Avatar

Canas

Canas

About

Username
Canas
Joined
Visits
0
Last Active
—

Comments

  • Alright, here's another stat-sheet dedicated to my latest 24 hours of playing this game as a Solo Q Survivor. The escape-rate has definitely gone up but the quality of matches is still very questionable. On average my current escape-rate should be at 50% now.

    I personally didn't consider the matches which featured killer ragequits as victories since the killer simply gave up before all gens were done.

    survivor solo q - part 2.png


  • My survivor queue times recently have gotten a little bit longer. Instead of 10 seconds it now takes 15 seconds to find a lobby.

  • @Devilishly_Rowdy said:

    So basically killer is now what survivor has been for years. Got you. Stop over reacting and atleast take a couple of days to learn counterplay, or better yet, leave.

    I'm sure that even more survivors quitting this game will somehow improve your queue times.

  • I've experienced some pretty bad tunneling today, two of my latest matches were particularily bad in that regard. One Deathslinger and one Clown, they both focused me like crazy despite having OTR and even DS on the next game. They immediately hit me after the unhook and chased me down with their bottles or gun to close the gap. There's simply no way to get away if the killer's hellbent on tunneling you out of the game. They kept doing this until I was dead with no more than 10k bp at most.

  • Isn't it ironic how this meta rework only made things even sweatier? They tried to open up the pool of viable perks but in the end they only did the opposite. Soon we'll be seeing the same 4 perks being picked on everyone else once the experts have figured out the most optimal build for survival against these new odds.

  • LOL this thread is quite literally on the frontpage of the subreddit right now but the devs still won't post in here

  • @GannTM said:

    You actually got two Spirits in a row? Lucky.

    Not in a row, I did try to list the killers in a way to keep track of how often they were picked.

  • There's one more thing I've observed during these matches: my teammates hardly were aware of the new meta (Off The Record being the best perk right now), they simply died like flies just because they couldn't properly defend themselves against the tunneling. I really hope more survivors will start picking up this perk, maybe that'll help with the quality of the matches.

  • @Beatricks said:

    If the weather gets better and my computer can avoid exploding when I launch the game, I might start doing stat challenges, always love to see stuff like this.

    If you are going to do it again, you could make another column for DCs, it would be neat to see how often/rarely people DC from a match that isn't a 3/4k.

    I still have the screencaps of all these result-screens saved, none of these featured disconnects surprisingly. These survivors at least had the decency to die onhook.

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084878#Comment_3084878

    I thought I was going to like this perk but I tried it and the repair speed boost only lasting for the duration of the reveal (aka 60 seconds) for only 5% doesn't feel great to me. :( By the time you get to a newly revealed gen, precious seconds have already passed. And if you get pushed off the gen during those 60 seconds, there goes your perk.

    60 seconds are still lots of time. At first I was equally disappointed when I finally made it to the other side of the map to realize the perk had worn off but I still got great value out of it the moment the first gen popped (which re-enables the perk), from there on I kept chaining the perk since I was a lot closer to the other revealed gens at that point. It may be a bit weak at start but it gets stronger as the game goes on.

    Now imagine if 4 people actually brought that perk, that's like 20% faster repairspeed divided among your team.

  • You absolutely should give "Deja Vu" a try, it's quite decent since the rework. It gives you a repairspeed bonus of 5% (!) on any revealed generator now, I've used this to do over half of the gens on RPD by myself last night. It was pretty damn useful.

  • It's incredible this killer has managed to avoid nerfs all these years, just how is this possible?

  • @Gress said:

    https://forum.deadbydaylight.com/en/discussion/336146/the-perk-shattered-hope-could-use-a-qol-buff

    The removal of the bones entirely seems like a good idea in theory, but it takes away the 1 in 30 games where Pentimento actually can kick in, lol.

    Distortion lately is a massive hit for me, but before the update, I could count on one finger the times it actually worked in a day of survivor games. Don't get me started on Iron Maiden. The only time lately I've seen it work is because survivors press the wrong button and enter the locker instead of lock it!

    Pentimento would still work if the killer broke a boon totem with Shattered Hope or simply recycled a previously broken hex totem, I'm just saying that it'd be more fair if the killer got rid of dull totems entirely if he decided to break them pre-emptively.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079671#Comment_3079671

    Not bugged. That's just how it is, now. 36 meters guaranteed notification. If the killer also happens to have a terror radius, then an additional feature kicks in of how close they are to you visual as well as an action speed buff if they have line of sight on you.

    One of the BHVR team members responded to a thread saying that stealthers will have to stalk at 40 meters, now. Mind you, that's impossible for most gens and completely impossible on certain maps. As for wraith, well, he's SOL. Impossible to sneak up on survivors moving forward.

    Alright, might as well delete Wraith, Myers, Pig, Ghostface and Sadako then.

  • @RpTheHotrod said:

    He's even worse now, actually all stealth killers, now that spinechills nerf was reverted and given a super buff. Now any time a stealth killer is within 36 meters of a survivor, they are notified. Cant even crabwalk to sneak up on them. It disregards line of sight, disregards terror radius, and disregards any semblance of good game design. This perk alone completely invalidates stealth killers. Makes it literally impossible to sneak up on survivors making them just basic m1 killers with no powers.

    Wait, you're telling me Spinechill is EVEN better now? I thought it was supposed to be nerfed? It now tells you the distance of the killer to the survivor basically? I thought it only worked if the killer had a terror radius to begin with.

  • Yeah, I absolutely don't understand why the devs are favoring survivors with the current incentive if there's a clear lack of killer players right now. Where's the incentive for those players?

  • Just encountered my first cheater on the new patch, this one most likely abused a script for frameperfect Dead Hards. He basically had a third health state, it was absolutely disgusting. He didn't miss the timing a single time, even when I kept waiting for my swing to mindgame him - he still timed it perfectly. Definitely a cheater.

  • I have 54/59 characters ready for the big update with the exception of 5 survivors who I haven't even touched yet.

    ready for tomorrow.png


  • @Babalonkie said:

    Well the deed is done.

    I own all killers. Every killer that had under 170 perk tiers is now P1, the others i have left. Going by what is planned... i should own every perk on every killer and at perk tier 3 when the update goes live.

    Since i will own all perks i should only be seeing items/addons and it will give me a reason to grind a little to get them back.

    And hey... i even got some bloody cosmetic weapons a bit early :)

    I must congratulate you, you chose well. How are the survivors looking for you?

    ready for tomorrow.png

    From 59 characters in total I'll be able to get the perks of 54 characters. That's quite the feat after 2k hours of playing.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3069262#Comment_3069262

    Countless hours on grinding -> so not different from now?

    Also, if OP is not interested in the "rewards" (bloddy cosmetic and charms), he can stop at P3, which wouldn't be to bad to grind to, esp with many stored up event offerings.

    No, there's one big difference. They could sacrifice these flans and immediately skip the grind by getting p3 for free. What point is there even in having flans in the first place? They give you more bp, bp which are usually spent on perks. You won't need them however if you already own all perks.

  • @Babalonkie said:

    Thanks folk, i know it's groundhog day questions, but it just occurred to me that sitting on lvl 50 p0 on every killer when the patch hits may not be a ideal situation for me and i could maximise my returns.

    Basically all my killers that have barely hit 50 i should P1 now and those that have pages of purple perks i should leave.

    Going to lose hundreds of flans though if i do :(

    These flans will be obsolete anyway once you have all perks unlocked for everyone for the rest of time. However if you decide to keep your flans you'll be forced to spend countless hours on grinding (without even having access to something like BBQ) just to get these characters to prestige 3. Save yourself the stress and prestige right away.

  • Yes, that's right. However if some of the killers did spend tons of bp on perk tiers already then they will reach p3 automatically. You'd need 170 perk tiers in total to do that, better go count them. One page of purple perks equals 45 perk tiers.

  • @randomconsoleplayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3069212#Comment_3069212

    Because the survivor maybe will finish healing before you get to them - idk, just a meme idea.

    There's no guarantee they'll get a skillcheck even if you surprised them with your perk combo. They could be merely a couple of seconds away from fully healing up.

  • Why would you bother doing that if you can simply down that person by sneaking up to them while seeing their aura with Nurse's Calling? Why waste your own time by making them mess up their skillcheck just to immediately start another chase?

  • what did you bring upon this cursed land.png

    This. This is what you need to bring the horror back into the game.

  • She's the worst stealth killer in the game, she literally gives away her presence by having a lullaby. Now that's just plain ridiculous. Remove that nonsense, also get rid of global notification sounds which tell everyone that she's actually using her power. How the heck is she supposed to sneak up to ANYONE if she has this much counterplay?

  • @Seraphor said:

    Everyone with less than 71 perk tiers is now P1, and I've boosted everyone who had around 90+ to 121, so that they'll hit P2 and I can immediately P3 them after the update. About as prepared as I can get.

    I'm curious, how many perk tiers do you need to own to get to p3? I'd like to count them, just to be safe.

  • I'd like to see a RE or SH tome seeing how their license holders are eager to cooperate with BHVR when it comes to skins and further releases.

    As a tome cosmetic I could easily imagine a battle-damaged Nemesis skin or his fully wrapped up version from the intro of the game.

  • @Sadako_Best_Girl said:

    Addiction.

    I didn't know people can get addicted to pain and misery. I guess everyone here has a little cenobite inside of them.

  • @GrimReaperJr1232 said:

    If you make only that change? It'd be terrible.

    She's 3.8, she needs to go through walls to get anywhere.

    Make her 4.4? Congrats, now she can play like a bot, force a vault/ pallet drop, blink, and now they die. It's similar to Old Death Slinger, only stronger.

    Then how about exhausting her if she decides to "noclip"? It would immediately end her chain of blinks and still get rid of these busted hits through walls. This is without a doubt the most frustrating part about this killer, her ability to flatout ignore/bypass map structures.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052743#Comment_3052743

    Chainsaw killers does good in indoor maps too though, so yes if killers are almost always losing in a map it's bad.

    What about Billy on Lery's? His chainsaw is basically unusable on that map due to the large number of vaults, walls and obstacles on the map.

  • @NomiNomad said:

    Not the way to do it imo. Esepcially if she keeps everything else the same.

    She'd effectively just lose on indoor maps.

    And why should she be able to dominate on all maps? Take the chainsaw killers for instance, they're differently restricted by indoor maps as well. Killers are bound to have maps which they suck or perform well on, what's so bad about that?

  • @OniWantsYourMacaroni said:

    I've seen this suggestion a few times already.

    That would be a terrible nerf,there would be no reason to play her instead of just Blight

    The difference between her and Blight would be that the former could freely jump to a survivor while the latter needs to set up a bounce path to actually get to the survivor. Very different playstyles.

  • I wonder when they/Peanits or anyone else will finally respond to the reworked statsheet. Still no official word from them.

  • @Regulus47 said:

    No thanks. Ruin is fine as is, it doesn't need to have its only counter (finding the totem early) deleted and rebuffed to its old super strong version. Maybe new ruin is a little on the weaker side but why does it need to be a meta perk? I'm glad new perks are taking its place in the meta, and it's still got the niche of automatic passive regression.

    Wait, you'd really consider it too strong even with a two minute timer? Just consider this: Corrupt Intervention restricts survivors to work on 4 gens, my version of Ruin at least wouldn't have that handicap and it'd merely reward the killer for chasing survivors off gens for the first two minutes of the game. Meanwhile nothing would prevent the rest of the team to work on separate gens at remote corners.

  • You know what I'd really like to see for endgame? A perk which blocks off any exit gate which was used by a survivor for a short amount of time. Consider it a punishment for those teams which wait at the exit gate just to taunt the killer.

    Once a survivor crosses the threshold it'll block off the exit like Blood Warden with the difference that the entity wall would be visible without anyone needing to walk into it. The effect itself could maybe last 5-10 seconds which should suffice for downing and picking up any cocky survivors.

  • China exclusive Plague skin.jpg

    They absolutely need to give us a pretty Plague skin, take this one from the chinese mobile version of the game for example. She looks like she came straight out of a Soulslike game.

    I'd also strongly welcome a more modern/casual themed skin which explores her design in a whole different era, preferably from the 20th or 21th century. It's getting real tiresome to see her as a priestess since every single skinrelease so far, meanwhile the original killers (Trapper, Wraith and Billy) get to dress up as all kinds of characters and tropes.

  • Hex: Ruin absolutely shouldn't be a hex perk anymore, its effect is too underwhelming for that and the fact that it disables itself makes the totem mechanic as a whole completely pointless. Survivors don't even need to cleanse it; there quite literally is no other hex perk in the game which behaves like this.

  • STBFL + Rancor + 10% attack cooldown reduction for killers will make hookcamping even better. With 50% attack cd you can doubletap survivors before they even finish the unhook animation, this'll be the new meta for dealing with Off The Record bodyblock abusers. Simply make sure no one gets unhooked in the first place.

  • When was the last time the devs actually changed a perk on the PTB before bringing it to live servers? They have the bad tendency of turning the live environment into their actual testing grounds. The PTB is just meant to promote upcoming content and see if there's anything which can crash the game. Gameplay balance is very rarely even considered.

  • They absolutely must add some sort of exhaustion which prevents the survivor from dropping down any pallets after using DH. There's nothing preventing them from saving it until they're at a pallet; if the killer goes for an early swing, the survivor will simply use DH to get their chase extender anyway.

  • It's quite sad how badly neglected this killer is, and yet BHVR still pretends like they don't have enough data about her performance. We ALL know that she's extremely weak, no more excuses. Just hotfix her already.

    in Sadako Comment by Canas
  • @MilManson said:

    Is to do this.

    Survivors just wanna leave the trial with no killer interaction anyway even when there's 5 flans so no loss.

    https://streamable.com/yeewbn

    Way ahead of you, I've been doing this on all my killers whenever they still had room for prestiges despite having countless anniversary offerings stacked on them. I remember doing the same with Pyramid Head during his own anniversary year. Over 100 cakes simply offered to the void to deny all these greedy survivors.

  • I decided to play as Wraith today to get this cursed mission finally done. All I did was zoom through the map in my cloaked mode for maximum travelspeed until I found the damn invite. In some cases it took me 4-5 gens to find an invite. However I made sure to bring a Rancor as a last minute surprise to down and mori my obsession. Worked everytime. Did this 3 times in total.

  • @Viskod said:

    Learn to love Forced Penance.

    That perk is worthless during endgame while survivors are running off to the exit gate. It can't do a single thing against bodyblocking besides giving them a free burst of adrenaline after being hit.

  • 25 seconds are nothing, most survivors can easily stall the killer for that long before he can get in a hit. Even with 60 seconds of exposure Ghostface still struggles with sealing the deal if survivors get a decent headstart while dropping pallets nonstop.

    Also there's no way of making survivors NOT know they've been exposed if you went for something like exhaustion or incapitation since the game literally shows you notification icons for these status effects.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/330429/cant-find-any-invites-event-letters-ingame

    Don't worry, once you got all 12 masks unlocked, you will practically stumble about invitations at every turn and corner and about 3 per chase. Source: I got all 12.

    Man you're lucky, meanwhile I'm still stuck at 8 letters/invites and 0/3 for the mission itself.

    It's simply insane to create a mission which relies on RNG to complete it and then make it block off EVERY OTHER mission in the tome.

  • This has to be one of the worst rift tomes I've seen so far. Literally gatekeeping me from every other mission by challenging my nonexistent luck with these damn invites.

    rift tome.jpg

    There are basically only 5 days left for these missions and I don't see me realistically completing these missions, especially if I couldn't even find a single damn invite after playing like 10 killer matches today. They desperately need to extend the available time for this tome.

  • Wait, no one is bringing up the flawed map design in this game? Even if survivors were forced to play perkless they'd still have a considerable amount of pallets and strong loops at their disposal to keep the killer busy for an entire 5 gen chase. That's how busted map design is despite the frequent reworks which only seem to solidify this weird philosophy.

1 … 3 4 5 6 7 … 17