Cetren
Cetren
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- Cetren
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*grabs Claudette with armpit rubbing intent*
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Just select the challenge you wanna do then? If you pause your challenge but don't choose a different one to start that sounds like a you being forgetful problem, not the games.
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Only change it needs is a 3 second speed boost from 5 seconds. Why every exhaustion perk with a speed boost has a 3 second sprint while adrenaline has 5 is beyond me. Really breaks the game when it acrivates mid chase.
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I think my issue with this whole discussion happening here is that tweaking the exit gates doesn't just effect interactions when its just one survivor left. Changing the exit gates spawns when the whole team is alive for example would guarantee survivors escape. The exit gates function the same in either scenario, a change to one will effect the other. It would just be impossible to defend the gates effectively against 4 people with your proposed changes. You can't just balance for only one survivor being left having a fair chance to escape. Because exit gate gameplay can happen with anywhere from 1-4 survivors.
EDIT: Go ahead and test the effect by redoing your experiment with the same rules. (115%, no powers) except 4 survivors alive and tell us the kill rate. Then maybe come check back and see if the proposed change is still fair. Or if killers need a better chance so it doesn't feel impossible after they've already failed.
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Head On probably shouldn't be countered by it. But reducing the DS timer was quite nice. I'd like to see that make a return.
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Its almost like... They try the best strategy to win... And its the survivors rushing unhooks that makes it effective. Whereas if all the survivors ran unbreakable and stayed on gens efficiently camping and slugging wouldn't work.
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Bringing offerings is rude now guys, you heard it here first.
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@Zamblot said:
https://forum.deadbydaylight.com/en/discussion/comment/963080#Comment_963080
Thats a really dumb way of looking at things. If the developers have put something in the game that ruins it for all but 1 person then you cant say oh it was just one game. No it happens way to consistently to just move on. I dont have a massive amount of time and i like using my small amounts of time to play dead by daylight every now and then so having a match waste an item and time just to be boring sucks. You play a game to have fun...
Its been an issue for so long and whilst im not a developer yet i dont think it takes a massive amount of time to change some values but instead they proritise useless changes like balanced landing nerfs ruining it and making it the worst exhaustion perk. It was only broken on poorly designed maps with infinites so what do they do? They take the easy approach. Why they havent got on top of keys and moris is beyond me.
I mean, you may think its a dumb way of looking at things, but I'm enjoying the game, and you're clearly not. So I'll let the outcome of the mindset determine its validity.
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Just accept that you had a crappy game and move on. Items are a dime a dozen, especially considering that you can save items for use across multiple games. Pips aren't particularly valuable either.
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I mean the nice thing about blood echo isn't just how much time you can save in a chase by taking away dead hard or balanced. The thing is that it disables a perk that could've otherwise been active. Combine that with the broken status effect from your infection and just the one perk blood echo plus max infection will often deny survivors 3-4 of their perks. Perkless survivors are quite a bit easier to handle, especially if they aren't cleansing.
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The add-on that effects his shred is actually rat liver. Rat tail increasing the speed of placing portals.
Other than that agree entirely. I refuse to put anymore points in him now that I have all the perks because I'd only be buying rat livers and ebony moris and I don't see enough of either of those to make it worth it. His add-ons are complete garbage.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/955176#Comment_955176
Ranking is an emblem/ranking system issue. I agree it is horribly broken and should be looked into.
What do you mean "killers are required to grind more for perks than survivors"? Killers get more BP than survivors (which I assume is why survivors can keep some addons if they escape with the item they brought in provided it isnt depleted). Also the "if they escape" is a pretty big thing considering how few survivors escape (according to statistics - I know you said to ignore them but I cant!)
Its important to keep in mind a few things with the statistics.
First of all, DC's count as kills, and kills made it DC games also count. The immediate loss of a survivor will often snowball games, and I don't think anyone can argue that DC'ing isn't prevalent enough to influence the stats. ***This artificially inflates the kill rate.***
Secondly, kills made at any point in time are counted equally. This means games where killers are pulling hair and teeth to get 2 kills is valued equally to a killer game where two people suicide on hook and the killer farms with the remaining survivors.
Thirdly, and I cannot stress this enough, just because you killed the survivor and technically won, DOESNT MAKE THE KILLER EXPERIENCE ENJOYABLE. I can honestly say I've had games where people escaped and I've had more fun than games where I get everyone and have a troubling or frustrating round.
Finally, I'd just remember that since the exit gates have to be powered for more than one survivor to escape (with the exception of keys) 3ks will also be slightly more common than a 2 or 1 kill game. Just because maps lean into 60% doesn't mean that the map is particularly unbalanced or unfun to play on. On the other hand, a 50% kill rate on rotten fields means the gate is getting powered almost every game theoretically. Or, even worse, that there are enough 0k 4 man escapes go balance out killers who preform well.
There's just so many things that skew the stats that its not worth making such arguments off of them.
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I believe too. Oni is by far one of my favorite killers. I will play and hone him in the meantime, but he deserves more. He could and should be one of the most fun killers in the game to play as and against
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I run
-Brutal Strength
- Pop
-BBQ
-Ruin
It's kind of a standard build and if you really want to use your demon fury to chain downs you can swap pop for Infectious Fright.
Brutal Strength is an amazing perk on him. Pallets are the mortal enemy of the Oni, both before he has demon fury and after he activates it. You need to hit survivors in order to charge your ability, and every pallet you spend less time breaking is more time catching up to get that first hit. Its also amazing in demon fury, as breaking pallets via space with brutal strength is even faster than breaking them with your demon strike ability, and will let you use your demon fury to catch back up even more quickly in a fury chase. I don't think I'd ever play Oni without Brutal if I had the choice.
Not much explaining to do with Pop/Infectious. They're both just efficiency perks that let you play better. I tend to use pop, but I prefer getting a quick down with fury then picking them up immediately to save charge on my next demon fury attack. So I tend to use pop.
BBQ. Great for popping demon fury and rushing to your next survivor. The bonus BP are huge and rhe aura reading can let you either use your ability to quickly get into the next chase, and especially slow gen progress if you're using pop.
Ruin is for beginning game slow down obviously. I prefer it to corrupt because I want to know if there's a survivor in the area that was working on the gen. You don't get that indicate with corrupt. As long as it stays up you can be fairly confident that even a long first chase is being played efficiently as possible.
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Green medkit with gel dressings and styptic agent. Self care, botany, Dead Hard, any means necessary. Pray you get into a game that doesn't have an Insta down killer.
When you hear the TR. Run to the pallet and sit there. Whatever you do you don't touch it until you're injured and they can't back out of the pallet. Easy stun. Run on the chase as normal. Try to get another stun if you can with the injured state. Don't let the killer bait you into dropping it early. Its better to go down then to waste a pallet.
Get hooked with 1-2 stuns. Get unhooked, heal yourself with the medkit. Do the same thing with the healthy state, wait at the pallet until you get hit. Then run to the next pallet and try to bait it while injured. You should be at either 3-4 stuns. Heal with the medkit and use the styptic to repeat on your next injury. You'll eventually get it.
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I'd love to see you try to hurl yourself at a right angle through a window sometime.
But I know realism is a bad argument for balancing games so the true answer is because when you could fast vault from any angle windows were too strong. So they took it away. Easy. Either have the distance to get through the window or go down. If you don't think you'll have the distance, either don't vault or accept you might get hit.
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As nice as it would be in those situations, it just widens the field for trolls and angry teammates to abuse way too much.
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I love Oni to death, but the fact of the matter is that he's a snowball killer. And if you can't get an M1 hit on a survivor who knows they can deny you their power by not getting hit by your basic attack, your fury mode is basically worthless to you.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951995#Comment_951995
I'm saying the hooked survivor can see the hook. Are you so biased you forgot hooked survivors are players too?
It significantly easier to watch the aura of a killer with your eyes than it is to verbally relay the killers location. I play a lot of survive with friends. If you think that this wouldn't be a buff to SWF groups in general, you may want to try playing in a group some time. Heck, try telling your teammates where the killer is while you're hooked on an indoor map. Then come back and tell me that the hooked survivor is basically a killer location beacon.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951608#Comment_951608
You can already see what direction the killer is headed with your eyes. Bias detected. This nerf to Kindred would make it useless to swf cause they are already on comms giving info.
Pfft, bias detected. Okay buddy. Ive played both sides of this game for long enough to know in general whats a good and what's a bad idea. And lemme tell you, playing as survivor, (and I know this is a crazy concept) you can't always see the hook. Weird right? And you wanna know something else? Even if you CAN see the hook. It doesn't guarantee your teammates can either! Its almost like you're not the only survivor in the game when you really think about it.
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/951815#Comment_951815
No but they show there’s more killer players. Devs have said this on Twitter as well, which I’m trying to locate.
No... They don't. They show pick rate as a percentage. There could be 5 killer players total and you wouldn't be able to tell from that statistic because its not what's graphed.
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/951799#Comment_951799
Not on ps4. My killer wait times are much longer than survivor. Here’s some stats for https://forum.deadbydaylight.com/en/discussion/106566/
Ah yes, I do imagine there's a big difference between platforms. I would definitely rather be playing as killer on a console edition.
Edit: The stats say nothing about matchmaking times btw.
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/951784#Comment_951784
Then why are killer wait times longer if there’s so many survivor lobbies? Lol. By your logic killer players should get instantly put in lobbies but that’s opposite of what’s actually happening.
That is what's actually happening though. You know. You press play as killer. Then you get into a lobby before you even have time to put on add-ons.
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There was but it got discontinued. You used to be able to make the map darker. The offerings aren't even able to be burnt anymore, meaning I still have ultra rare offerings on some survivors I just can't use them.
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I'll give a mention to Oni since he hasn't said anything yet. I think he's a really chill dude as long as he's not in a temper tantrum. Just don't let him play dbd and your PC will probably stay in one place. Plus he's ancient Japanese dude, like who wouldn't want to hang out with someone walking around with a suit of armor a big sword and a big club?
Never worry about people gossiping about you again, you know how he feels about people that do that. It'd have solved a lot of my high school drama that's for sure.
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@TATAHARAMBE said:
https://forum.deadbydaylight.com/en/discussion/comment/951606#Comment_951606
wait.. botany knowledge doesn't stack with we'll make it?
my whole life was a lie
Yup. Healing speed caps at 200%. Using we'll make it means you get no speed boost from any other healing perks or medkits.
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Its already been stated that kindred won't be basekit. So I wouldn't have high hopes for such a change being implemented. And its not hard to see why. Knowing which direction the killer is heading is allows you to play as efficiently as possible. The survivor who the killer is heading towards has time to finish up their gen or run and hide, maximising the time it takes the killer to catch them as the "Hold W Warrior."
Then the closest survivor to the hook obviously assuming that they aren't the killers next target goes to the unhook while the 4th stays on whatever generator they're on. Inefficiency with hook states is something that the killer stands to benefit from. Even in my SWF group and comms with a teammate or two the situation can happen where we play our unhooks inefficiently. Kindred removes that from the equation. I understand the argument for then being able to buff killers, but I just seriously doubt that have a line of unique buffs for every killer in the game just to make up for the basekit change of survivors having an extra perk that enables perfect unhook efficiently permanently. I just don't see it as a postive or realistic change in any way.
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@Clevite said:
I
https://forum.deadbydaylight.com/en/discussion/comment/951567#Comment_951567
I guess. It's just when they straight tunnel you off the hook with the trap on that I mean. Sure you find me later and that's fair game. But you go out of your way chasing me and never let me even get to a box.
What's the point.
People with traps tend to not heal or go on gens. You know they'll go to the nearest box and you know they'll go down in one hit. Why wouldn't they go after you?
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@TheChinCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/951184#Comment_951184
Maybe it does and no one has noticed it. Still, with how fast you can swing with mad grit on its own, you wouldn’t need any other boost.
I mean technically mad grit doesn't effect the cool down on swings that hit obstacles so unrelenting would effect those swings? Technically a use but definitely not worth a perk slot
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Using perks isn't bannable buddy, hate to break it to you.
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He's not good. His portals are far to situational, and his kit doesn't have anything that sets him apart above other killers. If you play the game to escort people to the gates and watch butt dancing I guess Demo is definitely the killer for you though.
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Like I said, it means the killer is camping. It has always meant that. The meaning was construed after a couple of closely timed free weekends resulted in a huge influx of new players who figured that the waving meant come get me. Now everyone has different interpretations because no one corrected them. But it has and always will mean the killer is camping.
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@NEVELEVEN11 said:
No. Wave means killer isnt camping, save me. No waving means killer is close.because one obviously wouldnt press A with the killer close by.
Sorry. Waving has always meant killer is camping since its conception. If I'm waving, you can kindly go do the gens instead of rescuing me.
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Oh absolutely. I wouldn't even bother trying to play nice. It seems like no matter what you do playing nice just results in them biting the hand that feeds them. Its just the way dbd is.
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@xEa said:
I really need to say this here, but if this statistic is correct i take everything back about this game beeing ballanced.
Again, IF this is correct, killer REALLY need to be quiet... about everything incl SWF.
60-80% Killrate on Red rank? This is nuts... i was not expecting that at all.
Keep in mind its an average. The only thing that range indicates is that on average only slightly more than half of survivors die. The fixed points for kill rate every game is either going to be 0%, 25%, 50%, 75%, or 100%. Getting a 3k every other game is basically all that rumber range indicates.
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Never. Since you can't be punished for it.
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People aren't going to let everyone win just because its Christmas. They're playing for their fun too you know.
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Its literally just a potato crusher. Bad PC? Sorry man, overcharge is going to be kicking your trash all game.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/942655#Comment_942655
The title mentions points. What about points for survivors if a killer DCs?
The game is over if a killer DC's, and you got a nice 5k escape bonus instantly.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/938695#Comment_938695
https://forum.deadbydaylight.com/en/discussion/comment/938696#Comment_938696
not in that way,in a way that would maybe give you a slight "on the tip" hit.Sometimes you can get some really bare minimum hits.Not always tho.Im asking is there a way that you should aim specifically while lunging(looking more up for example) to make the hit connect better?(example of the bare minimum hit somehow connecting,https://www.youtube.com/watch?v=bmFfO2puRQo at 6:54 to 6:59 at the t wall)
Nope that's just a regular lunge that barely connected. Sometimes those will hit sometimes they won't, its not dependent on your skill as the killer or on looking upwards.
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You should definitely try to hide the red drain if you're trying to go for pallet hits. Other than that, the benefit of swinging usually isn't going to be injuring the survivor, but getting the pallet dropped earlier instead.
Keep in mind you need to be unpredictable. If you swing through every pallet, survivors are going to expect it and either drop the pallet to stop the swing or run through so you miss. Most lunge hits that successfully land are going to happen after you've already eaten two or three, and you should never lunge through the first pallet if your goal is to mindgame lunge hits later on in the match.
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No.
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I had a random in my lobby that said he was going to buy Yui after how effectively I used her perks in a game with 5 people struggling free. The only reason I would consider breakdown an ineffective perk to run is because of the number of people that are running IG + Agitation for the basement challenge.
Any means necessary can be situational, but I've found its greatest use it resetting pallets after you try to use them to stun a killer carrying a survivor. Basically, just use it in tandem with breakdown and any means necessary will use proc twice a match.
Its not worth going out of your way to go bodyblock for a survivor a good distance away. Like any other perk, it should work for you, not you working for it. Stick to the gen pressure, make sure you have a healing perk, and Yui's perks are all amazing.
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Just tell people you're doing the gens and ask them to 99 them for you to finish repairing. If you want extra insurance, run bond to hop on gens other people are repairing. I got it first try, then forgot to change my perk build so I did the challenge again a second time for fun.
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Replace casual mode with 2v8 and you have yourself a deal.
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@Joekillu said:
Why there pretty ez.
Every challenge I thought would be difficult except for the pallet stun ones I got first try.
Six feet under I would be gotten first try, but ended up not because of a DC. I got it second try instead.
Six traps for hungry jaws I got first try.
Dark senses I also did first try.
Like none of the challenges are even that overwhelming outside the fact that a DC can render you unable to complete the challenge.
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Right now, Oni actually. I've found a surprisingly effective build for him and demon dash can be incredibly satisfying when it actually works.
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Play trapper, iron grasp, agitation, mad grit, deerstalker. Focus on keeping people around the basement but remember you only have to death hook them there. I would be gotten it first try, but someone DCed as I was about to death hook them and end the game. So I tried it again and got it on my second try instead.
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Don't even come at me with respeccing women if you don't respecc the 4% 😤😤