CaulDrohn
CaulDrohn
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There are a few things worth to consider:
1.) For you to be able to use FTP, you need to find another one downed or injured. So you could run Empathy to find injured ppl. Or you can also go for unhooks, but thats riskier. Kindred and/or BT would help there. Or take After Care and hope to not be found, you so can see all three without limits.
2.) If you want to use FTP more often, you need to heal quite a bit. I found Inner Strength helping a lot there, so you can hop into a locker as sson as you are no longer broken. You might need something to find totem , though, so small game might be useful as well. Alternatiely, you could run Bond to find others to heal you. Or you equip Self Care + Botany and take a medkit with you.
3.) You do not want to be found by the killer if possible, since they will injure you, so you cannot use FTP. So it might also be useful to take something for Stealth with you, e.g. Spine Chill to get a head start.
Personally, I would probably run FTP, Empathy, Small Game and Inner Strength.
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Yes, totally unplayable. Got my adept with him (rank 1), but totally unplayable. /s
Still, I'm not against your suggestions, esp 3. to 6., but I would say not all of them together. Like, if the meter does not decay, the amount of blades required should not be reduced.
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@piggygooik said:
his overheat is still painful, his animations hurt him so much with how janky they are. Why was he nerfed so badly. Was it because he was OvErPreFoRmInG if so that’s so absurd. All he needed was a add on change but you guys needed to nerf him. You guys said it yourself that you think he was a good killer with a good chunk of counter play but still you guys nerf him.
i know there are so many billy threads lately but that’s how bad he is right now. You guys basically killed him. He is painful to play.
plz Balance team reconsider and at least make him feel better to play
I don't know how you are playing Billy, but I do not have any issues with overheating AT ALL. I really have to force it to overheat, it does not happen to me when just playing normally. So overheat mechanic is a non-issue for me. The addon changes have a much bigger impact, but they were necessary, as most would agree.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/2229115#Comment_2229115
The difference is this. Yes those survivor ones could be hard, but can be easily done as SWF.
- Its really easy as a SWF to do 4 generators. Also it was finish 4 generators not do a total of 4 generators
- I play quite a bit of trapper, I didn't have a problem with any of the trapper ones.
- And there wasn't a challenge that was get 6 pallet stuns... It was get 6 stuns. Which is easy with head on and pallets.
Yes all of these were hard, but something you could realistically get done within a few matches and most of them could be in your control. I will admit, the finish 4 generators one is a lot harder as a solo then it is as a SWF. But you can hit up the discord for SWF friends and know out most of those survivors ones fairly easily.
https://forum.deadbydaylight.com/en/discussion/comment/2229114#Comment_2229114
So spend 7 million to perk out plague to do one challenge. I have Brutal, Dark, Infictions, mindbreaker, predator, spies, whispers, agitation, dying light,furtive chase, devour, noed, make your choice, monstrous shrine, Pop, rancor, BBQ, corrupt, distressing, hang mans trick, insidious, knockout, play with your food.
The tip with iridescent seal is actually very valuable! If you do not have tinkerer and discordance, than do a farming match with the seal: Run to a gen they are working on, hit the gen multiple times so they now they shall do it, get them to work together, and then puke on them when they finish the gen. Since they now you are farming, they likely wont even run away after first hit. I got it done with this apporach first try.
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We played Kill-Your-Friends (former name of Custom Game) with 5 ppl, all new to the game. I was first to play killer, and selected Wraith, bc I found it cool to become invisible. We were send to Thomson House (before the last two reworks, when Light Offerings still existed, so the map was pretty dark). I somehow managed to kill 3 of the others, but the last one repeatedly managed to blind me with his flashlight and ultimately got out through the hatch. That one also told me you had to look for the "footprints" (meant scratch marks), I just had no clue what he meant. It took me quite some time (multiple hours playing killer) to recognize the scratches as what they were. Not very proud of that ^^''.
I tried the blinding the killer in the next games, but failed miserably, not knowing what I did wrong what my pal did right xD. Also we did fail each and every skill check at the start. We did not know that we had to wait for the skill check to appear after the auditory warning. We always pressed as soon as the sound cue came. We played like two games each as killer.
After that, four of us queued for our first online matches. Of course we would be slaughtered, but we did not mind, it was still fun. Good ol' times :D
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I don't know which killer I played first anymore, but I know Bubba was my first killer to reach P3, P3-50 and all perks. Second was Freddy.
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For me, new Wraith feels very oppressive as well, esp when also using All Seeing, Silent Bell or additional Windstorm. He's not op, I can usually hold my ground for some time, but my team mates usually go down instantly, so every soloQ game against a wraith is a pain. Sure that's an issue with potato teammates then, but I still think wraith could use a small tone down. I'm thinking, keep his most recent movement buffs, but remove his true invisibility again, or increase it to 30 meters. So you can notice him a few seconds earlier to prepare for the chase.
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It depends, if you are ok with doing a farming game, it might be really easy to finish that. I did so today, I put Iridescent Seal on (so you get corrupt purge when a gen gets done) and signaled the survs to do the gens together. When it was finished, I got corrupt purge and used it on the two that just finished the gen. Since they knew i was farming, they also did not run away, so I get the second double hit just a few secs later.
If you do not want to farm but play properly, the best way might still be Iridescent Seal together with Tinkerer and Discordance. If your tinkerer triggers on a highlighted gen, go there and wait for them to finish the gen, hiding nearby so you can hit them the moment the gen gets finished. Not as reliable as just doing a farming match, but still doable, imo.
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@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2205433#Comment_2205433
- No one plays them because they’re so boring to play as
Do people seriousy find the Twins boring to play as? I understand against since Victor just massacres a team that refuses to heal and can just park on top of a downed survivor to completly negate unbreakable or rescues.
But to play as? Victor is EXTREMELY fun and it's super satisfying to have vision on parts fo the map. You can leave Victor or Charlotte guarding a gen or survivor while you do something else.
Who finds Twins boring?
Me not, Twins are one of the more interesting killers, and maybe one of the most versatile ones. I use Victor for scouting, chasing, defending a gen, there are many more ways to use the two than just slugging all. Only when I struggle really hard I may switch to some more slugging, but thats usually also enabled by survivors not healing.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2201217#Comment_2201217
And you missed my point.
The devs can, and do, claim a lot of things, much of which need to be taken with a grain of salt. Remember kill rates? Statistics? Perk usage? God loops? Maps? If you believe everything they say, well, go for it. I just tend to look at their previous decision making and take that into account before casting any judgement. As I said, tweaking animations to fit a camera lift 'should' be simple. They can create new rigging and the animations that go with it, along with the coding for abilities, in three months, give or take. That should say something. It wasn't a priority.
But again, believe what you want. Actions speak louder than words. Just look at how weak Trickster is. Going to be at least a year before he's touched in any major way, if Demo is any example to go by.
And you make assumptions of things you CANNOT know! Thats why I choose to belive the devs, bc they should.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2200399#Comment_2200399
How is that a lie? They can create a host of animations for new characters every three months, but adjusting those on a finished product is not 'simple?' Please.
The devs stated it would not be as simple as lifting the camera, you stated it was simple. And I'll tend to believe in the devs words for this matter, for obvious reasons. So you are not telling the thruth, thus a lie. If you aware of it or not does not matter to me.
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@Rivyn said:
Not for awhile. Look how long it took to get Blights FoV changed. And that was simple.
That's a blatant lie! The devs themselves said raising the FoV is not that simple, bc. it's not just only lifting the camera, but adjusting the animation as well.
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Trickster bc. it can be so painful when you get looped in unfavorable maps.
Nurse bc. I s*ck hard at blinking.
Deathslinger bc. I s*ck hard at aiming as well xD.
Spirit. No specific reason, I just don't play her very often.
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@Soulpaw said:
https://forum.deadbydaylight.com/en/discussion/comment/2189738#Comment_2189738
Not even the last part would be necessary.
I guess yeah, just having them activate the moment you have control again (being unhooked or healed from dying state) should be fine, and not so much different from our current traps (if you hang and a gen gets done, it will also activate as soon as you are unhooked).
But maybe we could delay the activation a bit: The trap activates when you are healthy or you are doing something productive (fixing gens, totems etc, similar to DS deactivation). This way, you could first heal up before going to the boxes. You can only interact with the boxes if your trap is active.
Or, we just keep the timer as it is, but survivors with a trap are incapacitated. Simple but effective.
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@Nebula said:
https://forum.deadbydaylight.com/en/discussion/comment/2197660#Comment_2197660
If my memory serves me right, I can remember quite a good amount of people telling survivors that they can't complain about mori's as long as keys are still in the game, in fact, that was the go to argument every time mori's or keys were brought up. With mori's receiving the nerf, I 100% agree that keys should be reworked as well, but to say that no one was saying that they weren't "op" is just not true.
I think you remember wrong. The majority of players, survivors and killers alike, felt old moris were busted and needed some toning down. Many killers only equipped them in matches with keys. So when the mori nerf came, most players were ok with it, but many wanted to see keys nerfed as well, I'll give you that.
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I was very reluctant to get Twins. Power was okayish, but nothing to get me hyped. Experience against them what awful (slug parties), and I do not wanted to play like this mayself. And look-wise they are just plain ugly. But the I bought them with shards, and I'm having quite fun with them! I try not to slug so much but use them in creative / surprising ways. Playing around with the niche addons. Did not expect them to be so enjoyful.
Trickster was the opposite. I really like the design, power felt engaging, got him with shards as soon as possible. But Oh boy, this one was so awful in the first games, being looped around high structures for eternity. The embodiment of Killer Painfulness for me. It got e bit better with his small buffs and some more experience, but still ...
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@Soulpaw said:
She needs an addon rework. Her add-ons that affect the odds of players being able to search all boxes is oppressive. Her brown add-ons are good and balanced, they are fine but the higher raritys are just either useless or oppressive in terms of RNG.
If we wanted to buff her base kit, make straps base kit, make the keys not in a set place. Too unreliable. Make it work the same as escaping from a trap from trapper, an increasing odds of escaping after each attempt. This is just about all she needs for the most part, consistency and for her crouching to be on par with GF or close to it.
A more extreme buff is to allow traps to be active without the requirement of a gen finishing. I'd love this to death but again, this is more extreme.
As a pig main, this is all pig needs.
I like the idea of having the trap activated without a gen. The timer would be longer, but each gen finished will remove half a minute or so from any active trap. That would discourage doing gens with traps on their head.
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On it's own it might not be so great, but together with perks that help you start regressing gens it's amazing, notably Ruin, Surge, Opression. Or if you gonna kick generaors regardless, like with Pop or Overcharge, it might also be useful. It's a rather unnoticable perk for the survivors. If you have the shards to spare, sure get it. It's one of the better perks for killers, thats for sure.
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I did not have a rank reset bug, at least not back to rank 20. On killer, I was reset to 8, where as survivor to 7, although i was rank 1 killer and rank 4 survovr before the reset. strange
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Exactly, anything that grants Undetectable works, as long as Dark Devotion is equipped. So Myers T1, GF Shroud, Demo emerging from a Portal, Dark Devotion, Tinkerer, Trail of Torment, Beast of Prey, and various killer addons which grant Undetectable (e.g. Twins Ultra Rare) all word for the challenge.
I did the challenge with Pig, using Dark Devotion, Tinkerer and Trail of Torment. I was sent to Hawkins, which allowed me to get so many undetetable hits ^^.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2179555#Comment_2179555
No he won't. Because that's literally his counterplay. That's what survivors do to prevent themselves from going down. Because every Bubba under the sun runs Bamboozle. He just has to hope he wasn't going against a good team and the gens won't be done at the end of it.
Then I have to be a bubba prodigy, bc. I do not have any issues in the majority of my red rank bubba matches. And the games where they instadrop the pallets are the easiest. Of course there are some well-coordinated groups giving me a hard time as well, but thats rather rare, and every killer will struggle with that (apart from Nurse and Spirit, maybe), it's not really more difficult with Bubba than with others.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2179146#Comment_2179146
When all 4 people are doing the same thing, it's not possible to make a right play. That's the point I'm trying to make - your idea of the "midgame" in this extremely common scenario starts 90 seconds into the trial and last 90 seconds unless you're playing a killer that can actually move around the map. And yes, I'm factoring in ten seconds of survivors moving between gens into those estimations.
In those conditions, Wraith performs better than any other killer bar Spirit, Nurse or Blight. Or possibly Hillbilly, the survivors have a much harder time holding W against an instadown killer.
You wrote a Bubba cannot do anything when the survs predrop every pallets, which I disagree with. Imo predropping pallets is not much of an issue for a bubba, he will just mow them down. Thats the only remark I wanted to make.
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My top pick would be Deathslinger with M&A, STBFL and Recharge addons. I know it is very viable for him, but I hate having to go against it with a passion.
4-man slugging nurses with 5 gens to go is easily the second.
Third place goes to Hag (when camping hard) and PH (when tunneling hard).
Notable mention would be wraith, recently. With his (well-deserved) recent buffs, I find it hard to play against him currently. Might need some more practice against new wraith.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2179130#Comment_2179130
What midgame? That is the midgame. Early game: looking for a survivor. Midgame: Chase either one or various survivors who all play extremely safe and offer no chance to get an early down. Consequently, gens fly by. Endgame: You get your first hook 2 and a half minutes into the game, they finish off the last gens before you interrupt them.
Midgame as one or two gens left and all pallets gone. So they have to repair the most difficult gens with next to no ressources remaining.
Of course you shouldn't over-commit to a pallet thrower, destroy a few and go back to your gens. If all the survivor predrop every available pallets, they should create dead zones around the gens in no time.
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@Sluzzy said:
Wraith is the new Freddy. Instantly transverse the map with his BBQ, then get a free hit or down with his ridiculous speed boost and lunge.
Watch a wraith carefully to discover his broken power: they uncloak constantly.
Hey Sluzzy, I wonder, did you create a Wraith OP Thread so far? Guess that one is missing.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2178396#Comment_2178396
Hold W, predrop pallets, no other strong killer at all can ever do anything. Huntress has to break most pallets in the game because they're at high walled loope and this gameplay is also the only reason Oni isn't taken seriously as a tournament killer. Plague, Hag, Billy, Bubba, none of them can do anything. Trust me, I've tried them all in my quest to escape the hell that is AU servers, where no-one is good and everyone predrops. Wraith and Billy are the only ones that stand much of a chance, but Wraith is significantly better than Billy because he loses much less distance coming out of his power.
Sure, Bubba cannot prevent a predrop, but that actually works into his favor, since he can precharge his chainsaw and then destroy the dropped pallet instantly. And when a survivor does that repeatedly, they will have lost all their defences mid-game (except on busted maps like The Game, maybe). If the survivor tries to loop, that actually might hurt bubba more (if the surv knows what they are doing).
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@Laluzi said:
Blight would almost certainly be the lab he held the blight experiments in. I envision a large building like the Asylum in the center with a basement where you can see stains, chalk drawings, scratch marks, and weapons and memorabilia that can be traced back to a few specific killers. On the outside, a forest terrain, like the campfire surroundings, that fades into impassable fog at the edges. Pustula plants grow at the edges of the building and in large, bloated mounds elsewhere, forming some of the rubble structures in the map.
Twins... is probably the one I've thought least about. Could be the burned wreck of their childhood home, with the stake Madeleine was burned at, but that could end up a lot like Coldwind with a different palette. Or they could do a dual floor map where the top is a chunk of back-alley Marseilles and the bottom is a sewer system. In the sewers, you'd find a killer shack, fashioned into Charlotte's safehouse. I envision the lighting scheme of this map being a very dull grey-green, similar to Autohaven but paler.
Trickster - his lobby aesthetic, map-sonified. The Mightee One studio, in all its glory - blacklight and neon. An auditorium and a stage, both smeared with viscera, with corpses in the seats. Burn damage in another part of the map, the studio backrooms, and painted-over remains of a fire where blackened silhouettes into the concrete can just barely be seen.
Trickster map sounds really nice!
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@Nos37 said:
"Then should flashlight blinding the killer when they destory a pallet or pick someone up (against their will and without anything they can do in this situation) be an exploit as well, right?"
Just stop. You're making yourself look ridiculous here.
Ok, so PH forcing tormented by wiggling out is an exploit, but flashlight blinding during animation isn't? When in both scenarios, the affected player had no power over the situation and does not want the action against them to be performed (your VERY DEFINITION of an exploit, btw)? Care to elaborate that discrepancy?
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2176847#Comment_2176847
The Executioner didn't trick the OP into running through his Rites of Judgement; he didn't hide it behind a corner or in the tall grass. The Executioner straight up dropped him onto it and forced it.
So again, bc the Executioner forced the torment on the survivor against their will, it has to be an exploit, right? Then should flashlight blinding the killer when they destory a pallet or pick someone up (against their will and without anything they can do in this situation) be an exploit as well, right?
Or what about Clown throwing a gas bottle at the ground before picking someone with active DS up, that also forces the Intoxication on the survivor, exploit as well?
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@Nos37 said:
If the Devil (Executioner) can send me to Hell (Cage) if I sin (become tormented) and I am the one who chooses whether I sin or not, then the Devil making me sin is an exploit! I would rather die pure than sin. This unintended oversight highlighted by the OP takes that away from me.
The devil actually deceives you so you commit sins. Not even your methaphors work. Pls just stop, you making yourself totally ridiculous here.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2176606#Comment_2176606
If survivors hide in lockers all game to deny The Shape any stalk, then he should be allowed to pull them out of the locker, drop them on the ground, and then stalk them??
The Shape's wasting a lot of time by doing this. He just needs to complete his daily for stalking survivors. This must be fair and not an exploit by your logic then.
Are you trolling or serious, I cannot tell. All I can say is you putting words in my mouth, constructing stupid scenarios and then claiming I would be fine with it. A shape able to stalk downed ppl is clearly exploiting, since that is NOT MEANT TO WORK. So no, I would NOT be fine with it! It is "not an exploit" by YOUR twisted imagination of what iI would consider an exploit.
@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2176606#Comment_2176606
It is an exploit because normally a survivor can choose to become tormented or to avoid it by crouching. This exploit bypasses that. The survivors are being punished for something that is out of their control when the normally they wouldn't.
If you really want to call forcing tormented an exploit, bc they cannot avoid it, then body blocking for instadown is aswell. And forcing DS on the killer (by locker or getting grab). Or even more ridiculous, being flashlight blinded while picking someone up. "No way to avoit it" is no valid metric for something to be an exploit!
Pls enlighten us with your definition of "exploit", I feel you have no clue what you are talking about.
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@Nos37 said:
@CaulDrohn Oh, okay, so if I stand still as the killer for 5 minutes and then all the survivors fall to the ground when I swing my weapon at the air then that's not an exploit either because I wasted A LOT of time...
What is wrong with this community?
Nice straw man.
Of course that would be an exploit / hack, since it's not part of the normal game. Dropping a survivor repeatedly to let them wiggle out is no exploit, but a game mechanic. If they then fall onto a trail, so what? It does not kill you right away, the killer still has to catch you again. Yes then he can cage you, but if he had just hook you he would have been faster. Yes he could kill you with his mini-mori, but again just last-hooking you would be faster. It's just a giant waste of time.
You could argue that letting someone wiggle free only for them to run into a trappers trap would be exploity. But that still would just be wasting time and serve no purpose that you woulnd't have get from the start,
To put it like you did:
What is wrong with your reasoning?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2176535#Comment_2176535
If all the data is out, then the same evidence could be used to debunk their claims.
Good luck with that. They will come up with claims faster than you can debunk them, it's always like this with flawed arguments.
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@Nos37 said:
This has to be an exploit...
"If the killer drops you then you get more wiggle time..." Wiggle progress doesn't matter if the killer can then cage or kill you right after!
What is wrong with this community??
If the killer does that, he is wasting time A LOT. It would be easier and faster to just hook you. Or just leave you on the ground if there's no hook nearby. If the killer invests so much time to get you tormented (after that you can run away again, btw), he's throwing the game hard just to get you to a cage (or mini-mori you). If anything, thats a really dumb play, but sure no "exploit",
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2176504#Comment_2176504
But people already claim that this killer or perk is OP. Nothing would change in that regard.
Yes, but that's their opinion. WIth "data" on their hand. they will claim it is proven (bc of the data). Which is likely not, bc they misinterpret the data, but know you have to explain them why they read their data wrong, and not why their opinion is flawed.
Yes there should be more data, so the devs can make better decisions (I'm sure there is, already). But I do not see any great benefit of releasing the data to the community, bc if will not be used objectively.
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The merit of Better Together is not necessarily to get other survivors to work with you. The opposite works as well (esp in soloQ): The aura tells the other where someone is working on a gen, so they can deliberately leave you alone and better split up on the gens. And it gives valuable information for when you might have to go to unhook someone. Imagine a situation where someone gets hooked, you and another are working on a gen, and the last one repairs another gen on its own with Better Together. Now you know you or your companion shoul go to unhook, ince the remaining one is clearly occupied. AND if the third one should decide to go to the unhook, the aura will change back to red, so you know they might go unhooking (or being chased). Last but not least, when I played with it some days ago, I found the aura when someone is downed extremely helpful, since it's also gives you intel whether you should go for unhook or not.
TLDR: Better Together has much more utility to it as it may seem. Actually it might be wiser with this perk when the other do not join you, but use the info to better spread out, not lead the killer ot you or use the info in another senseful way.
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@Tsulan said:
I thought I'd never said that. But sluzzy has a point.
We should have access to detailed stats where we could filter everything. Would be really interesting to see how the Undying nerf affected totem cleanses, the mori nerf affected the kill rate and how the addon changes impacted the killers lethality.
I disagree, to be honest. Yes it would be really nice to have some more statistics. The problem is, the data will then be skewed and taken out of context to prove ones agenda, as happened with the last data that was given. Devs said multiple times to not use that data for trying to prove a point, but that did not stop anyone from posting ridiculous claims "based" on the data.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2175470#Comment_2175470
That's a lot of unneeded pity for killers. They do not need it. They win enough without needing pity. I think they win too much and these perks are way too strong in a game where survivors are inferior in every way imaginable.
Just because killers need points doesn't make BBQ fair. Survivors need points way more. I can get only 5K, while a leatherface camps and slugs everyone and gets about 20K. You think that is fair? It was impossible for me to get stacks because of "him" but he gets a mountain of points for just playing. I don't think killers need points, they get plenty. BBQ is too easy to use.
I don't know a soul that enjoys tinkerer, yet survivor perks are nerfed when killers don't like them.
I still want to see the godly winrates of this perk with ruin, it has to be through the roof.
I know I should not respond to our master baiter of this forum, but whatever:
What is your point about BBQ now? Is it's aura unfair or it's bonus BP? If the first, I assure you, killers would still run it if there wasn't any aura. And it gives the killer incentive to leave the hook. Some do not, as your claimed bubba, sure. But without the aura, EVEN MORE killers could choose to camp. IS that what you want? I guess not. If its about the bonus BP, what's your problem with that? Since all killers play differently, you have to invest a ridicilous amoutn of BP into them to get the perks you want. With survivors, you practially only need to level one, since all play the same. So if you do not play killer, you simply do not NEED as much BP as a killer player!
"BBQ is too easy to use." Downing a survivor can be easy or difficult, depending on the survivors skill. Even if it's simple, just yesterday I had a game as billy with BBQ, 11 hook game. I did not see an aura A SINGLE TIME! Bc. the survivors seemed to make sure i would not see them. BBQ as an information perk is mediocre at best, there are so many better perks for finding survivors at a gen (Thrilling Tremors, Tinkerer, Surveilance, Tinkerer). I really do not get the hate about this perk.
"I don'T know a soul that enjoys tinkerer" Guess what, I enjoy it, bc its easily baitable. Now you know a soul!
"yet survivor perks are nerfed when killers don't like them" You mean like DS after FOUR FKN YEARS? You mean OoO which arguably got even better now? You mean like BT loosing it's activation requirement alltogether?
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@glitchboi said:
Yeah, the perk's been bugged for a while. I'm surprised it hasn't been fixed yet.
The bugged yellow aura is new, actually, got in with the mid chapter patch.
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@smart212 said:
because this game is oversupply with survivor and killer player is diminishing every month. Lobby queue is extremely become very long on night. Shortage of killer on purple and red tier, but killer on green and yellow (newbie) is oversupply but because they always facing with experience survivor they decide to exit killer gameplay.
Any thought
Always the same tale of killers leaving the game, and never a proof for that. It get's old, really. And that's coming from a killer main, btw.
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There is only one way to make all killers the same strength: Remove all except one or give all the exact same power.
You just cannot balance out 22 different powers perfectly, thats illusional. There will allways be better and worse killers. Even more so with perks.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2171833#Comment_2171833
unless if the EGC timer is really low.
Sure, a late bloodwarden during EGC will kill you, but for one, thats very rare, and for two, the killer will most likely play very suspiciously during egc, not downing / hanging someone on purpose
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@ChomboIie said:
Seriously guys, why do this? Just open the gates. It has killed me a handful of times when I would have escaped if they had been open… so can we just stop with this insanity? Pretty please
I feel you, OP. 99 gates killed me more often than they helped me. If you are in an SWF and you can coordinate opening the gate, then you can do it. But if you play solo, 99ing a gate and then running away to somewhere can be the death sentence for another survivor being chased and running to the still closed door. Sometimes the door handles are also hidden by obstacles, so you may not even know if a gate you are running to is even 99'ed, even if you had time to quickly open it. Open gates are much easier to see than just the handle.
@tuffler555 said:
- EGC (end game collapse). why would you force the game to end in 2 minutes and potentially screw over your team?
- Bloodwarden. not a very common perk but you should always 99 the gates for good measures.
1.) Bc 2 mins is enough time to run out of a gate, and when someone is downed / hooked, you get 4 minutes. Plenty of time to get someone. And when the killer camps, like they should at this point, and you do not have something helping you there, just leave. I had so many games as a killer then went awful, only like two hooks before all gens were done, only to have the remaining survivor swarm a hook and allowing me to repeadetly do exchanges, so I go out with lik 7-8 hooks and one kill. All enabled bc. the survs refused to open a gate and just leave. Thats another reason why 99'ed gates do more harm than good, besides the obvious "survivor being chased dies bc he has to open a gate for good".
2.) Funny how Bloodwarden is always used as a justification for 99'ing a gate, when the perk is used so rarely (if I had to estimate, I would say at most in 10% of the matches it's part of the killers loadout, and taht might even be way to high). And even when it procs, it's just one minute out of four. If you do not linger in the gate you can outwait it easily. And if the killer goes for the 4-kill by entity, thats usually very obvious. If the killer currently carries someone to a hook, sure wait until the hook happened. But after that, you can open the gate, really.
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@tuffler555 said:
i feel like the perk promotes tunneling. sure it was annoying when you didnt know who the exposed person was but now youll only chase 1 guy and not give a damn about anyone else
How is it tunneling when you focus the one being exposed by MYC? Tunneling refers to targetting the same player over and over again. MYC gives you a big incentive to NOT do that, but chase the unhooked. If anything, it is an anti-tunnel perk!
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@DemoFrog said:
https://forum.deadbydaylight.com/en/discussion/237190/killers-win-too-much
bro ######### killers can win
Why did you resurrect that post, mate? It's a usual Sluzzy Bait Post ...
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@Catzilla said:
I’m at rank 7 with 2 pips, and it’s just become so hard to get past this point. For those who reached red ranks solo, good god how did you do it?!!! I play on console, pretty decent survivor. I can run a killer around (depending on the killer, I do get caught sometimes which I guess happens to the best of us)
I make sure to do objectives, Interact with the killer, at times ending with a hook, but I’m not an easy catch (most of the time) I try to be altruistic as much as I can, but the ranking is like it has a mind of its own sometimes I think for sure I will pip but it’s just a black, other times I think I will depip for sure but its black or surprisingly a pip.
It doesn’t help that even at this rank, I play with survivors who I wonder ifthey have played this game for more than 30 mins, often going down in the first minute of a game making surviving in most games very difficult compared to SWF. Another problem is sometimes I do lose focus and get caught early by a killer, which results in a hook and no rescue until the 2nd phase, then I have to work extra hard to get points to make sure I don’t depip, and that’s if the killer isn’t a tunneller.
To be honest, I don’t care about rank so much, but there is a nag inside me that just wants me to hit a one on red rank and then forget about rank just so I know I can do it. Unfortunately its really an uphill battle playing solo, for those who did it, please share some tips thanks.
My best advice would be, try not to care too much about ranks. If you keep playing regularly and not totally suck, you will eventually hit rank 1. The pip-conditions are generous enough to reach high ranks without being a top-tier survivor. You honestly just need dedication.
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@EntitySpawn said:
Twins beat bad players, devs balance for bad players, meaning nerf twins so bad survivors can win. I mean its pretty obvious, when bad survivors complain about certain killers they get nerfed. Look at freddy for example, everyone calls it forever freddy not realising his addons only hit a very small % I think its 5% at max, that's like injure with thana... that's not why freddy is strong. But twins Will be just another killer I wont play at rank 1 sadly. Oh well less killers for survivors to verse I guess...
Rank does not really mean anything. There are so many potatoes in red ranks. And really good survivors in pruple / green ranks.
From my experience, the only killer having a really hard time in red ranks is Trickster, or Nurse if you suck with her, like me. With every other killer you can get good/great results (safety pip upwards) in the majority of your games.
Edit: Or to put it in another way: If you are somewhat competent as a killer, you will stay in red ranks, regardless of the killer you are playing.
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I played twins just fine yesterday, but granted it was only one game. And I usually do not take the slugging approach and use victor more on healthy survivors. I can second the vault issue, though. Either I smashed into the vault / pallet, or I jumped to high, not hitting the survivors like I used before. But I guess that just needs some getting used to it.
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@Lord_Tony said:
4 of his best add-ons became 100% useless overnight.
enjoy those 1 hour queue times survivors.
So what if his slowdown addons got reworked? You don't need them to do good with Freddy, he's one of the least addon-dependend killers we have. His kit alone is strong enough to perform well even without perks and addons. I regularly play him with gimmicky builds and addons.
And now we have some more gimmicky stuff, so what? DId you bother to try them out at all? I have, and I find the increased sound very neat, esp the footsteps. I'll repeat, since Freddy's kit is so strong, you do not need to take impactful addons with you, and can choose some niche ones. With perks as well. E.g. you can take the dresses together with a build around Opression / Overcharge / Huntress Lullaby, to bait them to get out of dream by failing the skillcheck. Which then gets heavily punished by all the stacked regression. Or try a build around Dead Mans Switch, where Freddy is like the only killer able to get repeated value out of it, just by faking teleports.
The only addon I'm really missing is the iridescent one, which held the obsession in dream world no matter what. That one worked really well with a really nasty build: Nemesis+FurtiveChase+MakeYourChoice. When the obession got unhooked, it would switch to the unhooker (FurtiveChase), making them fall to sleep imidiately (Addon) and making them exposed (make your choice). You would see them (Nemesis) and could use snares against them right away, since they would be sleeping.
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@Friendly_Blendette said:
I used to swing at every pallet just cause half of the time survivors either wouldnt drop it in time, were standing too close/too far or the gods of latency would bless me and give me a free hit. Now that this stupid pallet bug I have had to change my whole playstyle and not swing at pallets. Also I have seen an increase in just people predropping pallets which is the most boring #########.
I really enjoy playing obsession switching builds, where nemesis has a crucial part in getting the first obsession, in case you are not lucky. For obvious reasons, that does not work so good currently. At least you still get Nemesis value if the obession switches due to other effects, formost with furtive chase.
Another thing not working at all right now would be Spirit Fury. Wanted to play pallet destroyer Legion (Enduring+Fury+Legion pin), but the match was just plain awful, no fun at all. I totally throw the game to enforce just one spriti fury, but I did not get it activated even once. Although I was not even swinging anymore, just running into the pallet. All the stuns were being denied. That was before the first "fix" though.