CaulDrohn
CaulDrohn
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@ARatherStrangeKiller said:
They'll never change killer adept though because "it'd be unfair to all the people who already got the adept achievements." I'm paraphrasing a bit but that's basically what they said.
No, that was the reasoning for reintroducing a way to get legacy. Regarding killer adepts, they said that it's difficult to change achievements on console, esp. with playstation. PS only allows to change achievements when they are literally unpossible to get. The condition for getting killer adept is and always was a merciless victory. They cannot change the adept requirement to just 4k, PS won't allow that. Yes it was like that in the past (or more like a certain number of hooks, before the emblem change), but they won't go back there.
It was just bad design from the start, basing survivor adepts on the performance of a single match alone, where killer adepts are based on your match performance and your current rank (bc. getting merciless is more difficult the higher your rank is).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2148156#Comment_2148156
PGTW, corrupt and STBFL
I see. If you do not need the bonus BP from BBQ, maybe Thrilling Tremors might be a good pick for you, works great with Pop, you'll know right away where to apply it, similar / even better than with BBQ. Tinkerer is nice as well, if you plan to have you portals near the gens, it should also work reasonably well. So if you want to prep at the start, I say choose TInkerer and corrupt. If you want to place your portals on the fly, BBQ/TT , Pop, STBFL and one wildcard should also work (you do not need corrupt so muhc if you do not plan to invest time for palcing portals at the start)
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Double blades bug made it LITERALLY impossible for survivors to win or even DO anything else except mending. The survs were totally POWERLESS in this situation.
Breakout bug makes it impossible to hook, but the killer can still win with basement hooks or just letting them bleed out. No mither makes that harder, of course, but still, they eventually will bleed out. The killer is not powerless here.
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Some small bonus regression with every kick (2 or 3%) would be nice, so it would be counterproductive for the survs battling for a gen with the killer (repeatedly kicking and tapping a gen).
Alternatively, give survivors a small channeling action to remove regression, similar to the killer, so it cannot be removed with a tap while being chased. The channeling action should only be required if gens were manually kicked, though, so that it does not stack with ruin (that would be overbearing).
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You could keep both, what others perks are you using?
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Nice, finally a counter to slinger :D.
But jokes aside, how does this bug even happen in the first place? Astonishing :o
Edit: And how did you find that out?
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I have 3.2k hours, all killers up to blight P3-Lvl50 with all perks (except Huntress, I'm missing twins and tricktser perks on her, but I'm waiting for the patch). Twins and Trickster are currently p0-lvl50, waiting for prestige.
For survivor, I have one P3-50 with all perks (Bill rulez), and the remaming with either P3-50 or P0-50. I stopped prestiging the survivors some while ago, since it'S just a giant BP waste on them, imo. If I could, I would even revert all P3 to P0 I have on my survivors except Bill, and spent the BP on Bloodwebs for perks and stuff.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2146168#Comment_2146168
but should that not be more how it should be, rather then this garantheed safety net?
like im super disappointed in the devs upcoming change to "borrowed time", its already such a cheap perk that grants SO much value, it wins games for the players rather then the players themselves.....and now they make it so that even for killers who can hide their terror radius etc just to deal with it does not work anymore, subtle individual knowledge of the game gets nudered yet again.
Idk about you, but I find it extremely boring and completely the wrong direction for the game.
I know it feels overboarding, but you gotta agree that camping with GF or Pig in stealth(or insidious bubba) is hard to deal with when your BT will not work bc of the stealth. Sure a range based BT might have been the better idea, but that would still allow "far-away" camping (Huntress hatchets, Spirit / Nurse zooming in after unhook). Applying the effect everytime will give BT counterplay to every camping / tunneling scenario (except multi-hit bubba, ofc). Of course the new BT might enable even more stupid BT-bodyblock plays, not denying that. At least the timer is shorter, now.
As a side remark, hiding your TR startegically to prevent BT from activating did not work for me more often than not. I had so many occassions where I cloaked as wraith when seeing someone runs to the unhook to prevent BT, only to learn that it somehow still got applied. Same with pig or GF, with every killer triggering theier stealth by power, I had situations where I would have bet I was in time to prevent BT, but I wasn't (bc of the lingering TR after you go stealth, I guess). It just not very consistant, at least for me. So I'm thinking, when it's so hard to use the stealth strategically to prevent BT from activating (to punish bold rescue attempts), and it's way easier to just camp the hooked to prevent BT, than I'm not really mad about the BT change. Punishing BS camps with stealth heavily outweighs the lost "startegic going stealth to prevent BT" for me, which BTW would also not be possible with a range based BT.
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@dspaceman20 said:
It's really old and outdated perk that everyone seems to have forgotten about. Including me. Before I had completely forgotten this perk existed.
I was going to do a Reworking Perks post on No One Left Behind but honestly I'm at a lost on how to buff or rework the perk. What are your ideas to change this perk to be better?
I think the bane of this perk is the open-gate condition. With EGC and 99ing gates, you often just don't have the opportunity to get anthing out of this perk. So I think, an easy but impactful change would be to change that very condition and leave the rest as it is (except make BP post-trail):
It is inconceivable to leave someone behind.
Once the exit gates are powered, No One Left Behind activates:
- Gain a 30/40/50 % Action Speed bonus to Unhooking and Healing other Survivors.
- The Auras of all other Survivors are revealed to you.
No One Left Behind grants 50/75/100 % bonus Bloodpoints in the Altruism Category.
The bonus Bloodpoints are only awarded post-Trial.
With this, it would make a really nice endgame perk for survivors, given that you can deduce the killers actions from the auras of your fellow teammates. It would also activate when the killer closes the hatch (since that powers the gates as well), but you are usually the last one in this scenario. But if two of you got deserted by a teammate with a key, you could still get some use out of it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2140808#Comment_2140808
Yeah but like I said, if they're completely out of options it's something they can do.
Ok, let my change my claim from "experienced survivors won't enter that room at all" to "experienced survivors won't enter that room at all, except when out of options". Still not enough to enforce it so I could test that out xD.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2140775#Comment_2140775
... i can play just fine without the perk.
its absolutely not needed.
Not saying it is needed. But on some killers or some setups, it can get so PAINFUL to not have it. Bc you are FORCED to loop around a nasty setup for extended periods of time, or to abandon the chase. No-win scenario, esp. when survs recognize that and abuse the crap out of that setup.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2140789#Comment_2140789
Actually some do. If they need to waste as much time as possible and have no other option, they'll vault the window then enter the locker. You're either forced to leave them or you have to break a door (some inexperienced killers may accidentally open the infinite doing so) and grab them from the locker.
But thats only like a last resort, to waste some more time. Happens very rarely.
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Reading this, now I really want to try that out xD. But sadly, experienced survivors won't enter that room at all, so I guess it's a non-issue.
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@Mister_xD said:
there are a couple things i hate in combination with certain other Perks or Killers.
i dislike Spirit Fury + Enduring, Tinkerer + Ruin / PGTW + any high mobility Killer, Stridor + Spirit, ...
but i think the one Perk that i genuenly dislike on any Killer has to be Bamboozle.
for me thats just the "i cant loop so i just eliminate this structure immediately" Perk.
Sure, bc structures like coal tower are totally fine and by no means abusable against certain killers (cough Trickster cough). Sure there are situations where a killer does not need it to end a chase if they play skillful enough. But there are also a ton of disgusting loops where Bambozzle is really required for certain killers to catch a survivor in a timely fashion.
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@FablPlayz said:
Cause if you want to kill the last one you need to slug and at red ranks where there is pretty much every game with a 4 sfw they always disconnect to give hatch
In some games maybe 1 out of 10 you get to use it in the other 9 you waste an offering spot
That are some heavy exaggerations:
- Pretty much every game? How do you know that? Just bc you get your ass kicked does not mean it's a four man.
- Always disconnect for hatch! In all my recent matches, there was NOT A SINGLE instance of that. And I played MUCH games lately, for getting the rift done.
If you play it right, you will get your mori to use more often than not. If you stomp them, via slugging (closing hatch and hunting the last down). If they beat you and open a gate, slug one and push the others out. It will work at least every second time, surely not 1 in 10.
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It should not stack, I feel.
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I would assume the stacks should not be consumed with BNP skillchecks. Maybe create a bug report for it.
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@FFirebrandd said:
Legion's power has quite a bit going for it honestly.
When you Frenzy stab a healthy Survivor if they decide to fully recover, they'll be off Generators for a total of 44 seconds. Obviously that'll be less with medkits or healing perks, but that's still a very long time for a Survivor to be not progressing the game. Get all 4 Survivors with Frenzy and you've basically paused all generators for a at least 12 seconds... much much longer if they heal up.
Successful Frenzy swings basically have zero cool down. That comes in handy if the Survivors have grouped up and you want to stab all of them. It also handy when a Survivor gets cheeky and tries to body block with Borrowed Time up. You can pop Frenzy, Stab, Run through them, and lose basically zero distance on the person you actually want.
Also, there's way more Survivors out there who don't know how to counter Legion than their should be. You'll see and get easy hits on people who keep trying to immerse after you've activated Killer Instinct. You'll have healthy Survivors drop pallets in your face while your power is ready to go. You'll even have people pop Dead Hard before you've left your power.
One thing you may or may not want to do. If you run Enduring as Legion, you can frequently cut the post Frenzy stun by 75% and get a pallet out of the way at the same time. Seriously... way too many people are willing to drop pallets on Legion's head before they've left their power which actually actively helps you.
Oh and also, do not underestimate Legion's increased ability to mind game. Since Legion is a medium sized Killer, he can actually do mind games at loops where tall Killers (including Plague) simply can't because their heads are above the wall. Also medium sized Killers are small enough to use upright pallets to mind game.
One thing I would recommend... as Legion it is my opinion that you need at least one "Gotcha" perk that is capable of punishing Survivors for not healing in addition to Thanatophobia. My personal favorite at the moment is Trail of Torment, but I've seen Endfury work, I've seen somebody use Coup De Grace, and I've also used Play With Your Food.
Yep, Spirit Fury + Enduring + Legion pin is a great and fun pallet destroyer build for legion. Sadly it does not work properly currently bc of the bugged stuns :-/.
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@kate_best_girl said:
I like coming up with these concepts so imma pitch buff/rework ideas for underused perks killer.
- Unnerving Presence - Your presence alone instills fear. Survivors within your terror radius have a 10%/12%/15% greater chance of triggering Skill Checks while repairing or healing. Triggered Skill check success zones are reduced by 40%/45%/50%. Triggered Skill Checks will not have a great success zone.
- Predator - Your acute tracking ability allows you to hone in on disturbances left by survivors. Scratch Marks left by survivors will spawn Slightly closer together. Scratch marks left will last 1/2/3 seconds longer. (Yes I know this is basically old predator but it comes with the slightly closer scratch marks)
- Hex: The Third Seal - A Hex that hinders ones aura reading ability. Hitting a survivor with a basic attack while this hex totem is active applied the Blindness status effect. Survivors suffering from The Third Seal will be unable to see Notifications or Blindness resistant auras from 16/24/36 meters away.
- Overwhelming Presence - Your presence instills great fear. Survivors within your terror radius begin too scared of the noises they may make. Survivors in your terror radius cannot use Medkits or Toolboxes. All items will suffer from a 2.5%/5%/7.5% inefficiency bonus.
- Overcharge - You are fueled by your hate for progress. Anytime you kick a generator it will instantly regress 1%/1.5%/2%. Overcharge a generator by performing the damage generator action. The next survivor interacting with that generator is faced with a tremendously difficult skill check. Failing the skill check results in a 5% instant regression.
- Beast Of Prey - Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable. After gaining Bloodlust I Beast Of Prey becomes active. Press the activate ability button to become undetectable for 6/8/10 seconds.
- Territorial Imperative - Unlocks potential in ones aura reading ability. Survivors auras are revealed to you for 3/4/5 seconds when they enter the basement and you are more than 32/28/24 meters away. The basement will not spawn with a chest.
- Coulrophobia - Your presence alone instills great fear. Survivors within your terror radius have a 8%/9%/10% penalty to healing, sabotaging, cleansing, unlocking, and repairing actions.
- Rancor - You become obsessed with one survivor. Each time a generator is completed all survivors who aren’t the obsessions’ locations are revealed to you for 3/4/5 seconds. The obsession sees your aura for 5/4/3 seconds. If the obsession has died, once all generators are complete all survivors will suffer a 5% movement speed reduction.
- Iron Maiden - You open lockers 30%/45%/50% faster. Survivors who stay in a locker for 25/20/15 seconds will be put in the injured state. Survivors who exit lockers will scream, revealing their location for 4 seconds.
- Furtive Chase - You become obsessed with one survivor. You lurk in the shadows, eliminating your victims one by one. When your Obsession is hooked Furtive Chase gains a token up to a maximum of 2/4/6 tokens. Each Token will grant you the undetectable status effect for 7.5 seconds after hooking a survivor who isn’t the obsession. When a survivor rescues the obsession from the hook they become the obsession. Lose all tokens if the obsession is sacrificed or killed.
- Mind Breaker - Your distressing presence drains and weakens your prey. While repairing generators, survivors are afflicted by the exhausted status effect. Any Existing Exhausted status effect timers are paused while a survivor is repairing a generator. After ending the repair action, the survivor is afflicted by the Exhausted status effect for 5/10/15 seconds and will suffer a 3%/4%/5% movement speed reduction.
- Cruel Limits Your ties to the otherworldly manifest when your prey attempts to get away. Everytime a generator is completed, all windows and vault locations within 26 meters of all survivors will be blocked for the next 20/25/30 seconds.
- Gearhead - You’ve got an ear for well-oiled gears. After hitting a survivor 4/3/2 times with your basic attack, gear head activates. When Gearhead activates, survivors will instantly be faced with two cursed skill checks. Hitting these skill checks will regress the generator by 5% for each skill check. If they leave the generator they will scream revealing their location and aura to you for 3 seconds.
- Hoarder - You protect what little you have and are attentive to any disturbances of your stockpiles. Survivors reveal their location when they interact with a chest or when they pick up an item within 32/36/40 meters of your location. Chest unlocking speeds are reduced by 25%/35%/45%.
- Coup De Grâce - As the end nears, you go in for the kill. Each time a generator is completed gain a token. Press the activate power button while lunging to consume a token. Consuming a token extends the distance of your current lunge by 30%/40%/50%.
okay those are my ideas lol sorry for the wall of text but yeah😅
Really nice ideas! I'll go through them to add my 2c:
1.) Unnerving: No great skil checks is a really nice idea!
2.) Predator: I guess this one should really be reworked from scratch (pun intended). With the rise of new lucky break, how about that it shows you scratch marks which otherwise would be hidden from you? That would make it a direct counter to LB and other perks which can hide scratch marks.
3.) Third Seal: Honestly I do not think the perk needs a buff in it's effect. If it works out, it can be really devastating, esp in soloQ, when all survs got hit and the killer is slugging or no one finds the one being hooked somewhere. The issue is getting the effect applied to all survs before the totem is destroyed. So that should be made easier: Apply the blindness as soon as a surv enters the TR of the killer, and has a timer of 30s outside of TR. This would make it way more easier to get all affected, and also gives counterplay to the survs (staying out of TR to get auras back to see the aura of a slugged or hooked survivor).
4.) Overwhelming: Great idea that survs cannot use toolboxes / medkits! I would even extend that to ALL items (maybe even opening hatch with a key). Decreased efficiency could be deleted then. Survs could still use their items outside TR, so they are not totally wasted (except flashes).
5.) Overcharge: Small instant regression on kick sound fair to me :).
6.) Beast of Prey: Triggerable Undetectable would make this perk so much better!
7.) Territorial: Removing the chest would be counter-productive. The survs won't spend as much time AND they would know you have the perk equipped. The issue with this perk is that it's too weak, and you often overhear / oversee the activation. I would say, change it from aura to killer instinct, as long as a survivor is in the basement. This way, they could not even hide in a locker, KI would trigger continiously. Would also help greatly with survs hiding in the basment to spite the killer.
8.) Coulrophobia: Adding penalties to actions is not the right way, imo. Better make healing more difficult: While in the killers TR, you cannot heal on your own (self care, medkit - Innerstrength and second wind will work, though) but need another one to heal you. Heal speed inc. are ignored in TR (we'll make it, botany etc. do not have an effect).
9.) Rancor: Would give you an effect if the obsession dies early, but maybe a bit to powerful (5% is MUCH).
10.) Iron Maiden: I really like the idea of lockers hurting you! I would even say it will down you if you go into one injured (or stay in the locker after being injured once). Exposed not even necessary then. Counter to Head on, DS and Inner strength.
11.) Furtive: Interesting effect, and much more useful than the current one! Maybe a bit to strong, having 45s undetectable ...
12.) MInd Breaker: If feel Mind Breaker is fine after it's last buff (which removed the 50% gen requirement), adding additonal movement speed penalty sound to much for me. The Exhaustion might be a bit longer, though, thats right.
13.) Cruel Limits: Blocking all vaults around ALL survivors is not necessary, imo, since you cannot make use of the effect for survivors you do not chase. I would say, block all vaults AND pallets (we know that's possible with blights perk!) around the killer if they are in a chase, or the instant the killer starts a chase, so it's not wasted when a gen is finished without the killer chasing anyone.
14.) Gearhead: Nice change :D
15.) Hoarder: Slower chest opening won't improve the perk so much, imo. How about, survs get oblivious when opening a chest and like 15s after opening / cancelling it?
16.) Coup: Should have been triggerable from the start!
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With DS being nerfed, IMO the only problematic perks left are Dead Hard and BT:
Issues with DH:
- DH on the spot / into a wall to avoid a hit is stupid and shouldn't be a thing. The killer should only miss you bc you dashed forward in the right moment, not bc you got invincialbe for a sec.
- E-to-outplay situations, where survs screw up badly and/or killer predicts right, but surv is saved with a press of a button (real 'second-chance' here). Since these situations often evolve around vaults, why not disable DH after a vault for like a second?
- DH for distance to extend a chase, but I've no idea how to mitigate that without crippling the "fair use" of the perk.
Issues with BT:
- Aggressive saves, unhooking the instant the killer turned their back to the hooked, just bc you know BT will save you. That playstyle needs to be more dangerous, imo. How about, if the unhooker unhooks someone within 10 secs of the other being hooked, they get automatically exposed (base kit). Otherwise, since DS no longer saves you after the unhook, it might no longer be such an issue.
- Bodyblock with BT, could be prevented by making the affected loose collision while the timer runs down. That would even work against a killer body blocking a surv with BT to wait out the timer.
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@Northener1907 said:
There is some survivors perks give them second chance. Make them escape from killer or hit. Do you think that is problem or not? Lets discuss about this.
Adrenaline
Borrowed Time
Dead Hard
Decisive Strike
Flip-Flop + Power Struggle Combo
Iron Will + New Lucky Break Combo
Mettle of Man
Soul Guard
Unbreakable
Also your teammates can give you second chance with some perks:
Saboteur + Breakout Combo
For the People
Flip-Flop+ Power Struggle is toally situational and not consistant at all in soloQ. I tried to use it for challenge, and I literally had to throw games for it in order to proc it!
Flip-Flop + Power Struggle does only work consistantly in a 4-man with everyone running it. And it will be VERY OBVIOUS from the start.
It's more of a memey build, likely getting all survivors killed in the end.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2123279#Comment_2123279
I won't wait that long. I'll just go back to playing non-stop Spirit as a Rank 1 for easy 4k's for the foreseeable future if not. I've only lost 2 times (2 people escape) out of over 100 matches. That was me being nice. If nothing will change, I'll become part of the Spirit cheerleading squad and demolish people until this forum throws a fit over Spirit like it did a month ago before I stopped.
And why do you think it's necessary to do that? To "proove a point"?
I get 3k's (bc. i usually let the last one out of gate / hatch if they did not annoy me) more often than not with whatever killer I choose (in red ranks, ofc). Only with Nurse or Trickster I will consistently get my ass kicked. Killer gameplay got signifantly better/easier in the last years, no need to one-trick-pony a certain killer to have easy matches, most of the matches are rather easy without that.
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@KingFrost said:
Survivor Side: Not really. I'm okay at looping, but some killers I still don't know how to counter. Put me against a decent Deathslinger, Huntress, Bubba, or Hillbilly, and I really don't know what I'm doing. Especially if I'm not near a window. I'll get bodied against most decent to good killers. I panic way too much. I'm closer to a Purple Rank survivor.
Killer Side: Oh definitely NOT. I get bullied by flashlight squads pretty easily, even when I bring Franklin's. Even on killer sided maps. I also play WAY too nicely. I'm closer to a Green Rank killer if I'm being honest. I make way too many stupid mistakes, and haven't learned to mindgame yet.
If you see many flashlight, I would prefer lightborn to franklins. Or play evil and take both with you :D. Lightborn makes for really chill games against flashlights, and often you get free hits / downs when survs do not realize you have it.
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I think yes. Surely not one of the best on either sad, but good enough for rank 3 or 4, I would guess :).
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I find kindred's auras when ANOTHER surv is hooked even more useful than the aura for others when you are hooked. Bc. it gives you the information whether you have to go to the unhook or not, bc the other players are busy. I think we can agree that it's good practice to not let someone die or get into second phase on the hook, to increase the chances for all / most to escape. Kindred helps you greatly in that, much more than bond could in general. Of course there are situation when bond can give you the same information about other survivors in case af someone being hooked, but it won't show you a killer camping. Sure bond is much more versatile, but when deciding whether to go unhook or not, kindred is unmatched.
Bond is great (even in SWF, imo), Kindred is great (esp. in soloQ).
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@Wulfasger said:
I want to play whatever i want, like the survivors do play the way they want, im tired of playing Nurse or Spirit all the time, game needs balance and choice option, and telling that good coordination wont help is just superficialness.
And almost all competitive games has option to play in ranked or casual, its not a problem. Casual games should be for fun (maybe less awarding bps will do), and competitive is for serious play.
Then PLAY whatever you want! Not every lobby is a four man swat team, you get casual/average players even in red ranks more often than not, and can beat them with EVERY killer. From time to time you even get totally boosted red rank players, which are actually playing more like yellow or even brown ranks. SWF can coordinate better, yes, but that does not mean that every group does it well. Or that soloQ cannot totally destroy you. Individual survivor skill (looping, juking, hiding) is far more important than coordination via comms, imo.
And if you get your ass kickes to often, chance is you have some habits that hinder your potential whan playing killer. Analyze your playstyle, find out what might be wrong, and try to improve. If you go into a match with the goal to get better (in loops, at gen control, etc), not to get many kills, it won't matter so much if they all escaped.
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@Northener1907 said:
Freddy was easy to learn, okey i agree but he was not op killer. I dont know why he deserved nerf like that. Maybe he needed little nerf but this is ridicilous.
Changes made him useless.
First clocks will not be useful. Because you still need to run end of map and that will not worth for 30 seconds. So when i play as survivor, i cant see reason to run and leave my gen.
Add-ons? Nerf useful add-ons and add useless one. Who thought Freddy need loud add-on? Seriously? Freddy's gameplay doesnt need that, so thank you give us useless add-on.
About snares. Snares are not storong like Hag & Trapper's traps. Hag can teleport traps. And bear traps make survivors stop. And they both using for area control. So Hag and Trapper using them before start chase. Because they will be useful after that. But Freddy cant do that. Snares can be useful only on chases. And in chases you will have 2 options now: Use snare and lose speed. Or dont use your power and be worst m1 killer. And ıf you use snare 99% survivor will leave this loop area and will go to next one. And when survivor will do that, survivor will get far than you because you will waste time with snare and will lose speed. So you will have clearly worst power ever.
Great Job seriously.
The strongest part of freddy is his map control, that was not even been touched! His chase ability is nice, but when you play against competent survivors, they know how to handle freddy and desert pallets/loops fast enough so any placed snare has no effect. Spamming won't be possible anymore, which is nice. If you placed his traps strategically already, the slowdown won't really be notifcable.
So pls, saying freddy is garbage now is such a knee-jerk reaction. Wait for the ptb and test it out. And if anyone really NEEDED snare spamming to get some kills with freddy, then they gotta improve with him, it's not that hard.
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No scummy ones for me either.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/2104220#Comment_2104220
Early game is the most important part for killers. This perk just makes that harder.
And no, survivor won’t be stupid enough to heal in that 90 secs. They’ll be doing gens and bail away when killer approaches, which he can’t track in any way.
Not to mention this makes chase extremely annoying for killers. Paired with iron will, you have no way to know how survivors loop because you need to moonwalk or hide behind walls to trick survivors, basically means loss of sight. This makes mindgame nearly impossible. They can leave the loop at any moment and you won’t know.
Against competent survivors, you already have to moonwalk and hide your red stain in ordner to catch them (quicker). That does not change at all with a stronger lucky break. And in structures like jungle gyms or shack, you usually now where they are running based on vision or sounds, scratchmarks or blood is not so important. It is already harder when they have iron will, but Lucky Break on top does not change much in this scenario. The only key situation where lucky break will help greatly is getting out of chase / avoiding getting into a new one. But when you are already being chased and the killer is observant, it will hardly help you escape. In conjunction with Iron Will possibly, but on it's own rather not.
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@Fantasy said:
https://forum.deadbydaylight.com/en/discussion/comment/2080070#Comment_2080070
Guess pallets are just messed up in general. Coincidence it happened when they introduced a new pallet stun perk?
Maybe. When going for smash hit stuns, It usually worked, although I tend to throw after being hit in this situation ^^''.
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Just had two games where I wanted to get enduring+spirit fury to work. Spoiler: SF did not activate even once, and overall I was stunned a sole single time, although I tried to eat the stun at every pallet! It's definitely not just with lunging, I did not even swing but still was not stunned even when so near that you usually got stunned before the update. The survs where def. not throwing early either.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2078991#Comment_2078991
Right, because that half-second difference in vault speed means that the killer eventually catches up in 40 minutes instead of never. That is infinitely better
Without being sarcistic, yes that is actually better. And still awful. I just wanted to point out a flaw I see in the vid. If the neverending loop was executed in thr "right" direction, and still show it is impossible to catch up, the vid would have more weight to it.
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@spiritsLeftball said:
https://forum.deadbydaylight.com/en/discussion/240144/only-a-word-shame
At the minute you can’t even get a pallet stun. I think an even bigger change that needs to addressed is huntress and slinger’s crappy hits.
You can, I got a few yesterday (granted, with one or two I threw the pallet after getting hit). It seems when the killer just started the lunge, the stun is not bugged. But when the lunge is already half through or something, the stun does not happen.
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Yep, recognized this as well. It seems when the killer lunges into a pallet being thrown, the stun won't happen if the lunge was something like half way through. Esp. ridiculous when you still get hit by the killer, but do not stun them. It's not with every swing, though, when playing killer myself, sometimes I was not stunned when lunging, sometimes I was.
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I get the video is for proving a point, but why does no one point out that the killer is running this loop the wrong way? He always allows the fast vault to happen, instead of running the other way around, where the surv at least has some potential to fail the fast vault. Sure that might not change much, but allowing a fast vault again and again is surely the wrong way.
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Let's have a look:
S Tier: Meg totally earns this place, having two meta perks with Adrenaline and Sprint Burst, plus a quite good QaQ. Bill earns it too with BT and Unbreakable, but Left Behind is weaker. Laurie is no S for me. Sure DS is strong (although nerfed recently which is threatening it's meta state, imo), but OoO is questionable (strong in swf, double edged sword in solo), and sole survivor is trash. Overall an A for me at most, with recent DS nerf more like B. Nancy is not S either. Inner strength is strong, but I wouldn't say Meta. Fixated is a gimmick, Better together seldom used. Overall A or B as well.
A Tier: David has a strong Meta Perk with DH and a strong anti slug /BO with WGLF. No mither is a meme. A is waranted, imo. Claudette has three really strong perks (Self Care, Empathy, Botany), but none is really meta. Tier A is fine. Nea has BL, which lost meta when it got nerfed, and is now one of the weakest exhaustion perks (good for stealth though). UE is detrimental to all others survivors more often than not, and Streetwise is just weak. Certaintly no A Tier, I would put her in B or C.
B Tier: Feng has lithe, nice exhaustion perk, Alert as a nice info perk (except for stealth killers) and technician as a sweet training wheel for newer players. B Tier is justified, maybe even A. Tapp'S Detective Hunch is the goto perk for finding totems. But the other two are rather weak: Tenacity can be great, but mostly you are pciked up imidiately. And when not, unbreakable might work better in your favor. STake out is more of a meme. Overall might still be B Tier for detectives hunch alone, but putting him in Tier C wouldn't be crazy. Dwight in B, for real? Bond is maybe the most universal aura perk, Prove Thyself is great for cranking out gens together. Leader is weaker then the other two, but still very neat. Dwight totally belongs in A for me! Cheryl's Soulguard is nice, but it did not become Meta as some expected, and you would need unbreakable to get the effect consistantly. Or play swf and abuse it's endurance effect as much as you can. Repressed Alliance sounds good, but rarely has an effect. Blood pact could be impactful, but has the fact that one of you has to be injured cirpples its potential. Overall B sound about right. Adam - Delierance effect can be game changing (with DS in end game), but more often than not you cannot even use it (hooked before saving someone), or it does nothing more than wasting a bit time (killer coming back instantly). Auto Didact ist great when it works, but it only does so maybe every fifth game. Diversion ist pure meme. I guess I would even put him only in C.
C Tier: Quentin - oh boy, his perks are so unimpactful. Getting a green medkit and searching chests faster is nice, but no game changer. Wake up may come in clutch in one of 10 games, in the otzher it does nothing. Vigil is serisouly underpowered. C Tier is way to high for him, imo, D or even E would match better. Yun-Jin is difficult for me to judge, given that she is so new. I really like Smash Hit and Fast Track, but their impact may be limited. I guess C is fine, for now. Jake on C?? Iron Will is nearly meta, and can help you against any killer! Calm spirit may work great (against Doc, Clown, Freddy), but on other killers it does nothing. Sabo is a niche perk. Overall I would put him in A, maybe B, but certainly not C! Jane - Head On makes her C, yes, but Poised and Solidarity are not the greatest. You can think of situations where they shine, but thats rare. Kate - Dance With me is nifty, but to get some consitant use out of it you need QaQ or Lither as well. Boil Over does nothing most of the time. WIndows is good for beginners. I guess i would put Kate in D.
D Tier: Elodie - Really fun perks! Appraisal for Scavenger builds, deception for locker shenahigans (together with QaQ), Power Struggle hard to pull of, but fun with Flip Flop, when it works. Imo C Tier is justified when we look at game impact, fun-vise it's at least A :). Jeff - Dude, Jeffs perks are really good. After Care gives you unlimited aura for at least one other surv (as soon as you heal/unhook or are unhooked yourself). Esp. when you are left with a random it makes coordination betwwen you so much easier. Distortion is one of only two perks which prevent auras from being shown. Great for figuring out waht the killer runs (and what not!). If only it had more stacks or a way to replenish them! Breakdown is his weakest, but seeing where the killer is on being unhooked can really help you avoiding tunneling. I would put Jeff in B! Felix - Another one with really nice perks! Visionary helps you find gens in indoor maps (may always be a hassle) and identifying three gen scnearios early on to break them. Desperate Measures effect is huge when many are injured. And the quicker unhook makes it way easier to "abuse" BT on unhooks (the unhooked has more time to bodyblock for you). Built to Last is nice when you sue a really good item. Overall, I would put Felix at least in B, maybe even A!
E Tier: Douchebafg (aka Steve) - Really not so great perks. Second Wind got buffed not long ago, still very rarely used, guess the activation requirement is just to difficult. Babysitter not so great, Cameraderie as well. I would say D fits better bc Second WInd might become really handy. Zarina - For the people is the ultra atruistic perk! When used correctl, you can help your team out alot with it! Off the record is the other perk which hides auras (besides Distortion), giving you a full minute aura imunity. As long as the killer is not actively tunneling you off the hook, you can fearlessly heal up (no BBQ or Nurses will reveal you). For extra spice, bring OoO :). Red herring is a meme. Overall it's way higher than E, imo. More like C Tier.
F Tier: This perks are so bad that they are detrimental, or they do literally nothing for you ... Ash - Mettle's effect would be great, but most of the time you will throw the game hard to get it activated, so def. detrimental. Flip Flop on it's own is pretty weak, but creates a really unique combo with power struggle. Buckle up is one of the most useless perks there is, does nothing. Overall, I guess F tier is a little too harsh, E Tier would be enough. Ace - True F Tier perks. Open Handed is still nifty when in combo with kindred or bond, but on it's own it literally does nothing for you. Ace in a whole is a nice gimmick in scavenger builds, but utterly useless in "normal" builds (except when you want to keep addons). Up the ante is THE MOST USELESS surviivor perk, doing nothing for you, since it only affects unhook prob, which will sitll be way to low. F TIer totally deserved! Yui - Sure her perks are not the best, but F Tier? Certainly not! Lucky break has the very unique effect of preventing blood trails (only no mither can do that as well). If only it would do so the whole time instead of just for three minutes. Breakout can be a real pain for the killer when used correctly / in an SWF. Any means necessary is memey, but when combined with Windows and a killer that do not breaks pallets, it can be impactful. Yui is more like C or D TIer for me.
So, did I prove you wrong on something or not :) ?
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Grabs on gens or unhook are often denied, yes, but grabs on windows (injured survivor vaulting) normally work, esp. when you try to do this intentional. And I'm pretty sure that a grab from locker counts as well, so "just tunnel" and force the survivors with ds to jump into a locker, so you can easily grab them out. It's really not that hard, trust me.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2061070#Comment_2061070
Tapping a gen is contributing less than a percentage, in addition to ending the regression (which again, is literally nothing). There's no dichotomy here.
I really wish you would elaborate on why there's no situation where I'm right. It feels like having a conversation with a rock.
If the regression is "literally nothing", why is it a problem to tap a gen and waste DS in the first place? Just don't do it then.
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@csandman1977 said:
Always the first one hooked
I know that feels too well xD
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2054289#Comment_2054289
Third Seal only hides red auras. It cannot (or at least should not; if it does, it's a bug) hide Jigsaw Boxes.
Almost correct. Third seal does hide red (dying survs) and yellow auras (perks like bond, empathy ...). Not sure about Trail of Torment right now, it's also yellow, but from a killers perk. But blindness will never hide white auras, that means jigsaw boxes, clocks, fountains, cages can always be seen.
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/237533/nerf-noed
Look I agree with you nerf noed by all means but if you are running small game it makes your life a lot easier yesterday I had a pig using third seal and blinding traps 30 times worse than noed .I get it every game every killer . But if your playing solo it is hard to check remember bone spots keeping track and depiping for not doing gens. And no guarantee that survivors will get you.Cause some think your not doing anything .For all you all please cleanse your totems teach other survivors to cleanse there totems cause I'm not looking for noed when the gates pop cause you didn't cleanse your totems if your playing solo just leave and on to the next match.
Small Game is nice, but I find Detectives Hunch more useful for finding totems. Sure you only see totems when a gen is done, but then you know exactly where the totems are (inside of 64 meters, which is HUGE). And you get usefull gen info on top, to prevent some three-gen scenarios early on.
With Small Game, the perk thoroughly confuses me from time to time. With maps like The Game, I never know if the totem is top or down. Killer traps will trigger it to, which can be nice for disarming them, but if you want to find totems, it wastes your time. Especially when against Freddy with snares and you are awake. You get the sound cue, but do not see ANYTHING! And I'm betting there are some bugs with it as well: Had a game on Hawkins, where my Small Game went off repeatedly when facing the level border (and the one end with the gen on the glass house, facing the crack in the wall). No bones, no trap visible, just constant blings when facing the crack.
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As far as I know, you get to see exactly the scratch marks the killer sees. Thats includes survivor perks making them vanish (like poised / dance with me), killer powers (legion in frenzy) and even addons (spirit mother daugther ring).
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1999197#Comment_1999197
It's because Dead Hard is the only perk that removes a great play by the killer.
Good mindgame?
Good hatchet throw?
Good Punishment of the Damned?
Well placed trap?
Well,too bad.The survivor just pressed a button and you get nothing.
It just feels really bad and unfair on the killer side.It feels the same like a survivor that is constantly able to outplay the killer at a pallet but gets downed anyeay because the killer gets carried by bloodlust.
Exactly this. You outplayed them or they screwed up, and then use "e-to-outplay". I think that's the thing annoying me the most recently.
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@Laffle said:
Steam only does maintenance on tuesdays around 4-5pm EST. It also doesn't interrupt matches already in progress from my experience
It totally does kick you out of games, at least recently. Today I was kicked out of a very intense match, which really infuriated me. And it did the same last tuesday, both times giving me 5 minute bans. I did not experience this in the past, though, when you could normally finish the trial and then be kicked out of the game.
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That's apretty lame bait, to be honest.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/1974125#Comment_1974125
Your advice helped. I got the Challenge done after so much trying. Thanks.
You're welcome :).
@HellDescent said:
3 gen them
That does not necessarily help, bc they now where you strike and thus know where to run away. If the remaining three run away in different directions after your first frenzy hit, as they should, you will never get the 5 frenzy hits in a row.
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Play friendly legion, not downing or hooking anyone. Then when they all are at a gate, chances are good they are all together and let you hit them with frenzy for free. So you get 4 hits, and then just hit one of them again. That will cancel your frenzy, but still counts.
If you want to play regularly, use both duration addons, equip discordance so you know where they are at the start. And then hope they do not run to far away ^^. You do not even have to get all different, if they mend fast, you can hit them again while still in frenzy. The double duration addons allow that. I had one game some months ago where i was able to chain more than ten frenzy hits, granted the survivor enabled this by constantly mending on the spot, so i could wait besides them with active frenzy until the finished mending ^^.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1962844#Comment_1962844
I’m a rank 13 killer. Constantly getting matched with red ranks. They mow me down with ease and two or three gens pop before I can barely walk around. How is that fun? That right off the bat you have to start off frantic? Or just to get decent enough perks you have to buy and use dlc characters perks otherwise you won’t win at all
Yep, being outranked sucks. But don't let their rank get to your nerves. There are SO MANY high ranked potatoes, where you wonder how they even got there. If you still face experienced teams, and you feel you cannot win, try to chance your mindset about it. Like, just ignore gens and try to catch the best looper of them. Take a good look how they move, try to understand why, and try to come up with a counter to their movement. If it's all just "chase training", try out some stuff like hiding your stain or moonwlaking. And if the survivors are not total scumbags, maybe just ask them if they can give you some tipps.
About gens popping fast, when starting into a match, scan for all the gens, and if you spot one or two far away, jsut give them up on the spot. The first gens are the fastest being completed, you cannot prevent that until the survivor through the game hard. It always slows down significantly the more gens are done alredy. So try to make sure they finish low-importance gens first, so it gets more difficult for them to finihs the high-importance ones.
About decent perks, imo the best gen regression perk is pop from clown, which you can get via shards. This one I would deem mandatory, esp with low mobility killers (but do not let yourself lure to a far away gen to pop that, sometimes it's better to just let the pop regression go to waste.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1958480#Comment_1958480
Good for you man, I say that with no sarcasm. If you've been more productive well done. For everyone I know we're not slacking off...we're just a lot more chilled lol
Having said that the fact that sick days are way, way, way down though should actually negate any lost productivity.
Sick days should be down yeah, I recognized that on myself. Usually I would catch 2 to 3 colds during winter, but I was practically healthy the whole time this winter.
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@tortrader said:
https://forum.deadbydaylight.com/en/discussion/comment/1958480#Comment_1958480
I've worked from home and my productivity has gone down significantly.
Are you still working from home? It sounds you doesn't. I'm not denying my productivity got down when all the corona mess and home office started. But I got used to it, and now I feel I get actually more things done than before (also bc i can do some work done in the evening/night, in case life prevented me doing enough work during the day).
So I think it's all a matter of getting used to it, of organizing yourself. Whcih is easier to accomplish if you have/want to stay in home office for an extended period of time. Hell, some more weeks and I will have been in HO for a whole year already. And that won't change in the near future, since we moved 500km away last year, but I'm still working for the same company ^^.