CaulDrohn
CaulDrohn
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@PigMainClaudette said:
Lately there has been a lot of talk around balance....... again......... now that the Blight is out. So, excluding him as I have been positively slammed with work, and hearing about the miscellaneous bugs that this patch has brought, I haven't played as or against him YET, therefore he will be excluded from this.
My rules are simple: one small, simple change that will help the balance of the game at large. No major re-works or anything like that. Just something to even the playing field a bit more. Some will be nerfs, but majority will be buffs.
Trapper - All traps now start in the active/open position at the start of the trial.
Wraith - Increase the action speed while cloaked. This is kicking generators, vaulting and breaking pallets. Reducing the shimmer on his cloaked mode would also help.
Hillbilly - Make Infectious Fright not work with the chainsaw.
Hag - MINIMUM distance from hooks for Phantasms. If you're a good enough Hag, you don't need traps at their feet.
Nurse - Bug fixes, but other than that she's fine.
Myers - Change the effect of Judith's Tombstone and Tombstone Piece to have a stalking requirement on the targeted survivor.
Doctor - Frame rate issues that people mention.
Huntress - Hitboxes. I don't know if it's latency or actual problems with the power, but I have had so many questionable hits on both sides.
Cannibal - No matter how I look at it, there is no redeeming Bubba for me. The only bit about him that I remotely like is that his power is an AoE attack, but it's tied to an instant-down chainsaw and it is literally all he has.
Nightmare - Change it so that Freddy's Dream World Lullaby counts as a Terror Radius for perks like Borrowed Time.
Pig - Add-on pass to re-work half of them. A huge amount are either useless at best to detrimental in some cases. That and some stealth boosts in terms of speed would be also very welcome. Just a slightly faster movement speed in crouch. Nothing major.
Clown - Make his gas even scarier. More distortion in the survivor vision and maybe a slightly larger area of effect and duration.
Spirit - Remove her ability to hear survivors. She removes too much information for survivors currently while retaining way too much information comparatively for herself. By removing her ability to hear survivors, it will tone back her power greatly while not changing anything mechanically about her. If anyone mentions Stridor, all I can say is "Swap it for Bloodhound if you're THAT concerned or dedicated....."
Legion - Shorter stun out of Feral Frenzy for stabbing a survivor with the Deep Wound status effect.
Plague - Slightly increased duration in how long the vomit effect sticks to objects with slightly less particle effects.
Ghostface - Slightly increase the rate of power recovery. Not to the level of one of his add-ons, but just enough to be noticeable.
Demogorgon - Cut half the screams, or cap the volume/distance. It's just too loud as of current to actually keep anyone to actually be concerned. When I go up against a Demo and hear someone else getting chased, I know that I have all the time and space I need to do that generator.
Oni - Make Infectious Fright no longer work with the Kanabo.
Deathslinger - Either make his shot a hit-scan or slow it down to be a projectile that people can actually lead with. The awkward middle ground it occupies is very hard to get used to.
Executioner - Slightly increase the speed to activate Punishment of the Damned.
No, I am not a balance expert. Yes, Hillbilly and Oni have a change based around a perk. No, this won't fix other issues like map size or generator speeds. Yes, I do play killer. I'm a console player, specifically Xbox, so some of these changes might seem weird because of that to any PC players. No, I couldn't give less of a damn if Hag is a "defensive" killer, stop using your traps to camp and play the game normally like everyone else. I am currently in red ranks on survivor on my main account, and while time has sent me back to brown for killer due to neglect and WORK, I have still held my own against red ranked survivors including on stream.
No, I haven't played some of these killers, but I have versed them more than enough while others I wish I versed more. I have not played Hag, Cannibal, Clown, Plague or Demogorgon.
I haven't given specific numbers for boosts because, like I said, I am not a balance expert. They are also just ideas that I have come up with that could possibly switch up the slightly stale meta we find ourselves in.
If you have any improvements on these changes, then let me know.
Think that I'm an idiot who doesn't know what they're talking about? Make your own thread and let's see you come up with something better. I think that the fact that majority of these are buffs is certainly more than some people on these forums would give you.
Trapper: Traps being opened at the start does not do much since they will be all over the place at random locations. It would be better to have them more cluttered in the center of the map so they could be picked up faster. Or give them all to the trapper at the start, so he can put them down, but after that can only carry one (or more with addons). But the simplest change/buff would be, give him two traps basekit. Thats the most important thing according to Trapper mains like Otz.
Wraith: Totally agreed, built in Shadow Dance would really be nice.
Hillbilly: Disabling IR just for a chainsaw is a nightmare implemention-vise and the opposite of consistence. You could argue IR should only trigger on M1, like so many other perks, but that wouldn't be a bill exclusive change. And I'd like to add, with the gutting of instadown / crack billy, the use of IR already took quite a blow. What else could be changed? Honestly don't know, maybe rework some of his addons again (greater cooling when being shined with a FL is still ridiculously weak).
Nurse: Yep, bug fixes are fine.
Hag: Don't think that would change much, campy hags will still put their traps near the hook. But apart from that its fine.
Huntress: Hitboxes are wacky, yeah, but removing / changing Iri Heads is more urgent for me. Something like hatchets only insta downing when more than 15 meters away, that would be fine and reward skillful play.
Myers: Since you would typically have to use both red addons to get Judith tombstone to use properly, all survs willl be significantly stalked util tier 3 procs. Yep you can insta mori someone not stalked with the piece, but that happens so rarely that it does not need to be changed. Whats more urgent would be his stalk. Myers cannot stalk multiple targets and the stalk gets weaker with distance. GF does not have this limitations. So I would propose, lift this restrictions for our Mikey boy.
Doctor: Framerates on Console I guess? Bc. its fine for me on PC.
Cannibal: I think he's in a really good spot now, no need to change anything. Maybe he shouldn't lose PWTF stacks with each swing, but since he does not need it anymore, it's a non-issue.
Nightmare: Another change that would break consistency. If you want to get BT to work again, you would have to remove the oblivious effect from the dream state. But I think thats not favorable. Pig, GF, Wraith can also deny you the BT, and there isn't even anything you can do about it (at least for pig and Wraith). With freddy, run to the hook awake and do not run into Freddy, there you got your BT. I think I would change to add a bit more of skillful play, give the snares a short cooldown after placed, something like 5 seconds. This would render spamming the snares impossible, so the Freddy has to place them more strategically.
Pig: Addon pass is needed yeah. But that wouldn't be a small, simple change. How about, play her roar sound when she starts running for the ambush attack, not when she starts channeling for it.
Clown: As many proposed before, make him reload bottles one by one, depending on how long you hold. So it wouldn't take so long if you only want to reload 2 of your 4 bottles.
Spirit: Not hearing sounds, #########? How is she supposed to find ANYONE when they can just walk away then? That would just encourage to use standing still "mind game" even more, so lesser skill play than more. Bloodhound does not help either, bc Spirit cannot see blood trails unless she uses Fathers glasses. This change would not balance Spirit, it would totally gut her. I would argue that keeping the sound but removing the scratch marks is even more balanced, but still too much. We all want a tell that she is phasewalking, so that should be the way. But it shouldn't be noticable at the start, more like 2 seconds into the phasewalk, a light flicker or something like this.
Legion: General shorter stun duration would be nice, shorter stun for hitting someone in deep wound woudl be similar, i guess. My idea would be not loosing frenzy after a miss. Imo it's perfectly fair if Legion loses only half of their frenzy meter if they miss a hit, so they could at most have two tries. If there's some traveling time, it's still just one.
Plague: Like with Nurse, FIX HER BUGS! She's currently nearly unplayable, with survivors having no couching sounds whatsoever.
GF: Yep, recovery should be considerably shorter, with the addons being adjusted as well.
Demo: Yep, way less audio should be the way, most importantly his stomps, bc that totally contradicts his Undetectable status when emerging from a portal.
Oni: The same issue as with billy, right? I can see that IR is really menacing with Oni. With Myers EW3 as well, by the way. IR only working for basic attacks would still heavily decrease its potential. I would suggest, survivors with effects that prevent loss of blood do not drop blood orbs anymore (so with No-mither or lucky break). Sure that would totally deny an Oni his power against 4 man no-mither, but that will never happen.
DS: Change his fkn Terror radius, that thing is so messed up! Together with Monitor, he can spear you without you even hearing it, thats just pure bs. Or slightly decrease the aim speed and give a tiny audio cue for the survivors.
Executioner: I think PH is in a fair spot, experienced players will hit with the trail. Better change would be to slightly lengthen his power cancel so he cannot imidiately hit you.
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@Stinde said:
https://forum.deadbydaylight.com/en/discussion/comment/1615082#Comment_1615082
Two pallets were removed from the Asylum main building. It's still quite annoying structure to play. No changes were done to Haddonfield, except maybe window rng changes.
Ormond is still huge and full of safe pallets and loops, it's busted as hell. Fractured cowshed is still a nightmare to play in and busted with chain loops even though it was made smaller. Thompson house is still horrible for the same reasons as fractured cowshed but not as bad. Maps that have been noticeably better to play in have been the temple, wrecker's yard and torment creek. Badham is still heavily survivor sided even after the map changes and graphical update changes.
I thought I saw a breakable wall on haddonfield yesterday, but likely I'm confusing it with a different map.
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Yep, that add-on is really strong. But I played on corn and swamp without that, and let me tell you, you can lose the survivors so easily it's insane (due to corn/reed and his low pov). Best try not to hide, and expect the addon with every Blight you face. If the blight goes into his Fatigue, there's your chance to run away. If he is pinballing around, stay at the loops/debris, he cannot do much. If he chases after you in his first rush (non lethal), he cannot hit you, so you can just stare him in the face. Even when he bumped into an object and gets lethal rush, if you are close enough, he cannot hit you with it, bc he just runs past you before the swing activates.
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@Raptorrotas said:
Facecamping has been fixed with the implementation of swivel hooks, yet survivors can still bock hooking.
Excuse the strawman, bit i just want to point out that our community will always complain by emotions, regardless of dacts or definitions.
If its feels "fast" to the killer, it will be genrush, for the lack of a better explanation ( same with camping, regardless of the 3 other survivor positions).
Personally, I'd call survivors priotizing doing generators over totems or saving others, genrushing too.
Yep, if multiple gens pop at the start, if the team does not heal at all, does neither totems nor chests and lets ppl hanging into second stage just to crank out gens, you can safely call them gen rushers.
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@4scoreand7skinsago said:
Otz did a full survivor perk break down and rating for all survivor perks not just teachable ones so id recommend that.
Yep, this one:
https://www.youtube.com/watch?v=yHMlvOrIWYkGotta watch that myself ...
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@White_Owl said:
I tried it with STBL and can confirm it is a special attack and those perks don't apply.
OK right, thats what I expected. But at least that allows you to keep stacks for STBFL, and for sloppy you can first hit normal and then with rush. Or the other way around.
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@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1612035#Comment_1612035
You forgot Kindred
Kindred is not a teachable perk, I only added teachables since the OP asked for that. I also didn't include Spine Chill, Premoition, Dark Sense, DejaVu, Resilience, This is not happening, Small game, Slippery Meat, and the other general perks I missed now.
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/1610073#Comment_1610073
I'm not upset at all but with all of your passive aggressive comments in this reply I would say you are getting a little tilted. I have never once at anytime said I was upset about being face camped, didn't know what the pros and cons were to a killer that face camps or was inexperienced against face campers. These are all things you are assuming and trying to insult me with. Let me recap for you.
Some one said a face camper with NOED guaranteed 2 kills. You said NOED is irrelevant to the conversation because the face camper would need to leave the hook to use it. They replied the face camper gets one kill on the camp and another using NOED in end game. You said NOED is still irrelevant because a camping killer gives you time to "ALL THE TIME IN THE WORLD to cleanse the totems". I replied that is bad advice, don't cleanse, do gens. You replied back talking about RUIN. I called you out for talking about an irrelevant perk after you told someone a perk was irrelevant. You double down and include another irrelevant perk "Hex Undying". I told you again the best strategy against a face camping killer is doing gens.
Let me ask you a direct question. Let's say I am an inexperienced survivor running with 3 other inexperienced survivors and I came to the forum to ask what I should do against a face camper. What would be your response?
The response is:
If you can, tell the one being hooked to struggle until the end, rush gens and get out. If you get found next and face camped as well, do the same, buy as much time as you can for the remaining ones. Never feed the camper easy kills, make it as boring and uneventful as you can. If all do this, the killer will eventually change his playstyle or quit the game, out of boredom.
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@kaeru said:
Fun perks are Adam's Diversion, Zarina's Red Herring and Jane's Head On. Good with Meg's Quick and Quiet.
Yep, work on gen to get Red herring ready, use pebble to lure the killer to you, use Red herring near the gen to get the killer to it, when he searches in the nearby lockers, STUN HIM!
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1612008#Comment_1612008
Agree with most of this list with minor quips - to each their own though.
1) Adam and Jeff are probably C tier. Adam's Auto-didact is a pretty bad perk in most games and takes quite of few conditions to overcome the opportunity costs lost building it up each match. Jeff's perks are mediocre - Distortion's biggest problem being encountering killer addons that eat through charges while giving you hardly any information without intimate game knowledge... in which case you will sense that information without needing a slot for it.
2) Questionable putting Cheryl above Zarina while acknowleding the power of For the People and even Off the Record. Both could be B together or C together if you're putting them on the same level as Adam or saying they each got 2 viable ones each.
3) Quentin's Vigil is actually being underrated here because regardless of any effects the killer brings (like Clowns, Freddys, most Huntreses) - exhaustion recovery is going to have a general impact on every match and occasionally even during a single chase. Probably would put him at C above Ace, Steve and the gutted Ash.
1.) Both Auto Didact and Deliverance are high risk, high reward. Auto Didact is hella strong if you get to 4/5 stacks. You need to run Empathy with it, thats for sure, otherwise you likely won't get the stacks. Deliverance can totally destroy the killers momentum. And it's a free escape on your own during endgame, given you have DS. These two perks totally justify a B spot for Adam, imo.
Jeffs perks are really underrated. With after care, you will always have at least one person seeing you and vice versa (after you healed or got unhooked, of course). Seeing all three others is incredible intel, comes on par with having comms. Distortion is great for knowing what a killer runs and, even more important, what they do NOT run. No stack lost when someone is hooked, no BBQ. No stack lost when healing in TR, no nurses. No stack lost when finishing a gen, no bitter murmur (and thus decreased chance for noed). It allows you to get intel on perks you otherwise wouldn't know about, like I'm all ears or Hex: Undying. Sure, certain killer addons really waste your tokens away, which is bad, but that does not happen so often (Mirror Myers can be outrun, Pig with Amandas Letter is rare). Blight has two addons for auras, that really hurts distortion. It would be really nice to have some way of replenishing tokens, thats for sure. Break down is actually quite decent, as long as you do not get unhooked in the killers face. The aura read you get from the killer allows you to sneak away efficiently. Although not as impactful as Adams two perks, Jeffs perks are good enough to justify the B spot, imo.
2.) I put Cheryl in A bc. Soul Guard is nearly a meta perk, and the other perks are okish. FTP and Off the record may be a bit better then Repressed Alliance and Blood pact, but they do not come close to Soul guards potential together with UB. Putting Cheryl into B woul be ok, i guess, but A is the better match for me.
3.) The most notably effect for vigil would be the reduction of exhaustion, yeah. But if you do not have any exhaution perk, Vigil does next to nothing. Even if you play both vigil and an exhaustion perk, that does not help you in a chase. The most notably synergy would be with SB, when you use it to run away from the killer eraly so he does not chase you. Ok, so when i lift Vigil to C (weak) from D (bad), that would put Quentin into C as well. I guess I can live with that :).
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Oh you wanted the tier list about the perks, not the characters:
S (Meta): SB, Adrenaline, DS, BT, UB, Iron Will, DH
A (Strong): Proove Thyself, Bond, Self Care, Empathy, OoO, Inner Strength, Soul Guard, Lithe, Deliverance, After care, Head-On
B (OK): Q&Q, Left Behind, Leader, Botany, Fixated, Better together, Blood Pact, Repressed Alliance, Alert, Auto Didact, Distortion, FTP, Off the record. Desparate Measures, Urban evasion, Balanced Landing, Detectives Hunch, Tenacity, Dance With me, Open handed, Second Wind
C (Weak): Calm Spirit, Saboteur, Technician, Diversion, Breakdown, Poised, Solidarity, Red Herring, Visionary, Built to last, Streetwise, Stake out, Windows of Opportunity, Lucky Break, Any means necessary, Breakout, Ace in a hole, Pharmay, Wake up, MoM, Flip Flop, Buckle up, Babysitter
D (Bad): Sole Survivor, No-Mither, WGLF, Boil Over, Up the ante, Vigil, Cameraderie
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S:
Meg (Sprint burst and Adrenaline are meta, Q$Q has nice utility with other perks liek Headon / Lithe)
Laurie (DS is ultra meta, OoO is ridiculous in SWF, Sole Survivor is forgettable)
Bill (BT and UB are meta, Left Behind + Key is free escape)
A:
Dwight (Proove Thyself for doing gens together, Bond for seeing auras esp in solo queue, Leader is niche)
Claudette (Self care good for solo and beginners, Empathy for healing builds and info in solo queue, Botany is decent for healing as well)
Jake (Iron Will is meta, but Calm Spirit and Sabotaur are only niche perks)
David (DH is meta, But no-mither is detrimental and WGLF does not help you at all in game, but the bonus BP are nice)
Nancy (Inner strength is great, Fixated gets some use form time to time, Better together is underrated, imo)
Cheryl (Soul guard is really strong with UB, Blood pact is really good for two-man swf, repressed alliance has some utility, but you need aware team mates to continue your work when you are chased)
B:
Feng (Lithe is ok, but SB/DH works better, Alert is nice information perk for solo play, Technician is underwhelming)
Adam (Deliverance and Auto-Didact can have a real impact, but they are not consistant enough, Pepple is meme)
Jeff (After care can be really strong, Distrortion is great for intel of the killers aura perks, Break down is ok but seldom used)
Jane (Head-on can be really strong esp with Q&Q, Poised and Solidarity are difficult to use efficiently)
Zarina (FTP can really make a difference if played right, Of the record is underrated imo, Red herring is seldom used and meme)
Felix (Visionary sort of weak, but it can show you 3 gen setups liek dejavu, Desparate measures really shines if many are injured, Built to last is niche, works good with ranger medkit or puplre flashlight, i guess.
C:
Nea (Urban users often do nore harm then good, Balanced Landing is ok but not great anymore, Streetwise underwhelming)
Tapp (Detectives Hunch is great for finding totems, Tenacity is good on paper, but often your are not left on the ground, Stake out is just plain weak)
Kate (Dance with me works good with lithe, Windows for some info, Boil over does nothing except maybe on indoor maps)
Yui (Break out is the only perk besides No-Mither to remove your blood trail, but its to limited, Any means necessary is a meme, Breakout needs some dedication to get use out of it)
D:
Ace (All his perk do nothing on their own and requires some other perks do get something out of them. Up the ante is trash, Open handed can be good with other aura perks, Ace in a hole does not do much if you do not dedicate yourself to open chests or want to keeep your rare addons)
Quentin (Overall relativly low impact perks, Pharmacy is nice for getting green medkits, Wake up is very situational and rarely has an impact, Vigil is totally underwhelming)
Ash (With the gutting of Mettle, all his perks are underwheling or plain bad)
Steve (Second Wind sounds good, but is hard to pull off, Babysitter is underwhelming, Cameraderie is a joke)
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@Zeus said:
I wouldn't disagree with your statement but the issue is if killers know that there is no BT and DS, then there is nothing stopping them from playing scummy and tunnel people out. Even if you don't do that, when you're in a position that is almost impossible to win, you will resort to such tactics to have a chance.
You might have played survivor games without BT and DS to prove that it is possible but the thing is the killer doesn't know you are playing that way. He expects BT and DS and so he plays the optimal way and not tunnel. Killers expect it because its meta.
All you are writing is correct, but there's more to it. With DS, BT and UB, survivors can play very aggressively and do so, which often creates exactly the situations the perks are to be used for. You could see it as a feedback loop. Survivors get these perks, use them aggressively, which forces to killer to not camp/tunnel (even though he wouldn'T ahve in the first place, but now he cannot even punish stupid plays), which makes them meta, and fuels the concerns that taking them away would let all killer camp / tunnel. I'm not so sure if this would really happen, when the survs would have to unhook / play more cautiously. There are other perks which help you get a survivor from the hook safely and avoid tunneling, but they are not meta (breakdown, baby sitter, off the record), and you would have to play stealthy to be successful. You cannot yolo someone from the hook with it, like you can with BT.
Edit: On the other hand, dealing with this perks played aggressivly can hardly backfire for the survivors, which feels very engaging and satisfying as a killer. Without this perks and with more stealth play, killer games might be al little more boring, but also more chill ...
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@brokedownpalace said:
I want to test out the new perks at their full potential and they just do not show up in bloodwebs it's so frustrating
Technically you are guaranteed to get them eventually, but of course you need to grind. You could test them in custom games, though.
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@Decarcassor said:
Blight is very frustrating to learn and being forced to play him on a bunch of reworked maps who have been made incredibly dark and full of tall grass when his PoV is so low to the ground does not help (not to mention the usual sound problems where survivors only make noise when they feel like it it seems).
I've been improving with him over the few games I played with the small amount of perks I have available on him, but it also happen that my last games where on old maps where I could actually see stuff. So there is that.
His power is great for mobility. You can cover a lot of distance with it and bounce in any direction. Its also on a relatively short cooldown. But for everything else its very lackluster. Its near useless at any loop, but its not really meant to be used there. But Blight's ability to catch peoples in the open is fairly limited by how incredibly easy it is to lose sight of survivors. His very low to the ground PoV combined with screwed up sound and scratch marks on top of getting unfavorable super dark maps full of visiual clutter make it very unlikely to hit anything with Lethal Rush, not to mention the very limited turn angle and weird momentum of the attack.
Sure you can use some of his add-ons to help him turn better and keep track of survivor, but that just make him add-on dependant and thats not good for any killer.
I reserve my final judgment on Blight for when I'll have a decent set of perks and some more games played. But for now, while he might not be as bad as he seems when you first try him and has interesting potential, he also has issues. He really feel undercooked and in dire need of some small gameplay tweaks and QoL stuff.
In my recent games, I hit the lethal rush quite often. Of course it could be the survivors not knowing how to dodge it, but sometimes there's just no place to dodge, or they were too surprised. What I really like about his power, that it allows you to outrun "bodyguards" trying to take hits for an injured one (e.g. when the whole team tries to rescue someone in endgame). My first games were pure frustration, but now I'm beginning to really like the Blight. It's just so satisfying to rush over the map for me, best topped with hitting a lethal rush at the end ^^.
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Had this in one of my killer games as well, another player told me in the after chat that the one hex was not cleansable.
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Can confirm that, in my one game against the blight he also didn't have a heartbeat.
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Esp. Rotten Fields is beyond stupid. You don't see anything bc of the corn, and it's also so empty in the corn that you can't really use your power, bc there's literally nothing to bump against.
But not just the corn maps, my first game with him was Backwater Swamp, all the reed and his low pov made me constantly lose survivors. That made me think if maybe Stridor is required for the blight, so when I loose sight, which happens way to often, I could at least hear them.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1604981#Comment_1604981
Nah they'd be unbreakabill
Unbreakable dream pallets, ok. Then let me guess, snares should grant a speed burst, teleport can be canceled by survivors (somehow) and Freddy again has to wait until the survs are asleep to be able to hit someone. Finally a balanced Freddy!
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@ZtarShot said:
Now we all know how OO this add-on is. So, what if we could stun Freddy with them.
No sarcasm. I am 100% serious about this. Really. Totally.
Would the pallets still be destroyed?
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1604861#Comment_1604861
Not everyone plays regularly etc, keep that in mind. to go and say '4k ez'...
I'm not saying 4k is ez. I'm saying 4k will come eventually, since not all lobbies are hardcore 4-man swat teams.
Everyone NOT playing regularly will likely play in lower ranks, with a higher chance at getting potatoe teams. Yes matchmaking is messed up, so you could still get red and purple survivors when you are only green or yellow. But that does not mean you are doomed, there are SO MANY bad players in higher ranks in the recent weeks (never have seen so many red ranks with a skill of a brown ranked newbie), that it really shouldn't be an issue to get a 4k eventually. Just play some rounds and I bet there will be a managable group for you.
The thing with mori / noed is, they do not even help you that much if you are simply "not good enough" yet. With mori's, if you already struggle in downing the survs to get them to a hook, you likely can't put it to effect more than twice, cause then the gens are done and the remaining got out. Noed often doesn't help you much when all survs still live in end game. So instead of relying on both of them, you could just play a few rounds with your killer-of-choice, learn something about their power and have it easier for upcoming challenges, since you get used to "the art of killing". Regardless of challenges, playing killer can greatly increase your insight on survivor play, making you a better survivor yourself. And vice-versa.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/1604849#Comment_1604849
Not really flexing, but I rather just play normally then playing and get the challenges as I go. Playing around the rift challenges like I have to do for survivor can get really frustrating
I rather be somewhat toxic to the last survivor and apologize afterwards, then put myself through unnecessary stress due to me trying play around the rift challenges.
I really like selecting a challenge and composing an idea / build around it, it brings variety. E.g. the challenge for hooking the obsession made me discover the Nemesis+Furtive Chase+Make your choice combo, really nasty if you get it going (you gotta be fast with your first down, since you have no gen control perks). I like to play that on Freddy or Doc, since they have tools to end the chase of the exposed rescuer earlier.
For the hatch close challenge, it's pretty normal "slug for 4k" or atleast "slug for hatch", so that wouldn't be "playing around the challenge". Did you taunt them by letting them crawl to the hatch and close it in the last second, or just drop them near hatch to close it and then hook? Bc the first is rude and unnecessary (I only do this with toxic fellas), where the second is perfectly fine, imo.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1604721#Comment_1604721
It doesn't encourage it, but it's one of these quests that almost call for it.
Like the 'kill all survivors in a match' challenge. lbr, how many of us do those with noed and ebony mori in tow?
If a challenge that doesn't really reward anything calls for being a douchebag, it's badly designed.
I do "Kill all" challenge without any precautions. It's not so difficult to get a 4k if you play killer somewhat regularly. Sure there are lobbies with highly optimal survivors where you won't get it, but there are also trials with rather uncoordinated potatoe teams not getting anything done, esp. with crossplay lobbies. There's really no need to use a mori, imo, and noed rarely swings the match for you when you weren't already winning. All in all, neither of the mentioned challenge "call for being a douchebag" for me, it's the players who play it in a douchy / toxic way. We had some really stupid challenges in prior rifts, but the challenges in the current one where all perfectly fine so far.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/1604743#Comment_1604743
The exit gates rarely get powered when I play killer
Oh that flexing ;)
For the kill in EGC you could run an end game build, which gives you the potential to get more than one kill towards the challenge. For hatch close challenge, it's sure easier to kill them before end game, yeah.
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@Pipefish said:
https://forum.deadbydaylight.com/en/discussion/comment/1604680#Comment_1604680
I think Unbreakable is fine in its current state even when it's paired with DS because it counters slugging and without it you'd have a slugging meta.
As for Decisive Strike it can be very unfair and I wouldn't mind a nerf for it honestly like mettle of man. 😅
Also even if you don't use DS a lot of killers assume you have DS so they don't tunnel. I'd guarntee you'd be tunneled a whole lot more if DS was removed from the game. 😬
I doubt there would be a slugging meta. Slugging is not very effective if you only find one surv at a time. So I tend to slug multiple people only when the survs are swarming a place and playing dumb. And that are usually the occasions where UB comes into play and has a significant impact. So without UB, the survs likely couldn't and wouldn't play so boldly as they are doing now, but playing it a little more safe. That on it's own would make it harder to slug multiple people. Sure with the right killer or perks you can still pull that off, but I would argue that UB does not do much for you anyway if the killer is really dedicated to slugging. Also, when UB is used it is usually accompanied by DS, I rarely see UB on its own. Thats bc UB on it's own is not so great, bc killers do not really slug if they can help it. They only do it bc of DS. All in all, UB is far more used as a fail-safe for DS, instead of as a slugging insurance.
About tunneling when DS got removed, that I can see, yeah. It's eminent that killers tend to use more tunneling if there's no obsession. What if survivor obsession perks (apart from OOO) no longer cause an obsession to be selected at the beginning, but when they are used first time? DS only "creates" an obsession when killer gets stunned, MoM only creates it when the endurance effect is used. This way, DS could still be in play even when there's no obsession in the HUD. I would prefer this to some kind of basekit stun that was proposed by others.
Such a change would give DS a buff, since the killer would have to expect DS in every game, so something would have to be adjusted to limit DS "abuse" plays, e.g. DS timer canceled when another player gets unhooked (so only one DS can be active at any time).
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/1604701#Comment_1604701
Actually, there are rift challenges that encourage pretending to give the survivor the hatch and then close it in their face, just so you can hook them afterwards.
These challenges are "Sacrifice x number of survivors during end game collaspe" and "Close the hatch x number of times".
I'm going to be honest when I had those challenges active, I carried a lot of survivors to the hatch just to close it in their face. Although, I would always apologize and explain my actions after the game.
You do not need to close the hatch for EGC, you can also protect a hook when a gate is open. Also, the challenge does not required you to close the hatch in the survivors face, so it hardly "encourages" that. Slugging for hatch would be totally reasonable as well, and not showing BM. I did the challenges too, and I did not do this even once. All kills earned in "normal" play, if you consider slugging the third to find the hatch location so you can walk there while the third gets sacrificed as normal.
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@ThatOneGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/1604683#Comment_1604683
How is it not? And can’t do gens when they’re all done.
If the gates are powered, there's nothing else for the killer to do than protecting a hook or chase survivors. Since the chasing nearly always results in all running out, bc of taking hits for an injured one, killers most likely will defend a hook instead to at least get the hooked one dead.
Your killer had a premium spot there, totally denying you a hook. But thats not bannable, the killer does not have to give you an opportunity for a save. Face camping bubbas are not banned, so this one isn't either. Sure it's lame, and I prob. would at least try to hook swap as a killer, since that grants some more points. But I also had so many encounters where the remaining survs where using BT, DS and protection hits very aggressivly to get all out, so I cannot blame the killer for denying that totally if he got the chance.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1603491#Comment_1603491
Thank God. Tomorrow we'll get a new killer, survivor, updated maps, updated gens, and bug fixes. Awesome.
And new bugs as well, isn't it glorious :D?
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I would like to know, too, just out of curiosity.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1603206#Comment_1603206
And I agree...never said I didn’t, but it’s the same when a survivor uses immersion as a strat against a killer who has killed half the team. Just kind of tired of listening to “one is a strat the other is holding the game hostage” comments.
Sometimes there is no other way but to immerse. Even as annoying as it might be.
The difference is, the killer protecting the 3 gen is doing so in order to win, they are playing the game as intended. The last survivors playing immersed and not touch gens at all for extended period of time is not done in order to win, but to make the killer quit. They are not playing the game as intended, therefore it's bannable behaviour.
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No one left behind: Why no aura read anymore? Thats actually the most usefull effect of it currently. Your version is both too strong and too weak for me. The endurance for unhooking is too strong, together with BT it grants unlimited free escape for BOTH unhooker and unhooked, the very reason BT was changed. But it's also too weak, since it only activates when gates are open. But thats the perks whole idea ... so either it is useless or it is borderline strong, thats no good design for me.
Cameraderie: This change would be alright, I guess. Cam. is currently absolute trash, extending the effect to two both phases and showing aura like with kindred wouldn't really be overkill, it likely would still be a niche perk.
Lucky Break: One of my guilty pleasure perks. Changing it to a cooldown type instead of a max time would really increase its value, without being op. The removed scratch marks might not be needed, though.
No mither: Totally different effect, difficult to say if it's good or not. Maybe it would be a better idea to use this effect for a total perk, so it could be used together with the acual no mither. About the effect: I would say since you only can get one token max and you have to stun a killer to get it, the endurance could easily be triggerable multiple times. I would just add a cooldown of one minute there. It might be really difficult to get the stun at all, since the killer would know about that requirement and probably respect the pallets against you.
Lightweight: Nice addition, would greatly increase it's value.
This is not happening: You added the inc. skill check chance, right? Totally fine, perk is still rather weak, imo.
Fire up: Getting stuns on purpose to get stacks and perform actions quicker, thats interesting! The activatable effect for haste is fine, but the additional ability to break pallets is to much imo. We already have spirit fury, adding another perk for instantly destroying pallets feels to much.
Territorial Imperative: The unconditional aura read is of course a big improvement over the current limitation. But it may be to strong when the killer camps. So maybe it should be changed from aura to location (killer instinct), I guess then thats fine. The enitity blocking is also too much, esp against someone like Bubba. Instead it could apply oblivious and / or hindered to the survivors, that's fairer I think.
Mindbreaker: Could be actually usable with this change.
Coulrophobia: A lingering effect would make it much more threatening than it currently is, thats nice.
Dying light: This is totally overboard. Unhooking bonus for the obsession as acompensation alone is laughable. The obsession should at least keep the inc healing speed as well. All survivors are affected is principally ok, but the numbers are to high. Only 5 max tokens means it is quite easy to get the maximum effect, esp since obsession would also give a stack. And there's no way to deactivate it like currently. This all makes it op, imo, esp when stacking with other slow down perks.
Overwhelming presence: If the speed reduction only applies when you use an item (which you likely mean), thats fine. As a general effect, surely not.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1596173#Comment_1596173
DS into Head On it's a waste, but try and swap the order (which is even easier to pull off since you don't have to calculate the exact killer's stun duration) and boom, killer wasted more than 8 seconds trying to get you out of that locker
Agree on the "too situational" part tho, it's just annoying for the killer in most cases
Even when reversing them, you waste your 3s stun just to annoy the killer, when you could use the stun to get away. The strong thing about this stuns is not the stun time itself, but the distance you can make with it and the additional chase time if the killer continues to chase you. By chaining Head On and DS, you only get the stun time from the first stun, which won't have any real impact.
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@joshuashep22 said:
It seems like a genuinely useful perk either with quick and quiet or the decisive into head on stun tech why is it considered a meme perk?
First of all, DS into Head On is nothing but meme, bc it has no benefit besides triggering the killer. You waste your 5 second stun from DS to apply a 3 second stun from head on. Use yur DS to leave and then maybe use Head On again if the killer still found you again.
Head on is difficult to use in a chase, you need to run Q&Q with it to even get a chance to use it. The other exhaustion perks work way better in a chase. Head on shines when the killer does not expect it, but he will do so if you stunned him after the first time. It's a gamble, bc if you mess up the timing, the killer may get a grab from you, which may instantly cost you two health states, and allows the killer to put you directly on the killers shoulder instead of having to pick you up. That's why it's a meme perk, medium to high risk for an effect that you more or less have to enforce to get it. DS, SB, DH can be used universally.
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@Canas said:
Not sure if this was a shadownerf or something he previously could do but his trails already disappear after one second if he tries to set them up around gens or in front of the exit gates.
What's the deal with that? Doesn't the killer already have enough problems with his slow and predictable ranged attack, why take this little bit of map control away from him?
No nerf, has been like that since release. Maybe the trail vanishes sooner now, I wouldn't know, but placing them right beside gens or hooks was never possible.
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@ChickenMcthicken_5 said:
https://forum.deadbydaylight.com/en/discussion/comment/1594501#Comment_1594501
"thats stopping the killer from doing chasing and gen protection" so here is the big grey area. Before you start a chase you need to FIND the survivors. For me finding a survivor is basically another one of the killer objectives in my eyes. It's find, chase and protect gens at all costs. That is mostly the reason I don't think hiding in any situations is taking the game hostage. The only real way for me for a survivor to take the game hostage is to literally get in a spot where the killer can't do jack about. Neither injure him, grab him etc.
"Thats also the view from the devs, btw," pretty sure someone recently added a photo of Peanits actually saying hiding wasn't taking the game for hostage but it is reportable. Not to sure though, been a while since I had checked the other pages.
Well, at least this argument was fun and civil XD. But yeah we both have really different ideas about this whole taking a game hostage scenario. I play on both sides so I do understand the idea of hiding for to long as taking the game for hostage. The important thing is that we understood each other ideas and respected them.
The screenshot from peanits was acutally in this very thread and supports my claim :):
Yeah, it's nice to have an actual civil discussion here, thats quite rare in this forum. Usually accusations and misunderstandings are exchanged, I'm no saint there as well ^^.
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@Tricks said:
https://forum.deadbydaylight.com/en/discussion/comment/1592773#Comment_1592773
I'll purchase Blight for his Undying Hex. Get him to Rank 30 for teachable and then I'll leave him for dead and probably never play him again. It'll be a nice addition to Devour Hope.
When a Hex is transitioned to a new totem due to Hex: Undying, it loosed all stacks. So it does not work so well with Devour Hope, but thats all right, since keeping the stacks would be totally broken.
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"When a survivors camps they aren't doing objective but they are not stopping the killer from doing his job," I disagree, if the survs do not take any risks whatsoever so they cannot be found out of sheer luck, thats stopping the killer from doing chasing and gen protection. He is limited to just searching then, which is doomed from the start since survs have a massive advantage in a hiding game against the killer. Sure the killer is busy, but he achieves nothing, just like a slugged survivor. But the later at least is guaranteed to get out due to the bleed out timer.
I think thats the core disctinction between our views. You consider the "potential to do something": a slugged surv cannot do anything, a killer against immersed can still walk around. I consider the "potential to get out of the game": a slugged surv will be out after 4 minutes bc he bled out. A killer searching for immersed players will never get out until the survs give up or make a mistake. The killer is dependent from the "mercy" of the survivors he's playing against in this situation, thats what makes it a hostage situation. Thats also the view from the devs, btw, so if you want to report someone for taking the game hostage, you would have to assert the situation using this "potential to get out of the game" metric.
But overall, I think you are right with the stalemate, so I won't argue any further from now on :). And yes, I totally agree that both situation are super unfun, although personally I'm more annoyed by the survs-not-doing-anything situation. But I'm more or less a killer main, so I'm biased anyway ^^. I also will slug the second to last one to at least find the hatch to close it (if it already spawned). But then I'll likely let you out of a gate, if you were not toxic or annoying ^^.
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"Tap a gen then urban evasion to the other end of the map." Thats why I wrote you would have to work for like 30 seconds until the crows disperse, so you have to take some real risk of being found to get rid of them.
"killers finding a way to take a unfair advantage of it." I do not think thats exploitable, since it would only occur in the rare case that survs do nothing. I would say the survs are taking an unfair advantage in such situations currently.
How about a different approach? When the killer did not find anyone after 10 minutes running around the map (so it does not work when jsut afking in a corner), he can go into his basement and trigger the EGC with the usual rules (two minute timer to open a gate and get out, like with the closed hatch). Then the survs do not have to do gens anymore, but "just" a gate. That should be feasible, they can even split up and do both gates simultaniously. Of course that would also trigger end game perks like noed. Or if the EGC is to much, just power the gates, then the killer can open a gate if the survs still do not want to do anything.
"Also I think they should remove the killer lock." I do not mind the killer lock, to be honest, I only rarely switched killer in the lobby (most notably switching from hag to someone else due to multiple flashlights). And I guess they still want to add MMR again and use the data gathered for improving it.
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@ChickenMcthicken_5 said:
https://forum.deadbydaylight.com/en/discussion/comment/1591231#Comment_1591231
I mean, Holding the game hostage for me is basically when someone is doing something that the other player can do nothing about. I have never really interpreted hiding in an obscure corner of the map as taking the game for hostage. It just "prolongs the time a survivor can stay alive". That why I only view slugging for the 4K somewhat as taking the game for hostage, cause sure there is a timer, but it's way to long and both survivors can't really do much of the situation unless certain perks are on play, but hey what do I know.
That sounds really biased, to be honest. If slugging for 4k is a hostage situation bc it's "way to long and both survivors can't really do much", why is survivors hiding and doing nothing NOT taking hostage? That takes WAY, WAY, WAY longer and there's also not much the killer can do, unless they get lucky or a survivor screws up. At least the first situation has a fixed timer, so the survivors can just give up and wait out the bleedout timer (they can deny any healing by holding shift). The killer cannot just give up in the second situation, it's either find them or DC and lose all progress of this match.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1591710#Comment_1591710
I play doctor so stealth players are no issue to me. Killers need to stop asking for easier than kills or buffs to help them do their job. There are killers who's powers eliminate stealth almost completely. Hell, there's even perks that do the same. Stealth doesn't need to be nerfed, and what you're asking is technically asking for it to be nerfed. Like it or not, that's still stealth. You don't have to be doing anything. Being undetectable to the killer is stealth.
Yes, with doctor this situation should not arise, or if you equipped whispers. But thats not the point. You cannot know if the survivor team will abandon gens when down to two people so you JUST IN CASE take whispers with you. Killers cannot be changed in lobby anymore, so I also cannot switch to doc if I see 4 blendettes. I do not want to play doc all the time, neither do i want to take whispers with me every game. Luckily I don't have to, bc this situation is rare. Still, from time to time survivors do that, and it's just a giant waste of time and totally unsportsmanlike. And saying that the killer just needs to try harder in this situation is extremely cynical, when the survivors LITERALLY do not have to do anything fancy to avoid being found (crouching through the map and hiding in a locker is far from rocket science).
For good sake, don't try to frame such a mechanic as a convential nerf, it wouldn't be! It would only affect you if all remaining survivors fail to proceed with your objective for a considerable amount of time, say 10 minutes. Only if all of the remaining survivors do not touch a gen this whole time, do not have any interaction with the killer or another survivor (meaning something like healing / mending), only then you would get revealed to the killer so he can find and chase you. You do not get exposed, you do not get down or injured or sacrificed on the spot. The entity gets mad at you that you do not play its game properly, so it helps the killer to find you. The reveal could be something like aura, killer instinct, or my favorite, crows that do not disperse until you do a gen for like half a minute or you get into a chase. Do you really want to tell me that such a thing would be a nerf for conventional stealth play? It totally wouldn't. We already have the afk crows, and no one complains about that. This mechanic would just add another layer to this afk punishment, adding another punishment for survivors idling around not doing anything productive.
Your comparison with undetectable is flawed, btw. Yes it's a passive effect, but it won't help the killer at all if he does not move (apart from camping, which is equally cheap). On the contrary, the survivor gets their "stealth" from moving as little as possible and not doing anythign else. Not very skillful play, don't you think? Imagine Splinter cell with this approach, would he get any mission done? Of course not, but he will never be found!
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1591114#Comment_1591114
No, survivors don't need another mechanic to completely ruin stealth builds. If the game is lasting 2 HOURS then that's 100% on the killer. Check lockers, check the corners, etc. The op even said he was just waiting to see how long they'd wait. He probably wasn't even looking. Stealth isn't 100% uncountable. Giving killers an already more easier time finding people will just ruin the game more.
STEALTH? ARE YOU ######### KIDDING ME? It has absolutely NOTHING to do with stealth if you totally abandon your objective to hide from the killer and hope someone else dies or the killer disconnects. You take no risks whatsoever, you do not even try, that's just super lame and time wasting. A real STEALTH player is like a shadow or ghost, touching gens here and there but really hard to find. He will take some risks, even if it's only to taunt the killer a bit. He will certainly not sit in a corner.
The proclaimed mechanic would have absolutely no impact on your stealth if you still try to do your objective. Only when not touching a gen for like 10 minutes it would reveal you or something like that, nothing that would hit you in normal survivor play.
So what if the OP stopped searching? You would do the same eventually when you just can't find them and they do NOTHING but hiding.The survivors were STILL NOT DOING GENS, even when the killer just idled on the spot. Do I really have to spoon-feed you why this problematic and rightfully bannable behaviour?
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@ChickenMcthicken_5 said:
I don't really consider hiding and not doing objectives in a 2v1 scenario as taking the game for hostage. The only real way for me for a survivors to hold the game hostage is if they abuse some spot where the killer can't catch them or pick them up. The only time I am ever bothered with the last two survivors hiding and not doing gens is if the map is way to big (Red Forest, Sanctum of Wrath, Haddonfield etc.) Becasue if it's a small map then it shouldn't be to difficult to find them if you know the map well. Besides it is the killers job to find said survivors so it's technically not taking the game for hostage if you can actually still do your objective without any interruption of some kind. I have always been very open about this and I actually do think slugging for the 4K is somewhat taking the game for hostage cause apart from Unbreakable and maybe Soul Guard there is very little a survivor can actually do. AND even if I use Unbreakable nobody is stopping the killer to just down the other person and begin the whole slug process again. So from a 4 to 8 minute timer maximum of the survivor either waiting for the killer to finally kill the survivor and not elongate the game or taking the chance to pick up the other survivor and evade the slug process again. It's boring for both sides and I will probably never be in favor of it unless they either reduce the timer in these specific 2v1 situations or add a way to kill myself while being absolutely useless crawling on the floor. Camping in 2v1 situation while sometimes annoying, is much more easier to "end" because one glimpse of the survivor and it's over.
Taking the game hostage has nothing to do with undesireable / uncounterable situations, it means you can not finish the trial on your own, since the other party is preventing you from doing so. Slugging does not keep you from dying, it just prolongs it. So it's no hostage situation. The only way a killer can take you hostage is blocking you without hitting and then holding you there for as long as he wants.
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@Raz_ said:
dont killer do the same? slugging the last 2 survivors over and over again till one of them bleed out?
when killer do strats like that its fine i guess.
It's not the same, since the survivors will eventually die. They have a path out of the game, just waiting (bleeding out takes 4 minutes). The killer can't just wait it out, if the hiding survivors are dedicated to not being found, he cannot do sh*t until the survivor give up or make a mistake in hiding. The only way to get out in a timely fashion would be to DC and get a penalty for that. Really fair, right?
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@BabyDweetMain said:
Wow there are so many entitled killer mains thinking survivors can still take games hostage in the current state of the game. God you guys are cry babies. What else do you want? Survivors to have -200 speed decrease?
They absolutely can take the game hostage, why are you denying it? The introduction of EGC only solved the issue with one survivor hiding and doing nothing. If two survivors decide to hide and chill their n*ts, there's nothing the killer can do to force them out of their rabbit hole. This has nothing to do with being a cry baby. The other way around, survivors doing that are severely lacking any sportmanship.
So "what else do [we] want"? Easy, a mechanic that forces the survivors to do something after a certain amount of time. Is that so unreasonable? No one asked for such a stupid thing like you proclaimed, so instead of hyperboling, you could proof yourself useful for the course of the discussion. Otherwise, just shut your trap, please.
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1585672#Comment_1585672
when you hear the heart beat just run straight to the killer... no you hide common lol
Get back in your cave, troll.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1588070#Comment_1588070
He took it into the trial. It was a rainbow map.
Ok, then he obviously didn't bother to search for the totems. I would have, that juicy 1000 BP :D. Or he missed one of them.
Another thing is, if the killer is afk, the gens will fly. So if you want some objective points yourself, you have got to work with the others on gens first, after that you can search for totems. That might be one of the reasons you saw Noed being triggered so often, besides the fact that playing against afk killers is kinda boring and they usually want to get into the next match.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1588034#Comment_1588034
I mean if you’re gonna run a green map why wouldn’t you run red twine?
I usually prefer one or both stamp addons for greater scan area. Sure it can only show me gens then, but mostly I use it for getting the points and decision making which gens should get done next. I would use the killer belongings addon when I actually need to destroy totems (for challenge or Inner strength), but even then Detectives Hunch for totems and med kit for healing is usually better.
Btw, did the Jeff actually take the map into the trial? He could also just having found it in a chest.
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@mintchapstick said:
Which challenges are you guys struggling with? I only have 3 left and I swear I just cannot get them for some reason. On paper they don't sound impossible, but for some reason I just can't do it.
Survive with 3 other people leaving the trial before you--I almost never have a full team leaving the trial!
Stun the killer 3 times in one trial--killers at the rank I'm at usually know better than to get stunned.
Survive as the obsession--I FINALLY figured out a way to ensure getting the obsession without using DS (I'm awful at hitting DS and every killer just slugs anyway), but now I just have NOT been able to survive.
What about you guys?? I've done all of the killer challenges, but I'm stuck on these 3 survivor ones!
For the first one, it does not need to be all three in one trial. You do not even have to get out yourself. In a recent game I was put on my death hook and the entity sacrificed me. During the animation, one of the other survivors ran out. I still got the one stack towards the challenge, although I died just a second after that one ran out. So when the gates are open, just hide somewhere until the others got out. you can even let the entity kill you due to the timer, that should still work.
For the three stuns, not just pallets but DS and Head On stuns work as well. So you can equip this two and then try your luck. With quick and quiet, you can even hop in alocker in chase, the confusion from the killer is usually enough time for head on to activate. Or you could equip Spine chill and camp a pallet when the killer comes into your direction so you could get some surprise pallet stuns. If possible chain that into a locker stun :P. Or just be patient, every know and then there's a killer totally ignoring pallet stuns and eating everything you throw at him.
For the obsession one, I guess it's easist with For the people. If the gates are open, wait there and hope someone injured gets by. heal them with FTP, which makes you the obsession, and imidiately run out. If you don'T have FTP, the DS stun approach would be the next best solution. If you struggle to hit the skillcheck, you gotta train to hit it. As an advise, try to hit it late, bc you usually do not lose the effect when hitting to late. Another approach would be to run all the available obsession perks to greatly increase your chances to be the obesssion at the start. But that would include OoO and MoM, not so great for trying to survive, imo. Also you could lose your obsession do to DS stuns from others.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1587760#Comment_1587760
By all means try it yourself. I even had a match with a Jeff that had a map. Still NOED activated.
Could the map track totems? If it was a green one without the killer belongings addon, the map wouldn't help him.
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@Xbob42 said:
If I see an OoO in my game, I will make that match as miserable as possible for that person. I don't and can't know if you're in a SWF group, but under rank 5 you should know that OoO puts a big target on you. It's basically a giant middle finger to the Killer whether you intend it to be or not, and so it will usually get a response in kind. While you don't see it ran too often (probably because people know it paints a big target on them and want to have fun games) you will eventually run into an SWF running it and boy oh boy aren't those matches something special.
I might get irritated at a team full of DS+Unbreakable or other meta perks, or a bunch of Blendettes or flashlight heroes doing their thing, but I still play the game as I normally do, sometimes people do irritating things in games to help their chances at winning. That's fine, whatever. But seeing that OoO at the beginning of a match really just sets off something different in my brain. Maybe if the damn thing showed me your entire team for free like it shows you my entire team then I wouldn't mind so much. Or maybe if SWF wasn't a thing. But that much info that you can convey to people who can use it for free with no downside is just tremendously borked.
The problem is, chasing and downing an OoO user can be considerably more difficult, since they usually cannot be surprised (unlike stealth killer), so no easy first hit, and they are usually good loopers. If you don't want to throw the match entirely, you often do not have the time to chase that one. Patience is key in this scenario. Let them do a faraway gen and get steadily nearer to you, instead of chasing after them. In my experience,
I get way better results when just ignoring the OoO for half the trial and store up my revenge for them to use later. When I imidiately chased them, I usually gave up to much gen pressure and got the gens flying. I would get and hook the OoO eventually, but if the team is well coordinated the will get that one unhooked and out of the trial, so in the end you achieved nothing, not even revenge. If the OoO is a noob player, ok, then just punish them as you like ^^.
