DawnMad
DawnMad
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- DawnMad
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Here's a fun fact. Survivors don't have a "breathing" sound when injured, it's a part of their injured sound. So removing injured sound basically removes breathing too while injured, and that 10% increase to breathing would only affect healthy survivors.
I think the perks are fine, Iron Will is a very strong perk that removes valuable information from the killer in chase and Stridor is its counter. Only problem here is Spirit who benefits way too much from injured sounds. Removing injured sounds while Spirit is phasing is something I suggested for a while, which would remove all problems these perks have.
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I have had problems with scratchmarks cutting off but I never know if it's because of a game issue or because survivors stop running for a second to look around. I always assumed the latter since it's pretty common for survivors to stand in corners to see if you are coming.
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925 on Billy? Wow, he literally is my least liked killer to play but I may give him another shot after this.
Blight with 750 is pretty on point, I play him a ton.
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Personally I compare him to Huntress. Both have the exact same abilities against a pallet or a window (where a survivor literally can't use them in LoS), but also Pyramid Head is 115% and can hit through walls. He just doesn't have the long range zoning Huntress has but he saves a ton of time hooking, counters many perks like DS/BT by default and doesn't have to reload. I find him a lot stronger than people give him credit for.
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Too early to say. His power seems pretty weak while zombies seem all over the place. His power is basically a short, harder to hit Deathslinger shot + Demo Shred hybrid at level 3 and not really good in previous levels. In closed maps zombies may get the Nemesis free hits with no way for survivors to prevent it while in open maps they may be straight up useless the whole game.
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Maybe after rank reset.
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Take a look at this link: https://deadbydaylight.fandom.com/wiki/Emblems
Pipping is based on many things including how fast generators get done, how quick you ended chases, how many hits and hooks you get in a game etc.
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If you make the cooldown that low people can just use it to move faster. Unrelenting is fine, 30% is plenty on the already low missed hit cooldown. The reason it's not used isn't the numbers, missing attacks is not something people plan to do so it will never be used in actual builds. This is one of those "training wheel" perks, not every perk can be strong.
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Dead Hard is basically an extra healthstate in chases. It is unhealthy for the game and way stronger than other exhaustion perks but most people seem to not realize it yet. People seem to prioritize one thing at a time. It was DS a while ago, these days it's Spirit. Maybe Dead Hard will be later down the line.
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@glitchboi said:
Here is my list:
https://us.v-cdn.net/6030815/uploads/O8WSQT8O50LJ/my-image-2811-29.png
This list is the closest to my thoughts I have seen in a long time. I would just put Wraith and Pig higher. Wraith's mobility gives him a ton of pressure, makes him pretty deadly in chases and makes it so he doesn't need to spend perk slots for information. Pig's slowdown is the best in the game by far, combined with perks to help her sneak up or down survivors fast she is at least better than the likes of Clown. Otherwise amazing list.
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This is one of the worse challenges they released in a while. I just had a Solo Queue match against a Plague where she got a triple down with Trinkerer and Corrupt Purge, and it was an amazing play but it didn't count since they need it to happen twice.
Farming isn't so bad when it comes to these things I guess.
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@gatsby said:
When a new Chapter comes out, all you have to do is get the new characters to level 40 for their teachables (if you like their perks).
People who feel the need to P3 every new character are insane and masochistic
Getting a character to 40 takes only a day for most people. If some veterans who maxed everything (or maxing everything) want something to spend their bloodpoints on why judge them?
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They pretty much made him worse. Sometimes you can't even collide with the shack from the outside.
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@redsopine00 said:
I knocked a Cheryl at the last second of ghostfaces mark I see her flip to the ground but because of dysnc they was able to get back up running like how lol
When you see a survivor start desyncing stay at the position they started to desync. They will rubberband there later where you can down them.
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@PatWesker said:
https://forum.deadbydaylight.com/en/discussion/comment/2226573#Comment_2226573
I don't remember. But do you know why it isn't the case anymore? If it was fixed and then broke again and never fixed back, devs must be aware of this issue I suppose?
No idea. I just remember talking about it with my team once. "Oh I can instantly heal you now." "Oh hey that's cool."
I doubt it will get a full fix anytime soon, it's probably has something to do with interactions overlapping or giving the unhooked survivor a chance to start running until the heal animation starts.
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Another solution would be to give an indicator to nearby injured survivors like We'll Make It does.
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It was fixed once, I think it was 1-2 PTBs ago. You could heal a survivor the moment you unhooked them. It was nice.
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Well, when I chose the vault 5 windows/pallets in chase challenge I got 2 Nurses, 1 Hag and 1 Game map in a row. But I'm just very unlucky so I can't really blame the game.
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This is what the "Match Warmup" mechanic they said they were working on around a year ago was supposed to fix. I hope they haven't given up on it but we haven't heard about it since they mentioned it that one time.
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They stack additively.
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@CheesyGuy said:
I found the new DS quiet balanced and I think that extra 2nd DS option can ruin the game for both killers and survivors. Killers will know the DS users and start to slug the entire match while some survivors will trust the 2nd DS chance and make more uncalculated movements. I play both sides( Rank 1 Survivor, Rank 3 killer) and I can say that since DS nerf people are playing better. They increased their loop potentials, start to do teamwork more and using mindgames even more which is really a big improvement. Beside there are many perks, items and add-ons that can save survivor from sticky situation. Moreover if all of the thing is about tunneling neither old or new DS stopped tunneling because DS was never an anti tunnell perk but more likely giving you to head start to save yourself againts tunneler.
Exactly, DS is supposed to give you a chance if you get tunneled. This change would only have an effect on killers who tunnel survivors after both hooks, the only killers it would ruin the game for are the ones who hard tunnel survivors to death from the start. If slugging is a problem there are solutions for that, but DS is the sole perk to protect yourself from tunneling. In its current state a killer can tunnel a survivor twice by eating a single DS which isn't enough of a punishment, especially against killers like Spirit/Nurse/Slinger/Blight... who can catch up or end chases quickly.
I agree about the "playing better" part, since the DS nerf people are playing a lot smarter and safer. I don't think doing this would change it at all since this doesn't really change the way you gain or lose DS, it just makes it so using it once doesn't disable it the next time.
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The Game, I play Demo a lot and his anti-pallet is strong. Also The Game is one of the maps that requires the least skill so the survivors don't really matter.
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Gen speeds aren't a problem, map size and game start is a problem. Against good teams, without corrupt it's common for 3 gens to pop by the time the killer gets their first hook.
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I just had a match in Haddonfield as a Pig where I got a 4k, the survivors still trash talked me in the chat and called me bad. Some people just can't accept that they lost fair and square and like to find other things to blame, and they rarely makes sense. Don't think about it too much, they aren't worth your time.
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I don't think it's a smart strategy to try to interrupt a wake up since it only takes a few seconds. Chasing a survivor after they wake up is even worse since they will have sleep immunity and will be unaffected by your ability.
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I think it would be much better if it blocked pallets 16m AWAY from the killer. That means the killer can still make the survivor waste the pallet and the survivor will have to go to a much closer pallet, which means no holding W. As a Hex perk I think this would be more appropriate.
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If you are playing late at night there probably aren't many people awake in your region so it's common for the game to match you up in another region with higher player counts.
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Main thing I want is for Soul Guard is to have higher priority than Unbreakable. If I'm picking myself up with an Hex it shouldn't spend up Unbreakable.
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@ShamelessPigMain said:
I'd have to disagree with Lithe's placement. There are a lot of windows a pallets around so it's pretty much an on-demand sprintburst, with some map RNG thrown in.
The power of Sprint Burst is that you can use it in deadzones. Lithe requires a window to proc and 9/10 times that means you aren't in a deadzone anyways. You also can't integrate it in to looping either since you need to leave the area to get value out of it. Lithe is very niche.
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It doesn't work on generators hit with Surge fyi. You need to manually kick the generator to mark it.
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They are underpowered in open maps, overpowered in closed maps but hilarious to go down to in any map. They need changes though, they can be very unfair for survivors right now.
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@DetailedDetriment said:
Well, in the anniversary stream it was mentioned keys are going to become a base-line mechanic (base-kit).
They are probably planning to make it a mechanic like the new flashbangs. I hope they don't tie that in to a perk too like they already did with many essential things.
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Doesn't sound like a problem with the DC penalty, but a problem with the downed mechanic. You should instead ask for a button to "Give Up" after staying on the ground for a minute, no need to touch DC penalties when they are working fine.
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I hope it's not something the Killer will have to manage but something survivors will have to. Killers already have enough in their plates, giving survivors a power boost by totems would only be fair if the survivors also have to maintain it.
Also I'm curious how this will work out with the totem count, are they going to make it so more totems appear or will they reword Haunted Ground and combine all boon perks in a singe totem.
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@KingFrost said:
It's actually a pretty balanced map. Lot's of pallets, but no windows. Meaning resources are limited. Gens are harder to find. I often get 4k's on the map. (Yes, against Red Ranks). It just feels bad because there's 30 safe pallets, but most of those pallets can't really be looped.
20+ god pallets isn't balanced. All a survivor needs to do is go from pallet to pallet holding W and they can run you for 3 gens without making a huge dent in the amount of pallets with zero risk. Only the killers who have anti-pallet in their kits can do decent against good teams here.
Also there are 2 windows, one mostly safe and one extremely safe window. Finally, if you want to find a generator look for closed doors, they aren't too hard to find.
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@Ivaldi said:
So what you're saying is.. Dead Hard for distance is actually the worst distance exhaustion perk? :}
Well yeah personally I've always seen Dead Hard as the perk with the least impact but highest versitality. But if you consider that you can use it literally anytime you are injured, 3.2 meters is much higher than I expected. That's giving yourself 5 extra seconds to get to a pallet by the press of a button.
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I would use a killer like Freddy or Hag that can protect the basement with their ability and a build like Agitation+Iron Grasp+Corrupt+Noed. Corrupt is the best passive slowdown perk in the game and Noed is Noed.
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I meant that only for Smash Hit, my bad for weird wording.
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The skillcheck is only a problem for inexperienced players, it's actually beneficial for veterans since it lets them preserve it for their 2nd hook if they wanted to, maybe to prevent getting tunneled at the end game or to not waste it when someone is going to get a pallet/flashy save on them.
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@Alice_pbg said:
the only change she needs, is to make all traps, a certain range from the hook, get destroyed after an unhook.
This and completely removing flashlights destroying her traps would be very good changes. Most good Hag players I see use Franklins, that's how bad it is.
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They mentioned that they still weren't sure if the keys were an actual problem a couple months ago, so I take that hatch duration change as them just starting to work on keys. Changing Mori's took years of complaints and all they did was change it from 1 hooks to 2, so I don't expect a full key rework anytime soon but I hope I am wrong.
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Red Rank sucks because the people in it range from 200 hour players who are still learning the game to 8000 hours players who memorized every tree in MacMillian. It sucks for the lower half of the players since they don't get faced with their equals, but on the other hand purple and below ranks are full of people even worse than them so it would be unfair for the purple ranks if those red ranks depiped and played against them.
TLDR; Can't wait for actual matchmaking.
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Map knowledge is essential in this game, the more you play more you will get used to pallet locations. Also you don't have to worry about every single pallet, it's only a problem getting stunned by unsafe pallets since it's actually beneficial for you if survivors leave after stunning you with a safe pallet.
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I like breakable walls when they are implemented well. Compare them to pallets: both makes an area safe, but when a pallet is gone that area turns in to a deadzone. Breakable walls on the other hand makes the window act like a dropped pallet with limited uses and even after it's broken the area isn't a deadzone.
Glenvale is the only map that does this good, most newer maps are full of useless walls that barely changes the safety of a loop.
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Pig's trap addons are what's unfair, without them survivors will only have problems if they either waste too much time or if the team is awful at keeping the killer occupied. And even then it's pretty rare to die to a trap.
If a Pig tunneled you right after getting unhooked and body blocked you till you died and still won the game, then that's your teams fault. Any team with half a mind can finish the gens in that time. If the Pig did this and only got a 1k because of it then that's the player being toxic and targeting you, so they may have been any other killer and nothing would change.
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If I'm facing an inexperienced killer, Nurse is one of the more engaging killers to have a chase with. If I'm facing a very experienced killer on the other hand, Nurse is one of the least engaging killers to have a chase with.
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That's the simplest type of juking a survivor can do. Just don't lunge early and you are good, since they are moving side to side you will get in the simple M1 range much faster anyways.
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I don't want to finish all the challenges in an hour after they are released and feel like I have nothing to do the rest of the rift. It's fine the way it is.