Deadeye
Deadeye
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@[Deleted User] said:
Am I the only one who thinks their original killers are waaay better designed (both in appearance and powers) than the licensed ones? I may actually be the only one that does not get excited for licenses.
I think they both have ups and downs? This is not really depending on the license. Demo for example is one of my favorites and old Freddy was pretty creative too. Oni on original side, while Twins and Bubba seem pretty unfair, Plague and GF are also pretty low on my list
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They already said on a lot of topics, that they are not gonna talk about it unless it is time to do so, because it is far enough to present. This is just consistent
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From the sample, I would say placing it near a gen wouldn't stop Ruin, as the effect is on the gen, not on the survivor
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@RaSavage42 said:
Walkie-Talkie:
Allows for proxy chat between survivors or announcements
Green, Purple, and Red variants
Addons can change charges, range, ETC...
Ingame chat seems kinda difficult. But I would say you could make it reveal the item holder's aura to other survivors for as long as you activate it. Also giving the other survivors a buff icon to notice them that they have aura reading unlocked, like the Kindred icon showing up beneath your own perks
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@Mew said:
crystal ball: press the hold the active ability button to see through the killers eyes, during this time you cannot be revealed by auras
different variations have different amounts of time, and this item breaks fully after use (like old items- you lose it once its out of charges). also, canceling the item instantly breaks it aswell
I think this sounds awful. Like a no-drawback OoO, new fav item for SWF
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@Splinterverse said:
Item: Hammer
Brown use: Breaks a breakable wall within 10 seconds
Yellow use: Breaks a breakable wall within 5 seconds
Green use: Breaks two breakable walls per match at 10 seconds each
Purple use: Breaks two breakable walls per match at 5 seconds each
Add-ons:
Nails = Decrease break time by 2 seconds
Holster = Increases number of doors by 1
Toolbelt = Do not lose hammer on death
DEVS YOU MAY FREELY USE THE IDEAS CONTAINED IN THIS POST WITH NO ATTRIBUTION OR PAYMENT
This sounds pretty much like a new toxic combo, like bring that with Midwhich, Springwood or Saloon to open up your fav loops. Same like good ol Haddonfield BL
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Calm Spirit also counters several other killer powers and addons, like Freddy snares, the "blink through survivor" nurse addon and so on. There is quite a list of things Calm Spirit can do right now. At least I would say a counter to Whispers wouldn't make sense lorewise, as it is the entity doing the tracking, not the scream causing stuff.
And I also think, Whispers is already a hard to use perk and therefore shouldn't be nerfed. On the one hand, doors setup can be bad anyway so the little buff to screwedness isn't that big of a deal imo and on the other hand, Whispers is pretty weak in midgame, so it is fine to have it being strong in early and endgame. Because once the relative map size shrinks (as gens pop, creating dead zones for killer), you will have Whispers pretty much constantly activated after 2 maybe 3 gens are finished.
I don't think it is such a big deal and Whispers can stay, I just would like more new killer powers or new tracking perks to be affected by Calm Spirit, to give it a bit higher chance of being useful. Thought about ignoring killer instinct, which would be too strong (especially thinking about Legion, but I would be fine with that vs Twins) but something like that.
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@SilentPill said:
Honestly? 1 shot killers are the answer. There’s a reason every instadown killer except ghostface is on the upper half of the killing spectrum (and he is literally still at the halfway point).
https://us.v-cdn.net/6030815/uploads/2ONAF73V6FEV/7497766b-2355-4655-aebc-91f2017818f0.png
I have such a hard time bothering to play a killer without a 1 shot anymore.
They can all snowball hard, make use of hook/gen regression perks such as pop far more frequently, and can defend the hooks better. You are more free to run exotic perks on them.
What does a key matter if your first two attacks of the game can literally end it with a hook and a slug?
"and can defend the hooks better"
how shall I read this? you filthy camper you 😋
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1889655#Comment_1889655
...that they don't have to do really. You usually know something is up because they actively stop even bothering with them. They play like normal before that, so if they are any good it's just an instant unavoidable loss.
they don't have to do? you know how hatch spawning works?
@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1889655#Comment_1889655
Yeah because if im in a situation where a key can potentially end the game by letting me escape ill be really concerned with doing gens.....
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1889645#Comment_1889645
Ooooops, the other 3 survivors could just pick up the key...since I as a killer don't have 90s to sit around till the key is gone. :):):):):)
If they do they'll waste quite some time and don't know if you ever tried to find someone else's key. By the delay they won't work on gens and you will most likely get enough time to kill everyone before hatch spawns. If not, you probably didn't deserve the 4k anyway.
Btw it is not the bloodrush that raises the key usage. It is the fear that all the precious keys are going to become useless in the near future
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1883849#Comment_1883849
I am still not seeing the problem.
Don't run Exhaustion Perks, Exhaustion does nothing, Killer has wasted an add-on slot.
the problem is the same like "run Iron Will to counter Spirit". There won't be x ten thousand players stopping to run their must-have just to counter possible addons of 2 killers. But these 2 killers won't stop playing addons that are cancelling 3.5 perks on average
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1883843#Comment_1883843
Seriously, survivors reliant on their dead hard wait out the exhaustion timer before touching gens again.
which would be great for the killer?
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1883882#Comment_1883882
Good catch on the styptic I didn't notice the while injured part.
As for the map Both the glass and crystal(The one I originally meant to say but both work) beads can tell your entire team where a totem is effectively making the totem undefendable by the killer ensuring its destruction very quickly canceling out the hex.
Also I bring up they key as empathy and bond both override knockout so they tokens should do the same.
Again on the map I disagree. As I said, it supports, but every survivor can cleanse without a map and except 2 maps (Lery's and Midwhich) I would say experience tells you about totem spots. With rainbow maps you need to travel the spots anyway so if you know about totem spawns then you don't need the map.
It supports, but the mechanic is there anyway and this is somehow different to "cancel the perk by right click"
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I would say just to have it, you can prestige your main character. For cosmetics, it only makes sense on Blendette, otherwise it is a BP waste. If you don't plan to put thousands of hours into this game (like 6000k or more) then you shouldn't be thinking about prestige until all of your characters have all perks unlocked. You need like 4.5 - 5 million extra BP to get a character from P0-1 to P3-1
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had that too. you can vote up your own report btw
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1883849#Comment_1883849
Glass bead on a rainbow map effectively gets rid of all hexes in the game...
Also styptic agent can effectively cancel a haunted grounds going off if the survivor is good.
Also doesn't the key token add-ons override the knockout downed survivor aura blocking?
not sure about the key, the styptic is not really valid as you have to be injured and being injured would already cancel the exposed effect.
Kinda disagree on the map. It does support, but the cleansing mechanic is the built in and intended counter to these perks and also available without a map.
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I would also like to get feedback about the surveys. The percentages how many people voted dislike or like on certain features. Some of the stuff is pretty surprising. Tofu did a poll during is stream to ask about the new PTB animations and it was almost a 50:50 result, while you would think, regarding the negative yellout, that more like 90% are disliking the new animations.
And having results like that handed out from BHVR would help understand why certain decisions are made and most likely also help with the rumor that they "are not listening" to the community.
And just another feedback on surveys: somehow several questions seem strange. Like asking the same question twice, once positive once negative wording. Which for me kinda makes it clear that if you picked "5" on the first question, then you put "1" on the second. Or the question about horror types and which you like, then asking which one you like most. Like, the one that I rated highest? And if 2 got the same rating, can't you just take the one that got most votes on average?
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@EvanSnowWolf said:
Here's a free tip:
Exhaustion can't hurt you if you don't run Exhaustion perks outside of Adrenaline.
So for how many survivors out there do you think this tip does apply? Then you can guess why brown/yellow addons are a problem. Having one addon cancel 3-4 perks is a bit unbalanced and as said already, most exhaustion addons were created when exhaustion ticked down while running.
@Endorb said:
https://forum.deadbydaylight.com/en/discussion/comment/1883234#Comment_1883234
https://forum.deadbydaylight.com/en/discussion/comment/1883245#Comment_1883245
https://forum.deadbydaylight.com/en/discussion/comment/1883252#Comment_1883252
So, you want the duration to be short enough you can still use the exhaustion perk in the same chase? Besides, isn't the counterplay to just use your exhaustion perk early? It's still just as effective at creating distance that way.
How can you use dead hard early against a huntress while not injured yet? Or any exhaustion addon against clown, how normally starts the chase with a bottle or can throw them at your window/hill to avoid triggering the perk.
@Warcrafter4 said:
Its simple double standards:
To them:
As survivors can disable killer perks which is fair to them
but
Killers disabling their survivor perks isn't fair to them.
It gets even worse when you consider that survivors get to bring 16 total perks per game but the killer only gets 4.
it is "addon cancel perks" vs "perks cancel perks". or which survivor item can cancel killer perks? and the "perk cancel killer power" discussion normally leads to "I don't wanna run perks to counter 1 of 20 killers". So not sure if you skipped a lot of scenarios just to do a default salty comment
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1883015#Comment_1883015
As-is, the Bloodweb is an excessively grindy and player-unfriendly system. Those changes helped veteran players who have already invested the time to unlock a bunch of stuff, but they don't help new players get up to speed. That's the real problem.
I got my friend to play DBD and he got his first character maxxed out within 5 hours, meaning all common perks and his 3 teachables at tier 3 as there are no other teachables yet. And that happened below level 50.
And now he already started leveling other characters to unlock teachables he wants to use, having 3 characters already unlocked and also ready on his main, currently at about ~15 hours of gametime. As new player you don't even know all perks and need time to learn them, before you want to use them. Not even talking about builds and synergies, you need to get into that first as a new player. I guess you wouldn't expect an Adrenaline, Unbreakable, Dead Hard, DS build on new players, and even with this example that would be easily possible.
The grind is high if you want every perk unlocked or every character P3. And you seriously don't want to have every perk in the beginning, because about half the loadout is useless/unfun/whatever. I guess every survivor would be fine most of the time if he could take like 10 teachables because that's what most people play 99% of the time. With the above example, I think the "get up to speed" thing is not really a problem. 15 hours for I think 7 teachables he got unlocked on his main seems pretty fair
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1882974#Comment_1882974
You don't want to be offensive but still are anyway? Alrighty.
My question stemmed from a place of general curiosity. It's no secret that the grind in DBD is abysmal. And to make matters worse BHVR has done nothing but add more items to the blood web while doing nothing to increase the overall blood point accrual rate.
So in short, yes I would love to see more blood points given because it's not hard to see why such a thing would be desired.
Yeah, sometimes you just can't resist or have to, you know. I explained why I'm 'sensible' on that topic.
They tweaked the bloodweb twice, fyi. For example adding 4 perks to webs from level 50 ongoing, granting like a 40% cutoff to maxx out a character with all teachables
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1882951#Comment_1882951
See and I've never understood that. I've never understood why the bloodhunts are so short, but this time around I don't understand why the blood points are so small. Weird.
Maybe you don't understand because you want x3 for 2 weeks?
Sorry, don't wanna be offensive. I just don't like how this forum is like 90% complaining. I mean, did anyone find a thread saying "thanks for the BP boost" or similar? I just read "when is next bloodhunt, it already took ages" - "never, we didnt get then, not then, we will never get again!" "They NEVER do" "they just could then but skipped" and then we get an unexpected 'new year' boost and everyone is like "JUST 1.5?" "not worth the time!" "they kidding us?"
I just hate it
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For me it is time depending. Morning is survivor time, evening is killer time. Play the other role and eat the q times. In the evening I sometimes have lobbies in like 10 seconds as killer
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@bkn said:
this perk is actually very bad. it doesnt really help you to perform better overall.the only good thing is that you can make them drop keys, which is fair to avoid survivors escaping trough hatch.
dropping medkits is pretty nice too
@flanniganmichael said:
The purpose of playing is to accumulate Bloodpoints, which we use to level up our survivors and get new perks, items and offerings. So if that’s the main purpose of our games, why is there a perk to make survivors drop their items?
Franklins Demise is a perk for players who are scared of survivors having items, nothing more. It rewards killers for playing poorly, if you can’t find a way to counter play keys, med-kits etc etc then I’m sorry, but you need to get good. I no longer bring items into my games, because whenever I do, the killer decides to bring FD. I’ve been playing for maybe 7 hours today, and I’ve played against nearly 13 killers that used this perk, across various (although dominantly red) ranks.
When will the developers nerf this perk? At the very least, you should be able to keep your item, but lose a certain amount of charges, or lose the ability to use it for a duration of time. That would be preferable to losing it all together. If killers can have power add-ons that survivors can’t counterplay, Iridescent Head and Tombstone for example, why can killers do that to us?
Thoughts on this vile perk?
you noticed that your suggestion to nerf Franklins is exactly how it was before it got adjusted? And I totally disagree with your first assumption. The purpose of playing is to have fun. If you talk about bloodpoints, this is a reward for some goodies, but I think the perk progression is way more important than the item hoarding. Especially for survivors, they totally don't rely on items to have good games. And killers can't find addons in chests
@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/220316/the-demise-of-an-idiotic-perk
When I play survivor, I don't bring any items in, so when a killer is running Franklin's, I'm happy to see they've wasted a perk slot.
I almost never play Franklin's as killer. I have tried a build recently on Ghostface pairing Frankiln's with Hoarder, which proved to be a great tracking combo in those matches, if a bit meme-worthy.
When you bring no items, how do you see the killer has Franklins? 🤪
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1880404#Comment_1880404
Nor is Spirit or Wraith: they are megaboosted in speed. Nor is Nurse: she's still in her power. Nor is Hag: She's still in her power.
As I said: your logic. The lunge is basically unaffected. As I also said. speed can be increased by several sources, that is not necessarily changing the lunge mechanic. We can go on ping pong on that topic. Both of us are correct, both of us are wrong. Probably they had the same discussion and had to agree on one view
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1880077#Comment_1880077
Every other attack that uses a power to get a hit is considered a secondary attack. That's supposed to be the logic. Hag, Spirit, Nurse and Wraith break that logic, and are coincidentally old killers that haven't been touched since the landmark Legion change.
They don't have a very clear idea, they have a very clear exception to the rule. One that shouldn't exist, given that it's buffing three of the strongest killers in the game.
Also, Blight. Same principle as the others, but Lethal Rush is a secondary attack.
That's supposed to be your logic. I made a pretty clear example of what the logic would be to count those three as basic attacks. And there were enough posts about Blight. Not the same: no hitbox to hit walls, ability to destroy pallets, reduced maneuverability. Clearly not a regular M1.
@Uotsumi said:
This is because the developer's philosophy is not based on game balance or fun to play.
"Non-basic attack" is a poorly thought out decision that just limits the players.
It is not poorly thought out, it is pretty well thought to be honest. But your opinion. This is not about fun to play? OK bring back sloppy/thana on Legion's frenzy hits or on Huntress hatchets, the killers that can spread damage the fastest of all killers. That were definitely fun times. Would love to see Surge on those chainsaw downs. Or how about Exposed effects being applied to killer powers? That would be awesome!
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1880048#Comment_1880048
Yeah, that's kind of my point.
Ehm... them you got my point wrong. I'm saying that they skipped these 3 on purpose, because they HAVE a clear idea of how to split basic and power attacks. I think pig dash was also reworked to be no basic attack anymore for example. And therefore I dont think they would make those 3 non-basic attacks if they were released this year
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@MadLordJack said:
Because the Devs didn't have the idea of properly seperating attacks you got via powers and attacks you got via base gameplay til afterwards. If Nurse, Spirit and Hag were designed this year you can bet that Sloppy Butcher wouldn't be one of their best perks.
You can bet, but most likely lose. Legion Frenzy attacks counted as basic attacks for a long time, and they changed that for consistency reasons.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1879627#Comment_1879627
Spirit I could maybe get along with that, but then nurse's attacks are literalyl classified as blink attacks not normal attacks, which is shown when you get the score for those hits. Her lunge is also significantly reduced than normal lunges.
Same counts for Wraith, you also get surprise attacks. And Wraith decloak attack count as basic attacks as well. Still this is first using power, then lunge, for all 3 of these killers. The lunge is not affected in any way rather than movement speed (which can be increased by perks as well).
The difference to Blight is already explained. Legion for example also does not count as basic attack, you don't have a wipe animation after a hit, so there is a modification to the attack. If at all, I would question why Myers T3 attacks are considered basic attacks, as they have an extended lunge.
@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1879615#Comment_1879615
But neither is nurse, and spirit has an extremely extended lunge after phase.
Not the lunge is increased. The movement speed is. Movement speed can be increased by power and perks, this is not "directly" altering the lunge mechanic. The lunge mechanic itself is a speedboost of x % for a duration of y seconds. As I said, Myers T3 extends the lunge duration. If the power increases the general killer movement speed, it does not change the lunge, the lunge just benefits from the speed. Other killers explicitly change the lunge or replace it entirely (like Shred or hatchets)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1876787#Comment_1876787
Not gonna lie, you can chuck on MDR and Yakuyoke and very easily find people in chases. It doesn't matter that you can't see scratch marks because you phase to where they end, then stop. Yakuyoke is carrying your recharge, scratch marks have appeared and you can see the survivor again, with the speed of MDR you have no issues making distance like this, and with Stridor it's very easy to track by sound. From my experience with using the combo, I had zero issues tracking anyone who was injured. The drawbacks are hardly drawbacks because they're very easy to circumvent, whilst making her power go from ninty to two thousand.
Also, a survivor won't know you've got MDR. They therefore can't abuse the lack of scratch marks you see, unless they guess you have MDR, and obviously guessing that wrong will doom them further, so it's the better play to assume that you don't. Missing scratchmarks with MDR is even more beneficial when countering the good-old double back strat, as well, so it's even stronger that way.
MDR+Yakuyoke is one of the most bullshit add-on combinations in the game, and even if you don't believe me, one of my friends mains spirit (@BigBrainMegMain, unfortunately banned) and agrees with me on almost every front.
As I said, I think this all just the current state. Giving Spirit the moaning back while phasing allows you to hear her movement speed so you can have a chance to notice it. Also having the ability to switch directions or running into the Spirit to make her charge past you etc with having the audio feedback.
Just curious, why got MegMain banned?
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this is a very weak buff as it comes along with not showing auras of Hex totems, which are at least 2 of them. And several points can come in that don't give you any value out of the aura reading anyway. Like with new Undying, you don't really care for dull totems being cleansed, so you don't need to defend them. And with that, often it is not worth going for the aura, when too far away or having other targets atm, especially when in chase or defending a gen.
It basically just helps you when a survivor hides near a totem or while chasing in a loop around a totem, which also should not happen too often with some of the reworked totem spots, and it needs to be a mindgameable loop on top, because when you can see the survivor anyway, you don't need aura reading. Also, before withthe 2m you had multiple triggers possible. Looping with a 4m radius should mean that the survivor could stay inside it, not retriggering the aura read
The buff is better than nothing, but with the other changes I think it will very rarely give you good info. It is not even related to the basic intent now of defending your hexes. I would have given it something else like oblivious when working on totems to give it more synergy with Thrill or something
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1876693#Comment_1876693
I can confirm I don't play spirit at all
https://us.v-cdn.net/6030815/uploads/VPB7OBGDYNXN/image.png
Never in my life.
(also, MDR + Yakuyoke are incredibly easy to come by. If rarity was an argument iribelt wouldn't be problematic).
Well, got her maxxed on P3 as well and the playerstats site tells me I have 700 haunting downs... but OK I guess it tells at least a bit.
Agreed on the rarity thing, besides that it totally outplays my paragraphs 1 and 3 which you didn't even mention.
In another thread I said that the "bug" where you heard her moaning while in phasing was a big delight for most people and would probably be enough of a nerf to make her fun to go against. Also in regards of that addon combo, especially thinking about the drawbacks you have (missing scratchmarks + possibly too fast) when you are able to hear her
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1876122#Comment_1876122
Just for some numbers here, Yakuyoke Amulet increases duration to 8.5 seconds, whilst decreasing speed by 15%. Mother Daughter Ring boosts it by 40% so when combining both a spirit has 8.5 seconds of phasing at 201% speed (or 8.04m/s) every couple of seconds due to the increased recharge of Yakuyoke.
Thanks Spirit.
yeah, that's an ultra rare plus a very rare. like iri heads + infantry belt. Or Honing Stone and Iridiscent Stone on Trapper. or Silent Bell + All Seeing. Or Mint Rag + Rusty Shackles. Or Pinky Finger + Cheap Gin. Or Bloody Glove + Splintered Hull.
These addons tend to be strong and are not there for every game. If these addons are a problem, I would say bring 4 BNPs
And I don't know if you play Spirit that much, but the Ring is not just easy mode. It is strong, but you need to master her, otherwise the missing scratch marks will actually waste a lot of your strength and with that speed you can also pretty easy run past the survivors
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1876084#Comment_1876084
"And if you miss your power once you give them enough time to rescue whoever is on the hook and heal. That's the fun of Spirit."
wait are you the kind of spirit to proxy camp? returning to the hook all the time?
"I start to getting know u going around asking pointless question" - @C3Tooth
Seriously... apparently he is missing someone else in chase, which gives the guys on the hook the time to heal as he said. When you miss the guys at the hook, then you are massively untalented and missing them would in no way mean that they have time to finish healing... Pls think a bit rather than throwing salty default comments
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Only if you are a god player to raise the survive stats on that perk, so that BHVR notices that something needs to be done with this perk
@wildtrapjake said:
Is it just me or does anyone else get avoided entirely when using object? I'll use it when playing solo, and killers straight up ignore me and save me for last if we are slow on gens.
that's because this is the most valuable play. if you drop whatever you are doing to chase someone 40m or more away that is able to perfectly prepare for that chase and extend it another 20 seconds before even chase music starts, then you are pretty much throwing the game. as killer you also get the information what the obsession is doing, and unless the obsession is sitting on a gen and you have no other clear target, it is most likely more valuable to go for another obvious and less prepared target or check some critical gens.
just had the case recently where I hooked someone in front of the cowshed (which is pretty big) and the OoO was standing on the other side of the shed. staring at me. I ran around one way, he went the other way, I switched directions, so did he. then I decided to just stand near the hook and stare back. he was not doing anything, the guy on the hook was dying, and if they were not SWF, probably a third person would be coming too and do nothing. Chasing him would be wasting time, he would always have had like 30m distance, also allowing an easy unhook once we were around the house once. Then he understood, came closer and at least gave me a decent chase option, which I then accepted.
This was basically the same bad play like the slug under hook tech like "you cant get me", and he luckily noticed it.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1871171#Comment_1871171
https://forum.deadbydaylight.com/en/discussion/comment/1871392#Comment_1871392
literally explained it at the bottom of my post
"I understand 'something is better than nothing'.. but if you're going to do something, understand the requirements to reach said reward and then ask "does that seem adequate for the amount of time and effort it took to earn this?" Doesn't seem like that discussion took place"
the amount of time it will take to go from 20-1 is out of proportion to the rewards.. it's like working 40hrs a week to get $10
and you got my point of "everyone asking for a bloodhunt per month" and now get something similar and still complain? It doesn't really matter how long you play to reach it. You play the game for the sake of playing the game, not to get the BP awards. This is a freakin bonus
You said like 40 games, make it 60 and you are at 2 games a day, which is about 30 minutes. 1h if you play both roles. 60 survivor games is maybe 1.2m BP so you get a 20% boost. But yeah, totally noone plays that much. I understand now why everyone complains about rift grind, because everyone expects everything for zero effort...
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1871598#Comment_1871598
If I understood the MMR correctly, new Killers would start at around the same rating as every other Killer, but will drop/increase once enough games are played.
So, you would have to suck a few rounds in a new Killer to try your Adept afterwards.
when playing a new killer I would expect you suck anyway in the first few matches. in any case, adepts will become much easier
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1871156#Comment_1871156
I mean, nobody should expect to get Adepts with Killers they are bad with. But the biggest issue currently is that it gets artificially harder to get Adept, the higher you are ranked. In Red Ranks it would be 4 Iridescent.
In brown Ranks, only 2 Iridescent and 2 Gold. It is still not easy at all, but certainly easier.
Yes, but with upcoming changes you would get a new chance to get easier adepts every month. Previously you either needed to hard depip as you got downranked 4 ranks max or you needed to stop playing that role for like 3 months. Now you get the easiest double pip conditions every month and new killers will have no MMR ranking, meaning you won't start against your typical opponents.
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Ruin Undying still is a good slowdown. I don't think you can call Devour a slowdown, it is simply a game changer as soon as it activates (as long as you play a killer that does mainly M1). The thing is, you need to get there and up to that point you have a 2 perk game with no gen slowdown. So it depends if you managed to be good enough or if you already lost 3 gens. If they stop doing gens for 1 or 2 hooks while they cleanse the totems and then need to go on again with 2 perks vs 4 survivors, you again have no slowdown. So you basically have to win the game before they finish the cleansing. I wouldn't call it slowdown
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@Dubby said:
https://forum.deadbydaylight.com/en/discussion/comment/1828262#Comment_1828262
Not a fan of unnerving because it makes the area of regular skill checks smaller and it feels like you can hit the greater skill checks easier. It especially isn't good at high ranks.
I think the majority of players are not at that level. Especially not with current matchmaking, you can assume that most of the survivors will struggle with it. Also it does not really increase the chance of great skillchecks. If people try to hit earlier, it at least would also increase the number of failed skillchecks that are hit too early.
When new matchmaking is implemented and actually working good, we can check again at which level this combo won't work anymore
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If you want to combine it with Distressing, also put Unnerving Presence on the build. As soon as I know, the Opression skillchecks are smaller too, right? Or was that removed?
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@Hopesfall said:
a 1 time reward of 250k per month is pretty meh when you think about what it takes to get from 20 to 1. It takes 85 pips to hit rank 1. That's 43 MERCILESS matches.
https://us.v-cdn.net/6030815/uploads/U1NRAJIXHT5P/image.png
A better reward would be an increasing BP multiplier awarded after each match.
13-16 = 25%
9-12 = 50%
5-8 = 75%
2-4 = 90%
Rank 1 = 100%
I understand 'something is better than nothing'.. but if you're going to do something, understand the requirements to reach said reward and then ask "does that seem adequate for the amount of time and effort it took to earn this?" Doesn't seem like that discussion took place
What is so wrong about getting a nice boost each month? Like everyone is complaining about "more BP events" "one bloodhunt weekend every month" and so on. Now we get something which can be compared to a monthly bloodhunt and it again is like "moooooore"
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One great QOL change for him in my opinion would be to rework the trap spawn logic. Like place it closer to windows and pallets and have randomly 50% (or whatever number) of them spawn set. And then rework some brown/yellow addons to increase that number as well.
And brown bag being basekit is kinda obvious
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I can't imagine anyone saying he is weak, except people that can't control his power
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1869744#Comment_1869744
Trappers that trap the stairs are doing it wrong. The way to lock down the basement is to trap the two doors and the window.
People still have this idea that Bubba is weak? Bubba's been overtuned since the buff and is very powerful in chases now. He ends chases quicker than pretty much any other killer on average. He's still vulnerable to good loopers who know how to take advantage of windows, but not every map has strong windows and maps mostly have crap loop spots these days. I see a lot of surivvors having trouble dealing with Bubba in red ranks. And I admit I also have trouble with him you have to really watch your positioning when facing him.
Ok, that only works if basement is in killer shack. But also having 3 traps to protect basement takes a lot of travel/collecting and setup time, so survivors are most likely knowing about it and could simply do gens instead. I wouldn't say that such an effort to protect basement is "promoting camping", and again, that only works for killer shack basement. No other scenario would give the trapper enough benefit to say camping is promoted by the power
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@konchok said:
I think the topic should be rephrased. Rather than what killers camp the most, it should be which killers have powers that promote camping, and how do they rank.
- Hag - if you're not putting a trap near the hook you're playing her wrong
- Twins - if you're not putting charlotte next to a hook or slugged survivor you're playing them wrong
- Bubba - If you're not taking advantage of situations where multiple survivors are together, such as when they're healing under hook or unhooking you're playing Bubba sub-optimally. Many Bubbas don't play this way, but it's mostly to avoid his soiled reputation rather than them playing optimally.
- Trapper - Trappers will generally trap loops, but really they'll trap anything they can take advantage of. If you're in the basement that basement is going on lock-down
- Billy - An insta-down ability means that if you can find survivors in a compromised position you can one down them, and then slug as many as possible, maybe even get a 4k right then and there. What more compromising situation is there then when you're trying to save a hooked survivor.
disagree with 3 and 4. Bubba is definitely strong enough in chase to be able to protect gens and not wait for unhooks. And Trapper can't perfectly trap hooks. Even basement is easy to dodge if you use your eyes.
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I can't even think of a lot of PH that camped in my games. For me it is clearly Wraith and Bubba.
Second placed would be Iri Head Huntresses and Spirits, who like to proxy camp as they have the tools to do so. Huntress for the pre unhook down and Spirit for the BT counter tunneling.
EDIT: after reading the comments, Hag definitely has to go to second group as well
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/1868306#Comment_1868306
Me juggling and always getting something out of chases is me being bad? And hitting every hit on console is kinda hard with low frames and a controller. Getting 12 hooks with no gen defense is kind of a stretch especially on a map like that with wraith. Show me some of your gameplay, I'll wait a couple hours until you finally have gameplay where you didn't make any mistakes.
I'm talking generally about the mistakes you make. Getting 12 hooks is in general difficult, but is not really an argument if you end chases fast. As long as people are hooked, there are 2-3 survivors not working on gens. Unless people let their mates die.
And my playstyle is totally not relevant. I just said that this was not with the best performances I have seen, I don't have to play better to have that opinion. If you had a somewhat decent team, the game would have ended in a 1-2k. And even small changes could have led to that. Let it be Kate (the unhooked one) being hooked instead of the first kill, or let the house window jumpers have Balanced Landing instead of Dead Hard, granting you free hits everytime, or let them work on gens injured rather than 40s selfcaring in the open, having no pallets near for the obvious case of you surprising them.
This shouldn't even turn into a rant about your playstyle. I just started that because you opened a thread about PH being dead and then saying that you have to play vs ultra sweats but others only play ez pz noobs games (and your Wraith game showed definitely the second type of survivors)
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1868359#Comment_1868359
Now you got me rewinding the game in my head. At first maybe they could have just missed a skill check when I downed him but surge started it's cooldown at the time and I went straight to the gen and started the chase with the adam who was healthy there was no other down for it to be on cooldown.
I'm pretty sure it doesn't as it needs basic attacks. And Otz recently released a video with exactly that topic and even said that the non swings in demon mode, so without charging and without dashing, don't count as basic attack either
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1868251#Comment_1868251
I like to slug those types of people. Slows the team down and allows me to chase others the 8-9 hook games with a loss we have been debating is not often. pop is my go to ussually but I am starting to lean a bit more on surge as not not having to kick the gen is so useful. Pop can be so devastating at times as well. last night I ran thano and surge on my oni for first time and loved it. Gens were exploding I didn't think I was in range for. I was demon dashing at a tinkerer proc and noticed a survivor by the crance on ormond and striked him down. Surge somehow reached the tinkerer gen that was in the corner which bought me time to get to the gen. They got the gen 3 hooks later and lossed a david king in the process. Won the game at 2 gens remaining let adam hop in hatch. great match.
Is that a made up story? Demon mode does not trigger Surge
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/1868207#Comment_1868207
Nahh I slug for pressure when I need to, I'm not one of those who slug at 5 gens because I'm confident in my killer. I even have gameplay of how good I am at killerhttps://youtu.be/JZ9XJLGf1po
not sure what you wanna proof with this video...
tbh you didn't perform that good at all. You missed several easy hits, ate every pallet, almost every dead hard, got your first hook after 3 minutes and your moonwalks are questionable. On top, the survivors did several potato moves as well (I would love to see their perks, because I think at least 2 of them were sloppy-selfcare-in-the-open potatos). That was definitely not a seal team. Also, regarding your 12 hook goal, I just wanted to emphasize that you got Kate first time while the first guy was already dead.