CaulDrohn
CaulDrohn
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240165#Comment_3240165
But then again his overheat does not serve a reasonable purpose and makes it harder on newer players that try to experiment around using it... So why not just take it away? Bubba was Nr. 1 facecamper before and overheat didn't do anyhting in that matter, and since for Billy it was the same reasoning nothing changed... You can still facecamp people and at least get a 1 for 1 out of it... So why not just delete the whole thing?
Yes Bubba is still the king of face camping. But before the rework, he could stand at the hook with chainsaw ready for indefinite time, making it vitually impossible to unhook (except when he somehow missed), not even for a trade. Now with overheat, which forces bubba to camp without pre-reved chainsaw, you have a good chance to at least trade the hook. Camping is still massively in Bubbas favor, but your odds of unhooking are considerably better than before (still slim though). Removing Bubbas overheat would certainly make it worse.
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Played two billy rounds yesterday, did not overheat once. I'm just a mediocre player with him, so no curve billy plays. But I really tried to down them with the chainsaw, failing at doing so multiple times in a row. The overheat is not Issue, seriously! The removal of charge addons hurt him WAY, WAY more.
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Still had an instance (ormond?) recently where the survivor ran to the map corner, and I literally could not hang them. Without ANY hook being removed (all survivors still alive and no one saboed)
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241277#Comment_3241277
This wouldn't have much of an effect on punishing hook bombing, 1-2 metres is a tiny area of space, like 0.25 - 0.5 seconds of distance from the hook. Most times you will be able to hit the person going for the save before they reach that area. I just think something needs to be done about the fact that survivors who aren't part of a coordinated SWF (or if the hooked survivor is the obsession) are literally forced to just leave the person on hook to die.
It definitely would, I'm talking about survivors sneaking behind you to unhook while you just turn around. The kind of players that effectively force you to camp, and then whine in post game chat about it.
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Got it first try, but equipped all the stun perks to get it (blast mine, head on, DS). Didn't get to use blast mine or DS; but managed to get two head on stuns and a couple pallet stuns (Wesker did not care, luckily).
But of course, if you constantly face killers that outplay or ignore pallets (cough Nurse cough), it's really difficult.
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@nfochairman said:
Serious question....and will anything happen if you do?
I'm actually a killer main and have no respect for hook campers. And i love the casual campers who pretend they're not in the vicinity of the hook and walk around like they're "looking for something or someone"
And it always seems to be PC players...i'm sure it's not but seems that way
So is it a thing, can they be reported?
Camping is only reportable it its done deliberately over the course of several games, always to the same person. Bc this would count as griefing. But good luck proving that. Maybe if you were a streamer and get harrassed like this multiple times a day, all caught on stream, they would take some action.
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I'm against that.
Why? The killer has to hit 8 times to get full stacks, not counting in a potential block by the obsession. So when the killer camps the first guy possible, he should have 2 stacks tops. So for blatant face camping from the start, STBFL does not really do anything. It's really not that efficient for a camping playstyle, Corrupt, Deadlock and Noed are way better. So when camping takes place with many STBFL stacks it's more likely in mid / end game. Where camping might actually be a valid decision to secure a kill.
Also, STBFL is a great counter to hook bombing, I wouldn't want to lose that. If survivors playing super aggressively and unhook just seconds after you hooked, it's fair game to hit them equally aggressively with fast hits.
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@Nihlus said:
There are two killers that open them to reload their power. One that literally teleports to them and will grab you if you're in there.
Literally short of setting up head on plays or trying to dodge an aura read like BBQ, you shouldn't be in a locker.
Or healing with Inner healing or picking up a flashbang.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/3237270#Comment_3237270
I've done it as Doctor.
You pretend to be a clone and wait for them to hop on a gen, then go for a grab. Since Doctor has both a big Terror Radius and an excuse for a lookalike to just be standing around, people generally don't expect it.
Well, that and who the heck runs Insidious besides camping Bubbas?
I had that in one game ^^. Doctor hooked someone and just stood beside it with Insidious. It looked suspicious to me, but I couldn't really tell why. When the clone moved all out of a sudden, I knew what was wrong xD.
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You just did not try hard enough :P
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No they can't. Pre game chat is survivors only.
Killer can only chat with survivors in custom game lobbies.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3236398#Comment_3236398
As easiest killer to loop, may I offer : Legion ? Good luck getting that second hit if the survivor can loop well haha !
Hag as well, if we're talking exclusively looping and not chasing in general (even though.. we almost could...). People can just leave the loop if you put down a trap, so it rarely helps, and she's extremely slow as well.
Many legions play iri button, which effectively negates any extensive looping. Even when not, many will just frenzy hit you and run away, even when injured. I know legion shouldn't be hard to loop, but I somehow still struggle against them from time to time :-/.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3235051#Comment_3235051
technically it shouldn't be the same for other games too then? yet with the other games everything is going smoothly, without problems
https://forum.deadbydaylight.com/en/discussion/comment/3235055#Comment_3235055
a lot of people complained about those crashes and my pc isn't exactly a weak one... i strongly doubt it that's a issue of my pc if most of the people out there have a similar experience...
"technically it shouldn't be the same for other games too then? yet with the other games everything is going smoothly, without problems"
Not necessarily, it all depends which features of the graphics drivers are used by the respective games. It could also be a hybrid issue, with DbD using something in a wrong way and the driver not handling it correctly.
Another possible issue might be overheating. DBD seems to be very demanding for CPU / GPU, when it runs my PC's coolers are running at full power. With other games it's not so bad.
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@danielmaster87 said:
Killers who are easy to loop are fun to play against. I've seen this with Wraith, Freddy, Pig, Demogorgon, Artist, Dredge, Wesker. Once you find the counterplay, it's just execution. You don't put yourself in a disadvantageous position, they can hardly use their ability on you.
You write "killers who are easy to loop", but then list multiple killers that have anti-loop in their kit and are countered by shift w instead of looping:
Pig ambush can outplay loops, and is countered be leaving the loop (shift w)
Artist can injure / down you insanely fast when you try to loop her, thats why you shift w.
Dredge can outplay short loops with his remnant, but is countered by shift W
Wesker and Demo cannot be shift w'ed so easily, since they can catch up fast, but they still have anti loop in their kit.
The easiest killer to loop is Myers, by far. He has nothing to help him, apart from faster vaulting.
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3233619#Comment_3233619
I guess the multiple people having crashes since the halloween update. It happened to me too and my pc is not exactly a bad pc.
@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3233619#Comment_3233619
All the problems that people are experiencing aren't already a solid proof? Nuff said...
Or, since many PC players will have an NVIDIA graphics card, it's also possible that NVIDIA rolled out a bad driver. It wouldn't be the first time.
All I'm saying is, when the game crashes, it's likely the game itself. But when the whole machine is freezing and gets unresponsive, so it has to be restarted, that usually points to some driver / os / hardware issue.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3233716#Comment_3233716
I think we have different lobbies. I still see DS, UB and DH. Usually between 2 or 3 of each.
That you don´t see BT when its basically basekit isn´t really a surprise, is it?
Sure it's bc of BT being basekit. And Iron Will being considered trash now. Still, even when we consider DS, UB and DH all being present 3 times, it's still better than before.
Also, although I might occassionally get a lobby with all the previous meta perks as well, there will be multiple games with varied perks in between. Certainly no full-stacked survivor lobbies game after game after game. At least for me, but maybe I just got worse in the game and do not get such sweaty teams anymore, who knows ...
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@Tsulan said:
Considering how the 6.1.0 patch aimed to shake up the meta, i´d say it failed and hard. SC and DH still the 2 most used survivor perks. For how many years in a row?
Failed hard?
Before the patch, you would regularly have lobbies with DH, DS, UB, IW and BT taking 14 of the 16 possible perk slot.
Now, IW is pretty much non existant, BT is rare, DS/UB are used sometimes, and only DH managed to stay on top.
I see way more varied perk builds now compared to before.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3233630#Comment_3233630
DCing is what makes it impossible for killers to get 30 void energy. Survivors are the resource, if they go so does the energy.
But if you play survivor, all you have to do is repair 60% of a gen, bank your 15 and repeat.
I almost never fail to get 30 void energy, even now after getting all 12 cosmetics, when I play survivor.
I played many killer rounds this event, and (nearly) always managed to get the 30 energy even when performing badly. I find it way harder for survivor from time to time, since you won't get anything stored if the killer hard focusses you. Or your mates give up faster than you can blink.
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3233630#Comment_3233630
That's were lies a problem. Like with the Mask event Survivors after a week Gen Rush and leave the match asap and play the sweatiest matches that I ever seen. I can only play weekends so my time is limited and the oh do nice disabling of the DC penalties hinderd my event grinding.
The DC penalties are back in place now, so that shouldn't be an issue anymore. Also, even when you have all event stuff, you still get a ton of BP for filling energy, so excpect players to continue using it. that was not possible with masks, I think.
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@VikingDragonXii said:
A little too late for me....all these DCs ruined the event and me caring about getting any of the event items.... because I learned if you don't get them within the first week you won't get them after because those who already have everything will just sandbag and ruin trying to get them after.
Just play killer then. As long as you get like 4 hooks, it should be enough to get the required 30 void energy.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3231869#Comment_3231869
did you have proofs of what you said? it isn't normal what's happening right now, and in the doubt i prefer don't play at all 1 game than keep playing this game with the risk to have my computer ruined by it... you are free to do whatever you want, but personally i want a stable game without risks
And where is YOUR Proof that it's the game that froze your pc? A graphics driver bug could do the same, which the game would only use!
I for my part NEVER have experienced DBD freezing my whole PC. Game crashes sure, there were plenty, but never had to restart my machine. So which anectotal evidience counts more, yours or mine?
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Probably they were waiting for you? Maybe tell them in chat before that you have hatch challenge and they should leave through gate if they can.
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@Pulsar said:
I mean, this has happened to me and my friends a couple of times today.
Game just closes. The Killer and I got no BP or rewards from the game.
I had something similar recently. We were playing against an infamous Evir Incarnate Shape (so both iris). Shape managed to activate EW3 on me, I wanted to jump into a locker to avoid insta-mori, I guess the killer activated the mori at the same time. Game froze for me like half a minute, then it showed us the end screen, with the killer and me having DCed apparently. The other players got their BPs :-/.
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@Eelanos said:
https://forum.deadbydaylight.com/en/discussion/comment/3231812#Comment_3231812
I feel like these rules are a bit weird and incomplete. Like, for example, If a survivor gets pinned in a corner by other survivors and the killer let them do that, it's taking the game hostage. But if the same thing happens in the end game, it's fine because the game will eventually end, which rubs me the wrong way because... is it not bannable, then? That player can't do anything to prevent that. They could easily get cornered trying to cleanse, say, a NOED, so it's not just a matter of "Well, don't stand in corners."
In the 3-gen situation, if the killer just defends and does nothing to progress the game, the killer can potentially get banned, but if the response to this was the survivors staying away and not even trying to do the gens until the killer moves, who's the one getting banned? It's easy to point fingers at both sides, but the thing is, both teams are trying to prevent a loss. Both teams are, funnily enough, doing their best to win, or at least, to lose the least.
This is kinda why I dislike the whole 3-gen being an actual thing. In some situations, it feels like the only option is for survivors to just throw themselves at the killer's arms. It's okay if ending the game is just "a bit more difficult" if survivors do things wrong, but there's situations that are downright impossible to end, especially when the killer can just sit there from the beginning and force such a situation.
"I feel like these rules are a bit weird and incomplete. Like, for example, If a survivor gets pinned in a corner by other survivors and the killer let them do that, it's taking the game hostage. But if the same thing happens in the end game, it's fine because the game will eventually end, which rubs me the wrong way because... is it not bannable, then? That player can't do anything to prevent that. They could easily get cornered trying to cleanse, say, a NOED, so it's not just a matter of "Well, don't stand in corners."
It's not so difficult, really: Will the game end eventually even when the blocking player does not move an inch (e.g. killer body blocking with EGC active, letting someone bleed out intentionally)? Thats fair game (although a killer body blocking a surv for the whole game and not caring for the others would still be griefing / not participating in normal gameplay and reportable, it's just not taking them hostage). If the game does not end on it's own, so the blocked player can only wait for mercy or DC, thats hostage taking (body blocking when EGC is not active). It still needs to be for some time, so a killer blocking you for a minute or so and then stepping out of the way / hitting, thats not reportable.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3227451#Comment_3227451
I think you are getting lost about what we were arguing about. We were arguing about the strength of new and old Dead Hard against killer powers. My argument is that against most killer powers, the odds of successfully using new and old Dead Hard is about the same but the effect of new Dead Hard is stronger, so new Dead Hard is overall stronger against killer powers. For example, against Blight, you just have to Dead Hard once he is charging and close to you, so the odds of successfully using old and new Dead Hard is about the same, but new Dead Hard gives a speed boost, which is stronger than just a missed attack. Therefore, new Dead Hard is stronger.
Yeah, and I wrote:
"When you can use it reliably (e.g. against lunge attacks or certain powers), it sure is better."
So we agree after all ^^
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@DragonMasterDarren said:
I'll do this, but i will be taking the brief time you're standing completely still to wind up a Hatchet, or a Knife, or a Shred, or a Bound, or a Redeemer shot, or any other killer power that has a significant wind up
Just because i'm polite doesn't mean i won't be taking the opportunity to save my STBFL stacks
Thats totally fine, no one would mind.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3227287#Comment_3227287
"What do you mean with "successfully using" it? With old DH having one second iframes compared to 0.5s endurance, it was even easier to make the killer power miss. So when avoiding the down by an attack is the success condition, old DH excells the new one. But, if your success condition is to live longer, then of course new DH helps you more."
I meant exactly what I said. Using Dead Hard against some killers' power is easier than using it against a m1 attack. This isn't a comparison between old and new Dead Hard. It's a comparison between using DH against a killer's power and their m1 because you keep saying Dead Hard is the same against killers' power and their m1. For example, if Billy is charging right at you with a Chainsaw, that's going to be very easy to Dead Hard since you just have to Dead Hard once he is close, making it a guaranteed Dead Hard. However against an m1 attack, the killer sometimes has a chance to bait it out, making it not a guaranteed Dead Hard. Using Dead Hard against Billy's Chainsaw is more likely to succeed compared to Billy's M1, which is one of the reasons why Dead Hard is stronger against some killer's powers compared to their m1.
"I did already agree that the speed boost is stronger than missing the attack. All I'm saying is, it does not change anything about having to recharge the power and/or aim with it again. The only difference is they get farther away with the speed boost now, but thats just the same for M1 attacks. Yes, new DH makes it harder to down someone with a power, but thats not bc it works better against powers, but it's effect lets them gain more distance, and thats the case for M1 and powers."
I don't know where you are going with this but this is my point:
New Dead Hard = speed boost and make it to new loop when it works = stronger
Old Dead Hard = only miss attack = weaker
New Dead Hard has the stronger effect. I don't care whether or not the killer has to reuse their power.
Ok, I see we were talking about different things then. I was comparing old and new DH all the time for evaluating if new DH is stronger now or not. You compare it's success rate against M1 and killer powers. Imo we should compare old DH / new DH against M1 and powers seperately to assess which is stronger, but whatever.
"because you keep saying Dead Hard is the same against killers' power and their m1."
I keep saying the EFFECT of new DH once it triggers is the same for M1 and most powers. You get speed boost against both, and killer gets hit cooldown / power end. For most powers, it's just not different to hit new DH compared to regular M1 hit. Emphasis on the condition that DH is triggered! Of course the success rate (from the survivor perspective) may differ, as you pointed out, with M1 being harder to counter than powers (esp for M1 quick attacks, lunge attacks can be reacted to similar to powers).
But there are some killer powers that counter this: Legion Frency activating Mending on its own, DS just plain ignoring the endurance effect since spearing does not hit, Bubba being able to chainsaw through endurance and still catching up for a down (with chilis), trapper traps still able to catch you regardless of DH activating or not.
All this should be considered for decidiing if new DH is stronger than old DH:
Yes, new DH has the stronger effect when it triggers. BUT, does it trigger as often as old DH? You only have half a second compared to one full second. When you can use it reliably (e.g. against lunge attacks or certain powers), it sure is better. When you can't use it reliably (against quick attacks or some selected killer powers), its worse than before.
Of course players also adapt to this short comings. Thats why old DH was often used to extend the loop on the same tile, since using it in a dead zone would not help you. New DH can be used to get to another tile, so you would typically let yourself getting hit when its preditcable and convenient. Also we see more tactics like doing a 360 to bait out a quick attack. There sure is more skill involved with the new DH, since it's not as easy to use anymore, but when you are successful, you get a bigger effect.
All in all, new DH is stronger than old DH, but only when you manage to get hit at the right moment. So for seasoned players, it might be better, for newer players it might be worse than before. Can we agree on that?
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226190#Comment_3226190
"But all this is not different to a regular M1 hit, thats my point."
The main difference to an m1 is the higher chance of successfully using a Dead Hard against a killer power compared to an m1. You have to factor odds of success into the strength of a perk. A perk that works 100% of the time will be stronger than one that works 1% of the time.
"If you missed you blink attack due to old DH, you will hit it and grant endurance with new DH. Surv. will get speed boost, killer attack cooldown. Nurse or Blight will have to recharge carges, regardless of missing bc of old or deep wound hit bc of new DH. Pig will have to go crouch again, billy has to rev chainsaw again to continue chase. Myers just does an M1 attack to begin with. Mastermind was published after the rework, if I'm correct."
I will have to disagree. I believe that getting the speed boost from endurance is much stronger than simply making the killer miss their attack with their power. If the survivor is in a dead zone or area with weak loops, this is 100% the case as the speed boost will allow them to make it to stronger loop. You're essentially arguing that Dead Hard would be as strong if no speed boost was given for successful use.
"The main difference to an m1 is the higher chance of successfully using a Dead Hard against a killer power compared to an m1. You have to factor odds of success into the strength of a perk. A perk that works 100% of the time will be stronger than one that works 1% of the time."
What do you mean with "successfully using" it? With old DH having one second iframes compared to 0.5s endurance, it was even easier to make the killer power miss. So when avoiding the down by an attack is the success condition, old DH excells the new one. But, if your success condition is to live longer, then of course new DH helps you more.
"I will have to disagree. I believe that getting the speed boost from endurance is much stronger than simply making the killer miss their attack with their power. If the survivor is in a dead zone or area with weak loops, this is 100% the case as the speed boost will allow them to make it to stronger loop. You're essentially arguing that Dead Hard would be as strong if no speed boost was given for successful use."
I did already agree that the speed boost is stronger than missing the attack. All I'm saying is, it does not change anything about having to recharge the power and/or aim with it again. The only difference is they get farther away with the speed boost now, but thats just the same for M1 attacks. Yes, new DH makes it harder to down someone with a power, but thats not bc it works better against powers, but it's effect lets them gain more distance, and thats the case for M1 and powers.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225971#Comment_3225971
It isn't just Bubba and Trickster. There are many killers where their special attack is very telegraphed or obvious when it will hit or occur. Due to the ease of using Dead Hard against them and the stronger effect, the new Dead Hard is stronger against their special power. More examples are:
Hillbilly
Nurse
Shape (the longer lunge gives more time to react)
Pig
Blight
Maybe Mastermind
I also think it's stronger against Plague since if you miss your Corrupt Purge against the old Dead Hard you can just shoot again. Against the new Dead Hard, they get a speed boost and make it to another loop. Plague can also charge her vomit for longer to potentially hit them through old Dead Hard.
But all this is not different to a regular M1 hit, thats my point. If you missed you blink attack due to old DH, you will hit it and grant endurance with new DH. Surv. will get speed boost, killer attack cooldown. Nurse or Blight will have to recharge carges, regardless of missing bc of old or deep wound hit bc of new DH. Pig will have to go crouch again, billy has to rev chainsaw again to continue chase. Myers just does an M1 attack to begin with. Mastermind was published after the rework, if I'm correct.
I may be very pedantic here, I know, but all this is just an iteration of what happens when hitting with M1. Of iframes being replaced with endurance. It did not get any harder to hit ppl with your power due to new DH. It actually got easier, bc. you will ALWAYS hit now. But of course they won't go down due to endurance, so you have to chase longer. Or abandon the chase so they can waste time mending.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3224813#Comment_3224813
I've played Legion against the old Dead Hard. Dead Hard didn't matter that much because a Legion wouldn't Frenzy an injured survivor, so if a Legion went for an injured survivor with Frenzy, that survivor would have to be the 2nd or 3rd survivor in his attack chain. Say the injured survivor was the 2nd survivor in the Frenzy chain, there would have to be a 3rd survivor nearby for the Frenzy chain to continue, which is fairly rare. It's also usually easy for Legion to outplay Dead Hard due to the high speed boost and the fact that an injured survivor wouldn't drop a pallet to avoid the Frenzy hit and if they did, that's good since it's a waste of a pallet. Something else to consider is that if a survivor Dead Harded to avoid the Frenzy, that survivor is injured and has no Dead Hard, meaning they are an excellent target for Legion to chase normally.
Sure, the effect on regular hits is better than before (on-hit speedbost + successful hit cooldown, compared to iframes + miss cooldown). Although you have to time it better now (0.5s vs 1s). But I wouldn't call that "working against killer powers", it's just working against hits.
I disagree with this interpretation. You have to consider Dead Hard as a whole to evaluate how powerful it is. For example, new Dead Hard is extremely strong against Bubba because Dead Hard is guaranteed to work against his Chainsaw whereas against old Dead Hard, Bubba would just keep chasing them until they die. It's clearly stronger against Bubba's power in this case.
https://forum.deadbydaylight.com/en/discussion/comment/3224909#Comment_3224909
Like I said, a lot of people think Trapper is the worst killer in the game. It's just your opinion that Freddy is worse. Trapper is ranked lowest on many of the killer tier lists. Here's a community vote on the tier of killers: https://dennisreep.nl/dbd/killers/. As seen, Trapper was voted the worst killer in the game. Otz, one of the longest Trapper mains, also thinks this is the case: https://www.youtube.com/watch?v=whmrILaplk8.
I'm not saying using old DH against legion frenzy was worth it all the time, it surely wasn't in 95% of the time. As you wrote, if you made legion miss his frenzy attack due to DH iframes, it made you the next target of them. But there were still rare situation where it would help to end the legion frency. E.g. when you are the forth/fifth in chain, to avoid the down. Or when you want to protect other teammates by making legion chase you instead. Old DH had this utility to it, which new DH does not have anymore. Thats all I'm saying.
You are right about Bubba, the iframes could totally fail you when in the open against his chainsaw. With speed boost from the hit, you might reach some loop with new DH. Still not guaranteed to get away (esp when Bubba has double chili), but better chances than before. Bc. Bubbas chainsaw does not stop on hit/miss, I would count this as another "special" interaction with DH. We would be on 3 worse (DS, Trapper, Legion) and two better (Trickster, Bubba) when only considering interaction with killer powers.
Don't get me wrong, I also believe new DH is (slightly) stronger than before. I just don't agree with claims that it's universally better. It is not, it lost utiltity against specific killer powers, but got better in it's general usage. And I really like that it's somewhat skill-dependent now, since the time frame for it's effect is so short.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3224654#Comment_3224654
No one plays Trapper and he's still the worst killer in the game after the Dead Hard change, so it doesn't matter. I don't see why you would ever Dead Hard a Legion Frenzy when you are already injured. The only exception is if Legion is in his last hit, which is very rare. It's a buff for Death Slinger but he also got nerfed massively, so it evens out. Other than that, new Dead Hard is better against most killer powers.
Even if "no one play Trapper", DH still does not counter traps anymore. So in this regard its weaker then before.
The legion rework allows legion to down someone with the fifth chain hit. So old DH could be used to prevent this fifth hit, but more importantly, break the chain by making them miss due to iframes. That does not work with new DH anymore, legion will still hit you and increase his chain. So against legion, new DH literally does nothing, except maybe for the fifth hit (don't now if you can prevent going down with new DH).
New DH does nothing against Deathslinger, the surv will still be harpooned. That Slinger may have received other nerfs is irrelevant to the claim that new DH is better than old, so we shouldn't count that in.
I explicitly mentioned those three killers because DH has a unique interaction with them (or no effect on them). Many of the other killer powers do not interact at all with DH (wailing bell, stalking, traps, gas), or it behaves the same as with regular M1 hits (chainsaw, hatchet, blink attack).
Sure, the effect on regular hits is better than before (on-hit speedbost + successful hit cooldown, compared to iframes + miss cooldown). Although you have to time it better now (0.5s vs 1s). But I wouldn't call that "working against killer powers", it's just working against hits.
So, maybe we can agree, that it's a bit more powerful when triggered on hits, but less powerful against specific killer powers.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3224619#Comment_3224619
I'll take that trade any day.
https://forum.deadbydaylight.com/en/discussion/comment/3224622#Comment_3224622
True but the new Dead Hard is still stronger. The old Dead Hard was completely useless against Trickster. It's also better against Main Event where you can't pause your knives. Regardless, it's just an example. Another example would be Bubba. You basically can't use your Chainsaw against an injured survivor since it's a guaranteed Dead Hard.
Just a remark:
Even though new DH might be better against Trickster, it's totally useless against Trapper Traps, Legion Frency and Deathslinger Shot now. So when considering DH potential against killer powers, it sure was a nerf.
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In my experience, Oni was really difficult to get used to. Other players could hit with insane flicks, where I did not hit anything in fury. That was very frustrating. Oni sure needs some time to learn. But when you learned his basics, he's a real powerful and fun killer.
Trickster is similar, to a lesser degree. It can be really frustrating with him to get looped to oblivion, when you don't know how to be effective with his blades yet. Quite some map dependence, in low loops you are unstoppable, in high loops in can be very difficult. Indoor can kill you. The least fun of the three for me.
Artist was the easiest of the three to get good with. It can be annoying when survivors just hold w, but you still can down them with your birds with a little experience. Imo it's really satisfying to get such a cross map down. Most fun killer of the three for me.
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For me, leveling the bloodwebs feels very dull. I have all chars with maxed perks thanks to the prestige overhaul, so I'm stuck with prestiging for cosmetics / charms (getting all my killers to P10 currently). And when I don't have any perks to buy, but just random addons and offerings, It just does not feel as satisfying as before :-/.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3222597#Comment_3222597
There has been plenty of sales. But this game retailed at full price. If you have been playing for awhile, you have likely been buying 6-10 dollar chapters every few months. Plus paying for cosmetics and battle passes.
If you reach rift level 70, you get all the auric cells back you invested. Therefore, doing all the 10+ rifts we had until now, I only ever paid for the first one. All the others I could buy with the cells I got back from the previous rift. Combined with never buying cosmetics for real money (shards are fine) and only buying licensed chapters when they are discounted, my money spent for the game might still be less than 100 bucks. Which is nothing considering I played the game for more than 4k hours.
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Can't you just point or wave to prevent crows from spawning?
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@RuthlessDecay said:
https://forum.deadbydaylight.com/en/discussion/comment/3209945#Comment_3209945
Even if that was implemented the community will find something else that’ll be considered to be “toxic”.
As a example people consider spamming “What a save voice prompt” in the Rocket League to be toxic….
A lot of the toxicity that people complain about in games is actually quite silly in retrospect. If people get upset over a repeated crouch animation, a flashlight click, or a voice prompt spam. There is a good possibility those people are being a delicate flower. Imo
I think there's a real important aspect missed nearly every time whenever ppl discus what is being toxic in the game or not:
If I play a game with my pals, and we goof around alot, we can display toxic behaviour against each other as well. But since we know each other personally, we can laugh this off. We know the other is messing with us for the lols, and not to be a legitimate a'hole. And if there's a friend that does not like such behaviour, we likely won't display it, so we can keep playing with them. You could say, with playing friends, there's a consent about what toxic behaviour is ok and what not.
It's not the same for facing randoms in a public match. We don't know each other, we don't know what they consider too much. So there cannot be any consent about that. Many players are decent people, so they will treat the other players respectfully, without bm'ing. They woulnd't spit at the feet of a random stranger on the streets, so consequently they wouldn't bm another without reason. But other, generally toxic players would. This clash of peoples expectations about "common decency" is what causes all this conversations about toxic behaviour.
So yes, it might be "silly in retrospect". But it still mattters, which person is being toxic to someone. If it's a friends they know well, it might be perfectly fine. If it's a stranger they don't know, doing exactly the same is, it may be disrespectful to them. Thats got nothing to do with "being a delicate flower", imo.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3212056#Comment_3212056
The title is literally complaining about getting max chase at 5 gens. That tells me he held the chase ON PURPOSE and made no effort to actually do a gen himself.
This is the classic entitled mentality of "For me the game is all about the chase, and looping. Someone else can do gens."
Yes, the title may be misleading. But the core complaint of the post is about gens not being done. And breaking the chase does not change that, the teammates won't be doing more gens when they are chased instead of yourself.
And to be fair, to be able to max out boldness with 5 gens still to do, that can only happen if all the others do NOTHING!
Also, OP explicitly said that the killer tunneled him for his two-digit prestige (confirmed in after game chat). If a killer wants you so hard, it's difficult to lose them even when you try. I think that all this "blaming" of the OP totally misses the point.
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@Grandpa_Crack_Pipe said:
'Cause it worked.
https://us.v-cdn.net/6030815/uploads/ZNBTP5N61108/image.png
We had to avenge those two poor fellas somehow.
If the killer really wanted to get Evil Incarnate achievement, his build was not optimal for it. There's now Play with your food, a must have for trying Evil Incarnate, and Thrilling Tremors makes no sense, since you will killer survs on the spot, without picking anyone up. Together with Rancor and a yellow mori, it looks more like a general kill by hands build, since mori does not count towards the achievement. Maybe the killer did not know that, though.
Imo the best build for tackling this achievement is:
Corrupt + Deadlock for getting enough time to tier up. PWYF for increasing movement speed (since you don't lose any stack when killing a surv by tombstone), 4th perk either information (for finding survs to stalk or kill) or chase (although with 3 stacks you are fast enough to not really need more chase power),
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@WesCravenFan said:
Did you even TRY to break chase and lose the killer?
What does breaking the chase change? OP talks about being chased for quit some time, but no gens are being done. Thats the issue here, teammates being allergic to gens, somehow.
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@kisfenkin said:
Hmmm. It sounds like you were using windows of opportunity and/or bond and trying to shake the killer off. If I was this killer I would have happily camped you after you ran through the entire map of pallets and used them all up so your teammates have nothing left to use, and then easily kill the other three because you used all their resources...
That's just what it sounds like to me. If you ran the killer towards the survivors and they were even slightly wary of you they stopped working on the gens. That's the way soloers often do it, because they have to fight their teammates to escape even moreso than they have to fight the killers. It would be great if we could stop this mentality but the first thing that needs to end is the idea that shaking the killer off is even remotely fair. Don't lead the killer to the others. If I see a survivor on a gen while I'm being chased I will purposefully back track so the killer isn't shaken off, even if that costs me a hook. You need to be a team player not a solo newb.
Did you comment on the wrong thread? Which part of his text makes you assume he had Windows? Or that he used it to run towards his teammates (which does not even work, you would need bond for that). Or that he wasted pallets? You can have a long chase without using any pallets, it all depends on the survivor vs killer skill. Your whole comment just makes no sense to me, other than (victim-)blaming op for his playstyle, which cannot even be inferred from his post.
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Either keep the 3 seconds but make it twice per match, or give it the five seconds again, I'd say. As long as it stays deactivated in end game.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3207539#Comment_3207539
If you want to do a 4 K you'll probably have to slug. Risking a Hatch escape would mean the offering you've made as a killer is pointless.
Yes, the new mori offerings are a gamble (and a bad one, I'd say). I would like them to do something different myself. But thats not set in stone, the PTB is coming for the community to test this out as well.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3207643#Comment_3207643
"1k - Beat the last survivor in the hatch race ..."
...that's a 4K, and it relies on the gamble of beating them to the hatch. If you want the Mori, you need to slug.
"2k - Find the last two, slug one and down the other fast, BAM finisher mori. Or hook one and find & down the last one, BAM finisher mori as well."
That's a 4K... and exactly what I'm talking about.
"3k - Have one already dead, two hooked, find and down the last, BAM finish mori."
Also a 4K, and once again comes at the risk of the hooked survivors killing themselves to get the hatch for the last survivor.
You've just given several examples of the exact scenario I'm talking about. That doesn't mean it's going to be any easier or common, all of them require doing exactly what survivors hate, tunnelling and slugging.
So you explicitly mean mori finishers in end game? Then it depends on the implementation, which we don't know yet. If its implemented to trigger as soon as all the remaining players are hooked / downed, then it would also trigger when you slug someone and chase the last out.
It it triggers explicitly when the last standing is downed, then that won't work, sure. We have to see. And even if it's the latter, it still could be changed to the former.
All I'm saying is, it's way to soon to claim that finisher moris will only be possible with 4Ks, we don't know yet. And even if thats the case, many games result into a 4k. So whats even the deal with it? If it's about that your new mori offering might be wasted, yeah that might happen, but thats and issue with the (lackluster) mori offerings, not with the concept of the finisher mori.
Or is it bc of the claim that we will see more moris? That absolutely will be the case! How often do you face a mori offering nowadays? Maybe one every ten games (atleast in my MMR). With the mori rework, there's the possibilty for a mori animation with every game. And it's nearly guaranteed for all the 4k games. If I had to guess, I would say we will see a mori at least every two games, possible even more often.
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@Jessymay3214 said:
Now I’m not attacking behavior for their recent killers.
Wesker is great, however with the addition of such out of place killers into this game to me the “that killer doesn’t fit the game” argument is dead.
If we can have Wesker, we can have springtrap, alien, a giant spider.
whatever.
I don't buy that reasoning. Esp. with Alien or a giant spider, you have some fundamentally different character models and movement. So even if you put the "doesn't fit in the game" argument, they still likely won't come just bc of the technical hurdles it would pose.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3207539#Comment_3207539
Except survivors always remain in the game, at the exit gate, until their team mates are downed. So it's going to be virtually impossible to get a 1K, 2K or 3K finisher mori. It'll only happen with a 4K.
Impossible to get 1k, 2k or 3k mori?
1k - Beat the last survivor in the hatch race or interrupt them at the gate, BAM finisher mori.
2k - Find the last two, slug one and down the other fast, BAM finisher mori. Or hook one and find & down the last one, BAM finisher mori as well.
3k - Have one already dead, two hooked, find and down the last, BAM finish mori.
Finisher mori is not restricted to end game, you know?
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"No killer will be better because if they can slug all survivors they are already winning before or after the mori rework, that is just wrong."
I had multiple games as a killer where I had all downed or hooked, but the survivors were able to pull of an insane save by utilitzing unbreakable / deliverance / 4% unhook created. There were certainly also games which I ultimately did NOT win at the end. With the mori rework, I would have won them on the spot. There definitely is a difference before or after the rework in such situations.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3207276#Comment_3207276
But the Moris offering basically tells you to slug for a 4K.
Where does it tell that?
You have to make 1k, 2k or 4k, and the last survivor needs to be killed by the mori animation. You don't have to kill all four through the finishing mori.
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@JustAnotherNewbie said:
Can we fix the map design that allow these things to happen?
It can't be fixed via map design, since here will always be corners.
BUT, it could be fixed by making body blocking for an extended period of time impossible. For example, the blocked survivor could lose its collision after not moving for one minute, allowing them to clip through any body-blocking player (killer and survivors alike). Personally, I would like some body-check animation, that can be performed when body blocked for like 10 seconds. With this a blocked survivor would move the body blocker out of the way to get past them. Against the killer, this would cause exhaustion.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3203054#Comment_3203054
Oh. But why is that a problem?
It's super boring / unfun, since there's (nearly) no interaction between the players anymore. And thus it's just a waste of time. If the last survivor plays it sneaky, it's effectively waiting 4 mins for the slug to bleed out without any progress to the game. You could be half way through your next match in that time.
Sure you could say, the last surv should just give up, but why should they? The surv will get 7k BP for an escape, that is a massive amount. The killer on the other hand will get a few hundred BP more for the 4k, really not that much of a difference. So when considering time efficiency BP-vise, killers shouldn't really slug for 4k (esp since BBQ does not give any stacks anymore). Just hooking the second-to-last and race for hatch/gate gets them more, even if they "lose" the race.
But like I said, so many killers are so obsessed with their 4k, that they go at incredible lengths to make sure they get all. Even with the hatch spawning, they would prob. still get the last one more often than not. But even that slight risk of "losing" is too much. I really don't understand that sort of thinking. And I'm a killer main myself.
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Not even limited to killer vs survivor.
Had a game today where a dwight sold me out at the end, getting us both killed, and then trash talked me for supposedly doing nothing the whole game, only hiding in lockers. Guy had 25k BP, I had 24k BP. If I knew how to get that many BP by just hiding, I would do that all the game, honestly!
Why did he claim I would be hiding in lockers all game? Bc at the start, when I was chased by the killer (Pig) and was out of options, I jumped into a locker, so the pig would grab me, but I wouldn't get a trap. And then at the end, when the game was already lost, I fetched my white glyph and brought it into the basement. Thats all the "evidence" the dwight had for me doing "nothing".
Some players are just so out of touch with reality in post game chat, it's astonishing.