Deadeye
Deadeye
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@LiunUK said:
Next week on the 21st apparently
20th, normally. Wednesday is probably the next tome
@gibblywibblywoo said:
4.3.0 would be the next chapter wouldn't it?
We still don't have the mid chapter patch.
Well, we had a 4.3 PTB :P
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1679254#Comment_1679254
Sounds ok, I wanted it to be better than Botany, but worse than We'll make it. Because really fast heals could become problematic.
Also you could stack this with the new perk from Felix and Botany to heal someone in like 6 or 5 seconds, that could be insane. (Not sure, but I think they removed the healing speed cap recently)
Well, you spend 3 or 4 perks for this. I think it may be strong
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For killer specific meta perks (just a pick, and I'm not 100% sure if it is meta as I don't know the actual pick rates)
- Infectious Fright on Nurse, Oni and Billy
- Enduring on Billy
- Bamboozle on Bubba
- NOED on Freddy (just kidding)
- Monitor&Abuse on Slinger
- STBFL on Demo
- Thana on Legion
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@AhoyWolf said:
Maybe instead of instant heal progress when hitting a Skillcheck, it could make you heal 25% slower, and with every skill check your healing speed increases by 15%, up to 50%.
I think it needs to go up to 100%. 50% is just slightly better than Botany, and current Autodidact is capable of finishing a heal within 4 sec. But the idea of going for speed instead of progression is good, as it increases the chance of getting skillchecks during a heal
EDIT: on the other hand... Autodidact outplays slowdown currently. So against Coulrophobia for example you could still finish a heal in 4sec, but the speed bonus is fully affected by the slowdown
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/1679231#Comment_1679231
I've never understood why STBFL is apparently so good on demo
@xCarrie said:
https://forum.deadbydaylight.com/en/discussion/comment/1679239#Comment_1679239
Mostly because no matter what you will almost never lose stacks. Demos shred isn’t a basic attack so when you hit the obsession with shred you won’t lose stacks. If you’re at 8 and down the obsession then you stay at 8.
Its pretty good if you can land your shred...I can’t so I don’t use it lol
Yes, you get no benefit against the obsession, but against the other 3 survivors (anyway you can also chose to eat the 2 stacks loss if you think it is worth it). Also, it is not rare that you can combine a STBFL hit with a Shred, when the survivor circles you to bamboozle or simply just gets stuck somewhere. The shred then can guarantee that the survivor will not reach the next window for example. I had several scenes already when the down happened within 3 seconds of the first hit, thanks to shred.
To the topic: I would also count Corrupt Intervention as meta, you see this pretty often. Maybe more often on Trapper and Hag than on others, but I would guess that you encounter Corrupt like the same amount as Ruin
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1679185#Comment_1679185
Yea, I got, and it's the most hilarious think in the game.
Even better if the Survivor that kobed memes with u.
And most thrilling thing is when the other one DCs, or lets you go to second stage after a failed attempt. Well, I guess it is a pretty subjective topic
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1679132#Comment_1679132
You get 1.5k for unhooking yourself, it's not like I unhook myself every time, it's a 4% chance, also I only do it when I'm sure to not go into the struggle phase.
Also idk why are you so salty.
Well, you should think about that. Ever got a kobe into your face? You said yourself it is scummy, so you got the answer already
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@Warcrafter4 said:
"Wannabe Comp Squads" are far more common then most people think and given how the ranks were spread out its nearly 100% a "Wannabe Comp Squad" looking for an easy game.
Mind you match making can make weird looking matches as I have been solo que in a game as the only player above rank 16 but that 1/4/5/10 split is a tell tale sign of SWF group trying to game matchmaking to smurf.
if it is that common, most people that think it isn't should face them more... commonly, right? Well, I don't. The more regular thing I see is that I get matched with people in solo that totally not match my rank
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@AhoyWolf said:
I know it's scummy kinda, but points are points, and it's funny if teammates meme with me when I do unhook myself, I also meme with them if they do the same thing to me tho.
yeah, and you get the 1k while denying the other guy 1.5k
Also like to selfcare into others faces?
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@RyuSun said:
I try because if I can get myself off, the killer has less of a chance targeting my savior because I dont have 1. So I give it a shot as soon as I see someone coming for me
I don't get that logic. You want to be tunneled?
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I also love this with Deliverance. Like "cant waste the perk!" and eating the broken status, stealing the 1000BP from the unhooker and most likely go down easily while being broken soon
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1678077#Comment_1678077
Can you show a video/clip of someone explaining that tech?
need to search, havent seen a youtube video yet, just heard Tofu talk about it during his stream.
But basically I already explained it. Just like Billy, you need to get used to the angle, at which you start to bump into the wall during a rush
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Agreed to MadLord. This is a killer that needs practice. Compared to Billy, you also cannot simply aim at a survivor and then adjust depending on where the survivor runs. You need to plan your path, especially when curving around corners.
Tofu explained that a bit for Blight on his stream, he has a way to swing around corners for example, which you normally cannot do because of the reduced turning speed. But roughly, you can already turn the direction into the wall, but not hard enough so that you glitch around it instead of bumping into the wall. Then you have an angle before you reach the corner, and when you swing short before you pass the corner, you can get another turning speed increase and finally make a 90° swing around the corner.
This is one of the "techs" you need to learn to have better maneuverability in his rush. I also struggle with him because I can't handle that yet, but also run into both cases as survivor, like "ez dodge" or "how the hell did he get that hit?" But besides that, again compared to Billy, he has simply 115% movement speed and a quickly recovering power for map travelling. So even if you don't have the ability to efficiently use his power in chases, you have a regular M1 killer with good map pressure to get quickly back to gens. That alone makes him B tier. Master the power, and he becomes A tier
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General info for killer
probably think about getting Leatherface, if you want to spend the money. He is a decent killer and with "Barbecue & Chilli" he has THE bloodpoint perk #1 to help you out with the bloodweb grinding. The perk gives you 1) information where you can find your next target after you hooked someone and 2) can double your BP at the end of the game. If you don't want to spend the money, keep an eye on your iridiscent shards. These you will get from leveling up your player level (after a match you get bloodpoints and XP, if XP increase your player level, you will get some iridiscent shards). Try to get 2000 and never drop below 2000. Every Tuesday/Wednesday (depending on your timezone) the shrine of secrets (in the store section) will offer 4 new teachable perks. BBQ can show up there and you can unlock it in the shrine for 2000 iri shards, so that every killer will be able to unlock it in their bloodwebs. Do you know the teachable mechanic already? Ask if not clear
General info about leveling your characters up
I would suggest to pick one killer and one survivor, and then don't mind about leveling any other character at first. If you bring them to level 50 (or I think it can happen even before lv 50), then you will have all of the characters personal perks and all of the common perks unlocked at tier 3. From that point, you can take a look at other characters, get more tips etc on which perks you can go for. Once you unlocked 1 or 2 other perks, you can instantly get them on your "maxed out" characters, as there are no other perks available anymore. Although it is a bit different on killers, because not every killer can make the same use of every perk, and of course you might want to play other killers, as they have different powers, unlike survivors, who are just different skins but all play the same.
Another general info
Definitely play both sides equally in the beginning. There are a few things you will need to see from both sides to get a feeling what works out and what not, especially why not. Like the distance that you can hear injured survivors moaning or working on gens, the field of view of a killer to better estimate when a killer actually saw you as survivor or not, the plays survivors attempt to outplay killers etc
Survivors to start with
Many people say Feng Min has the best starting perks for beginners. But she is a DLC character (Spark of Madness), so think about if you want to pay for that or not. She has one of the easiest and efficient to use exhaustion perks, Alert is a good information perk to tell you where the killer is and Technician will help you out in your first games to avoid killer notifications when you miss skillchecks. All three perks are really good. Otherwise I would suggest David or Dwight, because they can also give you a good BP boost with their perks, and the other perks are also not too bad. Just ignore No Mither from David, that is pure trash, especially for beginners.
- Dwight has "Bond" which is a very good information perk. You can see other survivors in a pretty big distance, which can help you find someone if you need healing, find people that need healing and also to find people working on gens, which also helps you to find gens in general. Also useful for his second perk:
- "Prove Thyself" on the one hand speeds up generator repair speed when working together with others on a gen, on the other hand it boosts your XP gained from cooperative actions. And on gens for example that means, that a single gen, if you fully repair it together with someone else, almost maximises the bloodpoints you can get in that category.
- David has "We're gonna live forever" which gives you extra bloodpoints like BBQ, up to a 100% when you unhook survivors or take protection hits for them (a protection hit is when you run into the killer to take the hit, instead of an injured person near you). With the next patch it will also greatly increase healing speed on dying survivors.
- Also he has Dead Hard, an exhaustion perk. "Exhaustion perks" are perks that will help you out in chases, but once you used them you are exhausted for 40-60 seconds and cannot use the perk again while exhausted. Dead Hard can be one of the best exhaustion perks if used correctly, but it is difficult to use. So not a bad idea to get started with that early to get as much as possible experience with it.
Survivor perks
the common survivor perks, that every survivor can find by default in their bloodwebs, have already a good number of useful perks. I first list 2 "beginner perks" which can help you in the beginning to learn the maps a bit faster. But as recommendation, I would say skip them from time to time, because it can be also bad if you start to rely on them, risking to get lazy and get lost easily when you suddenly don't have the perk anymore to help you out.
- Deja Vu, if you want to find gens more quickly
- Small game, to find totems and memorize their spawn locations
- (Just in case you get your hands on that somehow, I wanna list "Windows of Opportuinity" here as well as "training perk", although this is a DLC perk on Kate/Clown [Curtain call chapter]. It shows you the windows and pallets near you, so you can see where you need to go to get away from the killer)
The following perks are a pretty good pick in any case. Try to get them when you see them in your web
- Kindred, to have better information about people dying on hook. You will be able to see if someone needs your help and also if you can spend your time working on gens because someone else is already going for the safe
- Premonition/Spinechill are information perks to tell you if the killer is near. Premonition shows you the direction of the killer but has a cooldown, but it can help you to not accidentially run into the killer. Spinechill lights up when the killer is looking into your direction, so you don't have to worry everytime you hear the terror radius, Spinechill willl tell you if the killer is heading towards you
- We'll make it greatly increases your healing speed for quite some time after you unhooked someone. This speed can sometimes be essential, and will also help out a lot to not waste too much time when you can afford to heal right under the hook.
Killer perks
- Sloppy Butcher slows down healing. Does only work on basic attacks, so not worth running it on chainsaw killers for example. But the perk wastes some survivor time with easy (meaning no special extra effort) usage, especially good on Wraith as you can have good chances to injure them and find them later again with another surprise attack, as they need longer to heal.
- Spies from the Shadows helps you out tracking survivors. Can be huge on some maps, but can also be a wasted perk on other maps. Depends on the number of crows on the map.
- Whispers is another great tracking perk. But only if you got it to tier 3, the range is too big otherwise. And one important thing to know about that perk: when it tells you a survivor is in range, you can easily waste too much time if you think "there IS a survivor, I HAVE to find him!". Once Wihspers goes off, make an educated guess, try to find the survivor. If not, just go on patrolling gens. The bigger and easier to use power of this perk is, that you know where NO survivor is, and that you don't have to waste any time searching in that area at all. Might sound contradictory, but use it and try to learn, then you will notice how to use the perk efficiently. There are also pro tech videos on how to "pinpoint" survivors with that perk on youtube. Just use it and try to get comfy with it, it can be a very strong tracking perk. You can then see if you can work with the perk or if you prefer other perks.
@Greyjames2212 said:
https://forum.deadbydaylight.com/en/discussion/comment/1677693#Comment_1677693
Yikes.
building upon that, what such things should I not do?
Don't care about what people think. Play whatever you want. The only thing that is really commonly accepted as pure bull **** is the Iridiscent Head + Infantry Belt addon combo on Huntress and Ebony Mori offering. You can expect offending chat when you use them, and you should really not rely on using them. Green mori (which just allows one mori in the game) is fine if you want to use it for completing a daily, as long as you don't hook your first guy and the next thing you do is getting that guy downed again right after the unhook to kick him out of the game. These are basically the only two things that you might need to keep in mind.
Btw, "Noone escapes death" is also a common killer perk, that can help you out in the late game. Many people complain about that perk, but it is easy to outplay. If someone offends you for using it, ignore him. They are just lazy, don't care about it
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@MeltingPenguins said:
@Deadeye But it's what i commonly get from posts calling for Caleb's nerf/removal:
That he will hit you regardless, that he will win every chase, etc, that there is absolutely no counterplay.
Even when people make suggestions TO give him a delay this is the argument people bring against it (aka 'it won't matter because he will hit').
It's bizarre. I mean, look at this thread alone. Many people brought up the shoot from the hip (which takes practice, and even then it's not a guaranteed hit), and that giving him a delay would solve that.
Question then is, would it be fair to the one playing him, as you'd still have the chain between you?
A huntress who hits you with a non-iri hatched still has to chase you, with the charge up being her delay. Caleb, if he hits you, has to reel you in and, if the chain break, suffers a stun and has to reload, and if not, has the regular base attack recovery and a reload.
I think to settled the topic we'd have to thoroughly check these two killers back to back, on all skill levels, which will take some time.
The stuff around the harpoon is not relevant. That extends the chase by a few seconds. You still can get downs within 10 seconds of chase. Add 2 seconds of reload and 3 seconds of reeling and you are at 15 seconds. I know it is not always that easy and chases are more complex than that. The main point is: You get absolutely no feedback about what he is doing and when the shot will come. You hop around like a bunny, either wasting time or you run straight and be an easy target. You get no feedback from the killer on what to do, same what is complained about with Spirit. And that is unfun.
Of course it would be not fair to simply make his power worse, as he only has this. Which I already pointed out: His power is to end chases super quickly (shooting through holes in the wall, shooting over low loops and simply walk around it to get the hit, having the ability to shoot through windows and get the hit...). He has nothing else and relies on getting the downs quickly, so he can quickly get other survivors off gens for the unhook and probably get the next one on hook before the first one is saved. Because he has NOTHING else than that. He is slow, he has no travel ability.
Also said it already: watch it from survivor side. Against a good slinger, you just work on gens. Once you get into chase (which is the most fun part for many survivor mains), you have like 15 or 20 seconds of action, then youre done. Not much to enjoy. Short chases and boring M1 simulator in between. That's why I said it is bad killer design.
just as example: My favourite killer regarding fun is Demogorgon. He has a map travel ability, he has a power that gives him information and he can counter a good amount of loops with the shred. And all of that has counterplay. You hear his shred charging, allowing you to fake vaults, you can close open portals and the killer can always chose to commit to a chase even into deadzones because he can quickly get back to the gens. This allows a lot if interaction and decision making on both sides.
And one more point: discussion about slinger is fine. Just your initial post "all can be said about Huntress" has a lot of flaws imo
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Some of the points were already mentioned, I'll just summarize then just to make sure I don't miss anything. First off: You mentioned you dislike people telling you you 're wrong by default. Well, some points you ARE wrong, that is not default. And when they give a good reason why your explanations are wrong, you might at least start to argue about it.
- Huntress Humming is at least a warning, which is a lot more than DS has. And it DOES tell you the distance as it gets louder when she approaches. And the main point of complaints about DS terror radius is, that it is way too silent, feeling more like a 16m TR rather than 24m. If he had an actually well working TR, there would be way less complaints. I have seen clips with a Monitor&Abuse slinger where you could not hear his heartbeat while standing in the same jungle gym.
- Both require skill, true, but it does not require skill to make survivors move left-right because they have to expect quick shots, as they have 0 indicator of when the shot is coming, different to Huntress. And by being a hard target, you simply lose a lot of distance. You mentioned 1.25 sec of aiming. I'd rather say 90% of Slinger shots are quick shots. Because as you already said, aiming without crosshair is skill, and without ADS the same skill level as Huntress. Only difference that you hear no sound that ADS started and the time you have if you see the Slinger is simply nothing (0.3 sec, with slightly bad ping it is more likely that the server registers the hit before you see that the killer started aiming). So the complaint here is basically that you have no visible/audible feedback of counterplay. If a killer really needs ADS to land hits and 1s to aim, you HAVE counterplay and is totally not the point that people complain about. It is about the quickshots
- You mentioned "people saying he has no counterplay" and someone else mentioned the "break chains" thing. Well, I would say roughly that 1 of a 100 hits ends with broken chains. That part of the counterplay is like the effectivity of the counterplay against Spirit. A good Spirit simply doesn't care about your counterplay attempts. Agreed, there is an additional step of avoiding the hit, but that step is 1) not relevant if you are uninjured as the killer can just decide to let you break free and get the hit anyway and 2) just pretty rare to happen. In most situations, the killer only has to move backwards while reeling, then you glitch around any obstacles without having a chance to get stuck somewhere. You basically have to be already behind cover when you get hit, or he will get you
- The amount of Iri Coins seen compared to Iri Heads should already tell you that there is pretty much a difference in their strength. The min distance is a big changer. Put a min distance on Iri Heads and it will be fine, as you cannot use it on every goddamn pallet or snowball on every hook they camp. Remove the min distance from Iri Coin and see how people will rant about it. Also about the reduced hatchet count. That is exactly the reason why this addon is solely seen with Infantry belt. I literally NEVER saw ans Iri Heads without Infantry Belts (except a Tofu video to check if this condition would fix the addon). Beause with 1 hatchet only the addon would also be a lot less bad. Dodge one hatchet and the chase is lost, hook exchange needs 2 survivors to make sure it works out. Way less powerful than the current version. But 3 hatchets with insta downs is pretty much the same as running 6 hatchets, except that chases are waaaay shorter and does not allow mistakes.
- The last 2 points are not really what I read repetitively. Heard that once or twice, but this is surely not a big problem of DS.
"...that you'd win with him regardless of whatever"
if anyone says that, it is BS. Every killer needs a bit of skill and game knowledge or gets stomped. Even Spirit. Spirit has great potential to mindgame and bamboozle yourself. The points people complain about with Slinger (at least those that can be taken seriously) are not that he can easily 4k, but that going against them is omega unfun. People complained about old Legion, not because he was super strong, but because you were going down no matter what (I actually disagree with "no counterplay" against old Legion, but that is a different thing). Legion was super weak, because he simply needed like a minute in total to get someone downed with 4 Frenzy hits. Super weak, but annoying to go against. Same with old Freddy, definitely not the strongest killer in the roster, but people were annyoed by him. And same goes for Slinger. He is heavily depending on ending chases quickly, if you can't do it, you get simply no pressure at all. And that means, the chases against him are unfun, because it depends more on killer skill than survivor skill, and if 9 of 10 chases are done within 20 seconds, then you work 3 minutes on gens and get 40 seconds of chase and the game is over. This is simply unfun design at core.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1676200#Comment_1676200
Thompson house has 4 structures guaranteed. They removed 2 and didnt have them replaced with filler pallets. Lothernthan the 2 pallets at house, the 2 jungle gyms and shack the map is entirely rng up until that point. It isnt a "variety" by any means. You also said it yourself there are gaps. These gaps can be closed quickly with a 115 killer with atleast blood lust 1.
That's quite a list of conditions. You need to be at a gap (and a survivor can be aware of that before the chase starts) and having Bloodlust 1 means that the chase is already taking some time. In an optimal chase, bloodlust should not happen, meaning landing a hit or destroying a pallet every 15 seconds. If you force him into bloodlust even if he has Bamboozle, you have already done it right and having the need to bloodlust with a chase perk means that the perk definitely does not need a nerf
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1675925#Comment_1675925
There are no windows to chain on Thompson house I should of clarified. If you cant chain windows bamboozle is a free down. When the pallets are gone(the perk forces early early pallet drops) you are dead.
I just ran against Bamboozle on Thompson House this week, wasn't that bad once you know, because you can adjust your pathing before you have to vault. As I said, probably post a video, otherwise I don't see your problem, rather than you doing it worse than me, and some others, as there are already enough responses that don't have a problem with it.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1675943#Comment_1675943
It works, I was using it just the other day.
It definitely doesn't need a nerf, though, it's firmly in the "I guess this perk is ok?" category.
The perk is even useless on tier 1 for example. Or at least useless in many of the stronger loops. Take the big saloon loop for example, tier 1 doesn't block the window long enough, just running the default root is long enough to unblock the window again. I think killer shack is the biggest loop that you can use tier 1 on, and especially on that example, you only need to pull one successful mindgame and Bamboozle becomes useless again
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I Seriously don't know what you mean with reworked maps. I still see it possible to chain tiles also on Thompson House. I would only see a problem on Shelter Woods and that map hasn't even been reworked yet. Maybe post a video where you have problems or get easy downs using Bamboozle where you think there was simply no play possible
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@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1675832#Comment_1675832
Interesting. I main Spirit, do you think it would be a good perk on her? I was thinking of replacing corrupt intervention for it.
I love Ruin+Surveillance on Spirit with prayer beads. It tells you if survivors are still on a gen and allows you grabs. Takes a bit of practive and you may not always phase to the yellow gens because they get used to it. Great baiting when you just hit someone near a yellow gen, they expect that you follow the injured guy and feel safe on the gen. Can be a fun build
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@Lucas96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1673870#Comment_1673870
I personally notice a big difference when I run Botany Knowledge with Self-Care and it’s the only combo I’ll use. I will never use Self-Care by itself. Even when the killer has Sloppy Butcher, healing myself feels faster than letting another survivor do it. I love it.
It feels like, maybe.
- Team heal is 16s
- Team heal vs Sloppy is 20s
- Selfcare with Botany is 24s
- Selfcare solo is 32s
- Selfcare, Botany, Sloppy is 30s
- Selfcare, Sloppy is 40s
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You can just switch between Pharmacy and bringing a Medkit. If you don't have some, find them with Pharmacy, if you can bring them out, use it again and take another perk. I also agree that Selfcare is not a bad perk. Just don't heal while others die on hook, don't heal if you could spend the time on a gen you know is safe to work on (when you know where the killer is or when he is in a chase).
Just heal when you know there are only dead zone gens left, or in other situations where you can be pretty sure that you NEED the health state to not grant a free down. For example, don't let people die on hook while selfcaring, but DONT the hell go into the basement injured when you hear the TR. Some things simply don't make sense while being injured. And before you do nothing, selfcare. Simply as that
Said it already in other threads about the perk, the strength of Selfcare is not that you have unlimited heals, nor that you can heal whenever you want. The strength is, that you can heal when you NEED it. If you don't use it a whole trial because teammates were there to jump in, great. Like DS, you don't want to use it, but you can if you need it (ok, I know how many people aggressively use DS, ignore that for my example :P)
@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/197253/thinking-about-healing-perks
From my experience run Self-care and botany knowledge. It's much faster and doesn't waste much time. And you get the bonus of healing teammates 33 percent faster which overpowers sloppy.
Botany does not that much for Selfcare. Don't forget that negative effects are multipliers. Meaning, the bonus is also reduced to 16,5%, boosting Selfcare only to 66,5% speed. So selfcare takes 24 seconds instead of 32. It is a bit, but not THAT much
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tbh, reactivate old Freddy would fix him.
@xenotimebong said:
There isn’t a way to do it. The devs can buff and nerf and tweak as much as they want, but if a killer’s power is fundamentally frustrating then the only way they can make people stop hating it is to rework it from the ground up, and they’re clearly not gonna do that.
They nerfed Legion and people still complain about them, because the issue wasn’t whether Legion was strong or not. The issue was that killer powers that boil down to “get an easy hit” are always going to annoy/frustrate survivors, since not getting hit is sort of the point.
The devs nerfed toolboxes and killers still complain about them because the entire premise of how they function is annoying. “An item that lets your opponent win more easily.” Yeah who could dislike that? The only way to stop complaints is to delete them or just rework them so they do something else. Same with some killer powers. Survivors will never be happy with the power of a killer like Spirit because it’s designed to make her very strong and unreadable in a chase, and no nerfs or small changes will fix that core design choice.
Kinda disagree. Otz had a good idea and that was already mentioned on the forums before his community patch stream which is an inverted passive phasing. Same like Freddy had pre rework and kinda same like the passive phasing but inverted, meaning she reappears every like 1,5 sec during phasing. That would give survivors a lot of info to work with.
Also disagree with "they're clearly not gonna do that" because, as just mentioned, Freddy rework. That is a complete rework and has nothing to do anymore with old Freddy, unlike Doc rework for example. But they do that, just pretty rarely because it is like creating a whole new killer. The model exists already, but everything else is pretty much coding from scratch.
I haven't heard a lot of toolbox complaints, if any. Only about a full team BNP. About Legion: there were no complaints about being hit, there werte complaints about the inevitable down because of his power. Which they got rid of. These two points are more like people are just used to complain. You can change whatever you want, even if it is perfect, people will complain, as fun is a pretty subjective thing. Some people will always complain about Legion, just because they got brandmarked as the most lame killer at some point, no matter how much they gets reworked
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@rglarson13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1669368#Comment_1669368
138 hours to get to level 70 in the rift...
Over the course of 70 days.
So about 2 hours per day, on average. 2 hours to complete a single level of the rift.
Cool. But some of us have day jobs and interests in addition to DbD. People in our lives we want to spend time with.
I have no problem sinking hours into a game I enjoy. But I don't want to feel obligated to make time to grind out challenges to the exclusion of other things.
Yes, and for those, you can definitely say they don't play like the average player and the rift is not designed around them. Is that a problem? Do you expect to get the rift done within 10 hours? And what forces you to complete the rift anyway? The pure existence?
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I think there is simply too much different stuff, regarding killer powers and perks to ever get that game balanced.
And the 90% thing... I think this community contains more than 10% that will always find something to complain about. Tbh, this "survivor main" and "killer main" thing might be bad overall to start off with, but missing empathy for the opposing role is definitely a huge source for unnecessary discussions
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I also made such a feedback a while ago, also a lot of positive response. A loadout dropdown that allows 5 loadouts per character. Would be great. I hope this suggestion will be heard one day
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@XombieRocker said:
https://forum.deadbydaylight.com/en/discussion/comment/1671175#Comment_1671175
Yeah, I don't play him all the time, that's why a little change like the ones I suggested would be nice. It wouldn't really make him stronger, just a little less awkward.
Just count his yells or the swings. That is pretty precise and you only need like two attempts at the beginning of the match to get the timing
EDIT: the auto consume would make him stronger btw because you need near perfect timing to get an extra swing, even 2 extra swings depending on addons. Or even more extra swings if you totally mess up the timing :P
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1671051#Comment_1671051
The easiest is undoubtedly Freddy. However, even with several factors playing against her, Spirit is still easy to at least 1K with.
Every killer has an easy way to get a 1K. If you expect a 9-hook 1k game to be brainlessly easy, I think we need to check out some details of the game before we start discussing. Seems like some guys here are just throwing some numbers and forgetting something, just for the sake of blaming spirit
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1669205#Comment_1669205
According to the people on this forum, if you're all slugged at 4 or 5 gens, you're just bad. I disagree with them.
Well, depends. My experience is that altruism leads to this scenario. If you notice this is going to happen, just don't heal the slugs but get out of TR and do gens, unless you know you are the only survivor left in TR or until the killer starts picking up. But normally I am the only one doing this and depending on luck only saving half of the games with this strat
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On DS, I think the locker thing is definitely not the least irritating. I'm happy when I have no other targets and the survivor grants me a DS clearance for minimal effort, without even attempting to chase. But as soon as there is a locker near a gen, this really gets annoying. Either stare at the locker for a minute, grant a minute of gen progress for free or be forced to eat the stun.
I have totally no problem with NOED tbh. I more have a problem when a killer has a really bad game and my random teammates just mindlessly finish all gens. If noone is on death hook, 99 all 3 gens if you want or go do totems. These are normally the games where a bad like 3-4 hook killer game turns into a 3-4k. This is what grinds me, but I blame that on the team, not on NOED. And when the killer does well and has beaten the team up with only 3 perks, and THEN gets NOED in endgame as well, then... well played. I guess I give you that kill and try to get out. This is then one of the games when I think to myself "who called it a crutch perk?" If it is really used as crutch for that specific player, then you have plenty of time to counter it.
In general, I saw the stream, or most of it. He has very good knowledge on the game, so there were a lot of good changes he suggested. But on some points I also thought, he is on a streak right now, just shooting as fast as possible on targets where I thought "that topic just might need a bit more time than 10 seconds". Like remove T3 once you got a tombstone kill? Yay, doesn't fix the problem for that guy. And right after that, currently the other survivors know what's going on and will have a plan how to counter it, like forcing the down by locker or just sticking on gens, to block the mori ability. But that change simply doesn't solve the problem and makes the addon useless for the killer as well
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1669368#Comment_1669368
The average DBD player doesn't play for 2 hours a day, every single day, or whatever equivalent of hours-to-rift ratio you prefer to measure. Most people have other things they do, whether it is other games, socialising, or another form of entertainment. That sort of playtime is reserved for the hardcore audience, mostly the ones that feel the need to actually talk about the game outside of their social group.
I can't tell you about the distribution, it is most likely that there are like 10% of players having 1k or multiple k hours and 40% play a couple of hours per week. The average was stated by BHVR on tome 1 when they explained their design. So this is nothing I came up with or which I was guessing about
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@SimplyNotFun said:
https://forum.deadbydaylight.com/en/discussion/comment/1668995#Comment_1668995
It’s most definitely not justified. I never use ebony Mori and I get 3-4K easy. Do you have a headset? Do you have map knowledge under your belt? Ok then... you’re fine. It’s way too easy to down people in this game if you need a Mori to get a kill then it’s definitely you, not the games fault. Keys provide an alternative escape route which is absolutely necessary in every competitive survival game. Friday 13th has much more ways of escaping. So don’t cry about a damn hatch or a key. As for Mori’s I would say the yellow one is the most fair. It’s an offering. It shouldn’t be that powerful. Survivors don’t have instant gen completion offerings do they? Why can’t they do their objective with an offering? That’s unfair.
Dude, why you offend him and call him a bad player? There was no reason at all XD
I think it is not even worse arguing with you, right? I think I'm just gonna opt out, not worth my time. Don't bother answering on my last post, it will not be heard
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@SimplyNotFun said:
https://forum.deadbydaylight.com/en/discussion/comment/1669023#Comment_1669023
You absolutely should count hooks. That makes up the majority of your objective. To acquire a certain amount of hooks. Downs don’t count because you can down them an infinite amount of times quit trying to dilute the percentages in favor of making the killers look like the victims here. Downs are not your objective lol. Moris reduce overall total hooks needed not downs. Besides that 2nd down is most often going to happen from tunneling someone off of a hook anyways which thats just basically handed to you because you don’t have to actually take the time to look for that survivor again. It’s called proxy camping. Moris are absolutely unnecessary and should only be in the game for pleasure. Not to effect the experience of your opponent. Keys provide a backup option to escape (regardless of whether or not that player chooses to be useless - that’s simply not the god damn point so don’t use that as an excuse) as seen in other games like Friday 13 where the counselors Are given many ways to escape. When one thing becomes too hard to do, you do something else. With maps as small as they currently are and gens squeezed together it’s pretty easy to find someone and then the next and snowball boom 3-4K every game without mori. Mori is overkill in its current state. Survivors don’t have offerings that allow them to complete their objective so why should killers?
You talk BS here... I'm not diluting and I never said killers are victims.
The point is: It totally doesn't matter if you mori someone or if you put them on a hook. The result is the same, but the key necessary is that you need to end 2 chases. You can also chose to not mori to keep pressure on the other survivors, that's the killer choice. Still doesnt change the fact that he needs AT LEAST 2 downs to be able to mori. That would be like saying "no wonder you got out, you had 8 lives because I slugged you 6 times". Deciding to not kill/hook doesn't change the objective.
Allowing moris on deathhook only, would you say that this is an objective reduction by 33%? If you do, there is no need to argue tbh. Dead is dead, no matter how you do it. PH also does not have a 33% objective reduction just because he has a mini mori
And I also wrote about the tunneling in my post. This is a playstyle problem that exists even without a mori. That's not the mori problem. If you say the tunnel down is handed to the killer, then you basically say "this down does not count" which would be the same like a reduced hook count, right? Do you count this way? Like the survivor simply drops dead to the ground after unhook?
Btw "wether or not that player chooses to be useless ... not the point" is the same argumentation I picked for tunneling off the hook, and if you think about it, also the same argumentation about if the killer decides to slug or simply hook/kill. That's gameplay decision and not the point. Correct. I don't know why this counts for your key scenario but not for my killer scenario. Double standard I guess
And using a key is not an option, it is a shortcut. The only scenarios where this is not true is when the gates are already powered or the hatch is already open. And when you are the last survivor with a key, it is basically a free escape. The killer cant do anything about it to stop a survivor, unless the survivor does not know where the hatch is. "quit trying to dilute"
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1670057#Comment_1670057
And 138h in 70 days, about 2h per day, in certainly not "average" play. Sure the rift can be finished by just playing enough, but that takes dedication, not some playing every other day. So if the Devs aim is really that average play will get you to Tier 70, they failed it thoroughly, at least for this tome.
Out of curiosity, did you play more survivor in this 138 hours? Bc I would think it's a little easier to tier up as survivor, just bc. you can get out of the game earlier. The killer always has to wait for the last survivor(s). Since you will only get awarded XP up to around 10 minutes, every minute above that is practically waisted, Xp-vise. I play more killer than survivor, if you played more survivor that might explain why you managed to finish all tiers where I didn't even though we should have roughly the same play time. Or maybe I played something like 120 hours. Is there are way to look this up?
About average, that's what BHVR said on tome 1
I play more survivor, but somewhat between 60-65%. I'm not sure if it makes that much of a difference if you play killer or survivor, because you always need to get as close to the 10 minutes as possible, too less or too much is both bad. Don't forget queue times between games, it is better to spend the time in game rather than in lobby.
Of course depending on killer/survivor queue time differences, but if it is the same, then having 4 games lasting 8 minutes +3m queue would be the roughly the same like 3 games lasting 12m + 3m queue. 32m of XP playtime for 44m total gametime vs 30m of XP playtime for 45m total gametime
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1669368#Comment_1669368
The average player will be able to get to tier 70? I hardly doubt that. Maybe with the tomes 2 and 3, but not with this one. Why do I doubt that? Because I play the game literally daily for at 2 hours, sometimes way more. That's hardly "only" average. But still, I was not able to get all tiers even though I finished all challenges. Maybe I was to effective with the challenges, don't know. But I would expect an average player to play significantly less than me, and when I did not get all tiers, there's no way they would have.
I can just repeat: I needed 138 hours on tome 4
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@Gottlos said:
https://forum.deadbydaylight.com/en/discussion/comment/1669414#Comment_1669414
https://forum.deadbydaylight.com/en/discussion/comment/1669378#Comment_1669378
You keep saying that this is somehow balanced for the average DBD player but meanwhile you are also saying there are thousands of threads where players are saying they can't complete it.
How does it contradict? If there is an average, there are probably half the people finishing the tome in time, and half does not
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@Zender said:
It’s a chore, the challenges give you around 8-10 tiers but you need 17-18 at each rift stage to keep up.
This equates to grinding out the rest, spending typically 2-3 per day and playing every day.
I guesstimate its 175-250 hours each rift if you do all the challenges to max it out.
I needed 138 this time, taking exact notes. Did that also for the last 2 tomes and never needed more than 160 hours
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To your ideas:
- seems fine, many active players should know about their average progress now and be able to guess if the early battle pass will help them. Just not sure about the "pay2win" feeling some people might get about that
- seems bad, I think the idea of returning all cells is motivation and reward for above-average players that support the game anyway for a long time and keep it alive. otherwise it would not make sense to me why BHVR would make the premium pass possibly free
- not sure what that idea would fix or target
- again, this is about balancing to the average DBD player. it is like that on purpose
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@Gottlos said:
https://forum.deadbydaylight.com/en/discussion/comment/1669378#Comment_1669378
Starting out something with "For the 100th time" is really a great way to start a 'grown-up' conversation.
Justifying to ignore the rest of the post and kill the conversation right away? Sorry anyway if you felt personally attacked, in case you didnt get that from my last post
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Also: you edited your post and I only got half of it...
Regarding the auric cells you get back: consider that the whole battle path costs less than a normal full outfit. You can always check what you get for your cells depending on current progress and if it is worth for you or not
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@Gottlos said:
https://forum.deadbydaylight.com/en/discussion/comment/1669368#Comment_1669368
For the 2nd time: "Inb4 gEht GuD nEwb I diD iT JuSt FinE. --> This convo is for the rest of us. <--"
Thanks for the grown up response... I said nothing about newbie or entitlement or whatever, I just said what the rift is designed about and why I think it fits perfectly.
This is not meant personally, there are just thousands of threads about it. What do you mean with the rest of us? Average players? Below average? Everyone except me? Everyone except those that got tier 70?
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For the 100th time: The rift is designed for the average player across all players they have. I got all tomes to rift 70 without problems and also downcalculating was always looking fine to get tier 70 done within the 2h/day average.
In detail for this tome: I needed 138 hours (including queue times etc) and I had 6 complete rifts of rewards left in lv4 when I reached tier 70. I think the tomes have always been fine
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1669056#Comment_1669056
So, I agree that Gearhead could use a buff. However, the fact that it can give info mid chase is perfect for Deathslinger in particular because he wants info mid chase. If you've speared and stabbed a Survivor with Sloppy equipped... if they try to fully reset, they'll be out of the game for a very long time. Deathslinger's 1v4 game is usually poor. He needs to do things that bother multiple survivors at the same time and applying Deep Wound + Mangle to someone then leaving to go after someone else is a very good method of doing that. However he can't do that if he doesn't know where anyone else is. That's why I started running Tinkerer on him even before the whole Ruin + Undying + Tinkerer meta started.
Not sure about that. As low mobility killer Slinger might have a hard time to get to gens, having fast downs (which is his biggest strength) is the better pressure in that case. If you leave a chase that could end within the next 10 seconds to go for a gen that is 20 seconds away... I think you lose more than you gain. You still can get to that gen when the chase is done assuming you can end it fast. I think Gearhead will only be worth it on him when you see a gen highlighted that is pretty close to you.
And I'm also not that sure if Slinger can really be regarded as a killer that is able to quickly spread damage. Regarding that, I would guess that the aura reading addon is doing a much better job than Gearhead could possibly do. But just a guess, I don't play Slinger that much
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1669056#Comment_1669056
Information is useless unless you are a top tier killer. So many times where you have Pop or Tinkerer and the gen gets completed before you can even get there, or you're in a chase and can't drop it. Even defending gens is useless most of the time. You push a survivor off, his friend comes and finishes it. You defend one gen, 2 others pop anyway. People saying BBQ is OP is a real knee slapper to me, because it's just info and has so many counters. If you're Nurse or Spirit, in which case you'll probably win no matter what perks you're using, sure information can be a strong resource. Otherwise, nah.
The examples you bring has nothing to do with top tier killers. Pop gives you no information at all, if you had, you would have much more use from Pop. Tinkerer gives you information but it depends on where you are and how many survivors sit on the gen. So it is too less information. The more information you get, the more efficient the killer can make his decisions.
So I strongly disagree with your evaluation of information in DBD. Watch a video from Otz on old Freddy, and he can show you what a "low tier" killer can make with information
Second, I never heard anyone say BBQ is OP, I rather hear about the 10 counters it has. And defending gens is also... well. I don't get your generalising point on that one. Of course having survivors on hooks is mostly the best pressure you can apply. Of course you can waste a lot of time on defending gens, especially when going against multiple survivors on the same gen. But first, that is decision making and second, you better defend those critical gens somehow, or you will have a pretty hard time in endgame, unless you tunnel 2 survivors to death before 4 gens are done.
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First off: "Just information" is kinda completely wrong. Information is one of the most important factors in the game.
And I think the PTB version of the perk was still too bad. The base hit condition makes it bad for maybe 30-50% of the killers. The hit condition in general makes it bad because it can easily happen that you lose a good amount of value after your "hitting order" gets messed up, so the perk activates while you are in a chase. If not, you lose a good amount of the timeframe to pickup and hook the survivor (I know, this one got debuffed, but it was still bad in PTB). On top, they reworked Ruin with one argument being the randomness of skillchecks, just to introduce this downside in Gearhead...
In general, the level of information this perk gives you NEEDS some kind of restrictions. It gives you perfect information about gen progression. Think about how strong Ruin+Surveillance is as long as it is up. And that requires 2 perks and will be countered after some minutes. More precise information in a single perk with no counterplay would go near OP. But the conditions they put on it simply breaks most of the possible usage scenarios.
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Yea, like above: I would say this depends simply on the size of the killer. This is not an angle issue.
Btw, next time stand near a wall in both pictures and look parallel to the wall. Then you have a perfect reference to the angle
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In general, there is no need to justify anything you use in this game. The problem occurs only with the playstyle. Everything else is entitlement. There are no elite league championships for this game, only tournaments that don't allow moris and keys for mentioned "shortcut" reasons. Other than that, an ebony mori is simply hard mode. You need to perform better and more cautious than in normal games. That happens once in a while but people are just playing normally, offensive gen pressure, revealing themselves because they think they can loop good enough and then complain when they got downed twice. Or simply DC. The entitlement behind that is "I deserve more bloodpoints, I deserve escape, but your mori robbs me".
The only problem is when you completely disallow one or more survivors to participate in the game by finding them first early and then mori off the hook for example. But as I said, that is a playstyle problem, not a mori problem. Everything else is entitlement. No matter if someone runs against Spirit, flashlights, moris, keys, Ruin/Undying, BNPs/PT... everyone will just keep complaining and calling it unfun, but that is nothing the other side has to care about.
@SimplyNotFun said:
https://forum.deadbydaylight.com/en/discussion/comment/1668858#Comment_1668858
survivors have to do 3 gens to use their key yes. How do you not understand the math behind the comparisons in strength that I am making between keys and Moris?
USING A KEY when hatch spawns :
4 survivors - all gens done
3 survivors - 4 gens done / 5
2 survivors - 3 gens done / 5
1 survivor is not included because we are talking about key strength. Not the hatch auto opening.
so in order to use a key at the earliest point in time it would be when 2 survivors are dead and the other 2 have a key to get out. At least 3/5 gens have to be done. That leaves 2 gens unfinished which is a 44% objective reduction
USING Ebony Mori’s
3 hooks reduced to 1 hook (and possibly 1 hit) after getting tunneled or proxy camped. Easy kill. Rinse and repeat. 12 hooks down to 4 hooks is a 67% objective reduction when you look at the amount of times you need to hook them rather than the amount of kills. The reason I state hooks as an objective and not kills is because that is LITERALLY part of your emblem quality/category score end of match in order to rank up.
You cannot count the hooks for that comparison. If you hook or mori them is the same, you need two downs on a survivor to kill him. That is a 33% reduction
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I would most likely expect less tbagging, because people can now use voice
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Secretly adjusted? Not a single tome granted the same amount of rifts as any other tome. Did you write a post on tome 3 that they secretly raised fragment rewards??
How about an easy fix to get out of the addiction: dont buy the premium path until last day of the rift, and then decide if you get back enough auric cells and if you get enough cool cosmetics, to see if it is worth it or not?