? Remember asking for a game health chapter? This is the same thing right here.


    Escape Based Matchmaking is here to stay, unfortunately.

  • @scoser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835905#Comment_2835905

    If you could prove MMR was broken, then BHVR would actually have to do something about it, which they can't have.

    Didn't one of the CMs say that having a system based on only kills/escapes didn't work so well

    But then we got it anyway LOL

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836725#Comment_2836725

    Only 2 metres, hmm I would of thought 4 but I guess it's how they code which goes first. Wonder if faster movement stalking etc. Is better

    Well if you're running Vanity Mirror there's not exactly a reason to not run dead rabbit with it, since you don't have to worry about the TR increase part of it

    Either stalk movement speed or a stalk rate addon to get out of T1 faster would probably be fine choices as well

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836720#Comment_2836720

    Do you know the exact terror radius size with it? Like if you combo it all together? Iv never used the dead rabbit and I haven't been on for awhile due to being sick so my memory is a little "bad" lol

    16m - 8 from M&A = 8 Meters

    Dead Rabbit & M&A = 25% of 8 m = 6M in total

    Dead Rabbit only = 25% of 16m = 12M in total

  • Vanity Mirror because at least you can chase normally while using it

    You cannot run any tile as a scratched mirror mikey without pywf. 90% of tiles become infinites because he doesn't gain bloodlust in T1.

  • @konchok said:

    I love playing against spirit, I just don't like playing against Mother Daughter ring spirit. Ever since her nerf, I've only played against Mother Daughter ring spirits. Is this true for anyone else?

    @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836707#Comment_2836707

    Trust me, a lot feel the same way. MDR is pretty busted especially with DCB.

    Maybe they should add in the spirit kicking up dust while phasing thing for MDR only? Not seeing scratch marks isn't an issue due to that one purple addon

    It'd be a good downside for such a strong addon and at least give survivors a little bit more wiggle room when going against it

  • @Mat_Sella said:

    It's the We're Gonna Live Forever icon in Silver for me.

    I just figured out why.

    I've been struck in the feels really badly holy crap.

  • The Hag - Hard

    Hag is one of the hardest killers to play and requires a complete rethinking of how you play killer, in the same vein as Nurse. Players who pick up Hag and try to play her as a traditional killer will struggle and lose very frequently. To play hag well, you need to effectively learn a bunch of things and essentially plan ahead more than any other killer in the game.

    Inexperienced players will just resort to camping, which isn't ineffective but it's not the strongest way to play Hag.

    Here's a short list of what you need to know to play Hag well:

    1) Basic trap placement & Tile structure, where best to trap on each tile as well as where NOT to trap/When NOT to teleport

    2) Learning how the traps maniuplate survivor movement I.E forcing fast vaults into medium vaults. Stuff like that

    3) Predicting survivor pathfinding and trapping accordingly, being able to micromanage a web of traps

    4) Learning to adapt to survivor behaviours - especially if there is someone on their team who is dedicated to disrupting your traps.

    Ultimately a good hag will ruin anyones day but newer killers won't understand right away the best way to play her and what you need to do in order to begin learning. Her power seems really basic on a surface level but there's a lot more depth to trap placement than people realise.

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836095#Comment_2836095

    Yeah I’m from EU. restarting the game helps but I’m getting it game after game

    From my experience if you just keep requeing over and over again you'll get a game eventually

    There must be some problems with our servers at night or something because during the day they work fine

  • I've been seeing it a lot late at night on UK/EU regions as well

    Not sure why.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836012#Comment_2836012

    That’s certainly way more common than me. For me, a rough estimate would be around 30-40 survivors games until I see another Spirit. I didn’t even play against her that much pre nerf, especially after Stridor got gutted.

    Also, I’m glad you’re having fun with her! I’ve been trying to convince people to play Spirit and get the same kind of joy that I get when playing her so I’m grateful!

    I wonder if BHVR will ever give us stats breaking down pickrate based on our regions some time

    I'm curious to see if people in NA or Asia have different pickrates to compared to that of EU/UK.


    Also thank you! I recently got my Spirit to P3 with all perks unlocked, thank you bloodrush.

  • If I had to make some kind of rough estimate, I see her about once or twice every 15 games or so? A lot more common than Twins which I'd put at aboout once every 50 games or smth. I've gone whole weeks without facing a single twins but I usually see at least a few spirits

    Compared to how it used to be, Pre-MMR/Pre-nerf I'd see Spirit basically 1/3rd of my games. Stridor Spirits as well usually.


    I played a few rounds as her today and I really enjoyed it, she doesn't feel any different to play since her nerf. Sure Iron Will still sucks but all killers have perks that annoy them to some degree so it's whatever. I was running a slow-down oriented build with gift of pain and pentimento.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835760#Comment_2835760

    "Not healing is how killers snowball/secure their hooks on people via camping or force trades."

    You just answered why you do not need perk. The perk is useless. The old version allowed you to snowball better through injuries and force hook trades easier by keeping people injured. Now nobody stays injured so the perk never does anything because killer cannot keep multiple people injured.

    "not healing was the meta for so long? It wasted too much time."

    not healing was meta because safe pallets can substitute health states. Old god window played a part in it as well. It was faster do generators than heal. It is still possible in modern day in most maps but there no real reason to risk being injured if you can heal. thanophobia is punishing a strategy that no longer exists.

    It affecting heal speed wouldn't change anything in todays meta but I'm glad it doesn't because the counterplay to a perk also being affected by the same perk is nonsensical. It'd be like having a boon perk that makes snuffing it take twice as long; makes no sense.

    The only killers thana is good on right now forces you to either not heal (Plague) or makes it not worth it (Legion). It was bad when it affected healing and it's still not great now. It's a supplement perk you run with other things, it always has been and probably always will be

    Also the reason many people don't heal and can afford to not heal is Dead Hard and to a lesser extent Adrenaline.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835715#Comment_2835715

    survivor in general already heal by default. No killer needs a perk for that.

    The perk's purpose is to keep survivor injured and force them to work through generator slowdown. it is gen defense perk. now the perk counter itself because survivor can always heal before doing generator effectively giving almost no game delay. The 20 seconds of generator slowdown only occurs if a survivor fully worked through debuff on generator from 0 to 80. If everyone constantly healing, you get no value out of the perk because your always stuck at 0/1 or 2 stacks at most and those stacks do nothing because nobody works on generators before healing. dead perk.

    Survivors healing IS game delay though. It's time spent not slamming gens

    If survivors don't heal and just do gens then you are in a much worse situation, that's why thanataphobia punishes that playstyle by making it take longer. Why do you think not healing was the meta for so long? It wasted too much time.

    Not healing is how killers snowball/secure their hooks on people via camping or force trades.

  • If they can't fix the cheating issue, which it's seeming more and more likely that they can't then they should give players a means to deal with them outside of reporting

    Like idk a concede feature or something. If there was no DC penalty then at least people could just be like "oh a cheater ok bye" then move on. As much as I think the DC penalty is needed, cheaters literally couldn't hold people hostage for hours on end if it wasn't a thing.

  • They removed the healing speed penalty because the perk is designed to incentivise you to heal to get rid of it

    So making it punish you for healing makes no sense, so they removed it and added the small buff to the penalty + made it affect totem cleansing speeds

    Honestly I prefer it the way it is right now.

  • There's a weird bug that causes the scream animation to loop, it has something to do with survivors cancelling interactions/screaming or smth. I've seen it happen tons of times

    If they were actually screaming over and over then yeah that's a classic cheater but with no sound it's likely just a bug

  • From what I'm to understand, Blight's hitbox is massive when he first swings after a lethal rush - basically anything that is remotely close to him will count as a hit and this hitbox supposedly shrinks as the swing goes on making it more forgiving the further into the swing Blight actually is

    Also part of the reason why hits like this are possible is because Blight's lethal rush swing doesn't collide with objects. You can swing at objects like trees and glide past them to get hits.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835056#Comment_2835056

    Fair enough. Tbh I never thought of DBD as a horror game anyways. It stops being scary for the most part once you're not new to the game.

    Oh no I completely agree honestly!

    It's just OPs thread title is saying COH is bad bc it detracts from the survival horror aspect but self care has existed since day one.

    Whether COH is balanced is def a discussion worth having

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835037#Comment_2835037

    Yes and the day 1 version of selfcare allowed you to self-heal at 80% speed which is very close to what COH does now.

    That only lasted 2 patches before it was reduced to 50%.

    And self-care is one perk that allows ONE survivor to heal themselves, not one perk that buffs the entire team.

    https://forum.deadbydaylight.com/en/discussion/comment/2835021#Comment_2835021

    So all hit and run killers are annoying and therefore should be severely weakened by the existence of one perk?

    You're saying "the perk is fine if you're not x killer" therefore the perk isn't fine against those killers that rely on injuring people is basically what you just said.

    Pretty much the only killers that don't suffer from it as much are killers with instadowns, top-tier killers like nurse/blight who can reliably end chases in a timely manner, and plague. That leaves a major portion of the cast.

    It's still infinite healing whether it's slower or not though

    If the devs thought survivors healing themselves completely removed survival horror elements it wouldn't be in the game at all

  • You know self care has been a thing since day 1 right

    Still techincally infinite healing just slower but mitigated with perks/items

  • @HaunterofShadows said:

    https://forum.deadbydaylight.com/en/discussion/comment/2834894#Comment_2834894

    Like originals vs licensed or just every killer free for all?

    Yeah

    Original characters in a team up vs the licensed characters

    Ghostface would be caught in the middle because he's a hybrid

    Pinhead would be the mastermind behind the whole thing.


    Honestly this would make a sick comic book series, call it something stupid like 'The Fog war' or something lmao

  • A battle royale between the originals and the licensed characters

  • I find there's two tactics I rely on when it comes to killers who relentlessly tunnel

    Either build a loadout to specifically counter it - the build that comes to mind would be something like Dead Hard, DS, Camaraderie/Kinship and either an anti-slugging perk or another perk to help in another way. Lately i've not been running builds like this since I've been to improve my fundementals but if I'm being tunnelled from the get-go I'll usually swap to something like this

    Alternatively, a tactic I've been messing with lately is stealth. If a killer wants to tunnel you, he has to find you first and with the right perks you can make that an absolute nightmare

  • Yeah, for some reason they are resetting them for everybody on march 8th

  • The Killer and Survivor role both have a skill ceiling to them, however there are RNG factors that tilt specific matches in the favour of each side which can make it feel really unfair at times

    Map offerings, big example. If the killer burns a map that favours them - not only do they know what map they are going to but they can prepare in advance. Be that picking a specific killer, loudout etc. Obviously the same applies to survivors in every way.

    Map RNG itself is another factor. I've seen some tile layouts on backwater swamp maps that heavily favoured survivors with many pallets in the middle and layouts that favoured killers with massive deadzones in the middle.

    I recently played a game on RCPD where, no word of a lie:

    There was three generators in a straight line near the S.T.A.R.S office. Two in the hallways outside of the office and one in the showers.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2833930#Comment_2833930

    maybe, that kinda just goes to show how bhvr really doesn't know what they're doing when it comes to map design. confusing indoor maps that are 90% unsafe loops aren't good, massive maps with easily chained strong loops and main buildings aren't either. messing with hook spawns isn't going to change any of that.

    Midwich actually has a spot I've dubbed 'Facecamp station'

    Basically you know that area that leads to the upstairs library area, it has two small pallets and two breakable walls? If the killer hooks someone in there, doesn't touch the breakable walls and then bodyblocks the door it forces survivors to go all the way around just to have a chance at saving.

    God I hate being hooked in there

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2833927#Comment_2833927

    i've noticed that it's one hook per hallway, pretty much never see hooks spawn in the middle of hallways anymore, usually just 1 per corner with the occasional outlier

    Could be they updated hook spawn parameters or something like that

    The hooks on midwich were kinda ridiculous at times, you could have two survivors hooked in one hallway and it'd be really hard to save. Maybe this was done in response to the map's killrate being the highest in the game? Would make sense

  • @Thusly_Boned said:

    I like Midwich as killer, and I feel like the hook spawns are fair and predictable, generally speaking. Bad luck, maybe?

    Supposedly they nerfed the hooks in the upstairs area of Midwich, I've def noticed that the majority of hooks spawn downstairs now and there's not as many upstairs as there used to be

    Possible shadow nerf?

  • Remember that survivors can dead hard over ur traps

    I always forget this when I play him

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