Deadeye
Deadeye
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1594099#Comment_1594099
self-care is best killer perk. The main reason why people look down upon self-care is because the perk trades health states for pallets for when other people are in chase while you heal. what you get at the end is a map with no pallets and everyone healthy. a death sentence for survivor. Its also one of the easiest heals to interrupt so people waste extra time in odd places to self-care for what could be spent on doing generators or healing on generators and saving perk slots that actual help win the game.
I don't see how pallets are related to Selfcare. You can also heal at good windows. The "other" death of all survivors is when you have continuously injured people that go down within 5 seconds because they didn't see from which side the killer is coming. The time you "waste" on Selfcare comes back in chase by extending the chase. And if the survivor can't run a killer for 16 seconds after a hit, it is not Selfcare being bad.
Most people just compare the time you need to heal with the time you could do on gens. And that comparison is irrelevant. If that is the argument, then healing overall is a waste of time, and I think we can agree that this is bs as well. Regarding efficiency: Ever noticed? A survivor selfcaring for 32 seconds takes 32 seconds. Two survivors, one healing one being healed for 16 seconds also wastes 32 seconds. Same amount of lost gen progress. If working on the same gen, it is actually more efficient if the healthy one stays on the gen for 32 seconds and the injured one selfcares, just to dodge the team slowdown.
The strength of Selfcare is not that you can heal as often as you want, it is that you can heal when you NEED it. And that is most likely, like with every other medkit or healing perk, only happening maybe twice per match. The bad thing is that people use Selfcare as often as possible, that is not the perk's problem. Run Bond and see where survivors waste time, crouching and hiding. It is the survivors, not the perk, that sucks, because they don't know when to use it and when they shouldn't.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1594077#Comment_1594077
Actually, I believe it's only been in the shrine a handful of times, if what veteran players have told me is true.
Also, I talk to people all the time that bought that chapter just for DS even as little as last week (PC post-game chat).
It was on the shrine "regularly". 11 times so far, about 3-4 times per year. The highest count as comparison is 18 (Calm Spirit and Enduring), Unbreakable was only 4 times on the shrine and the "newest" perks I saw that have never been on the shrine so far are from Demogorgon chapter or later.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1594158#Comment_1594158
Your response definitely does not meet my experiences with self care users. I could record the results of my games with self care users. Let's just say it's really quite bad. Majority of these players are incredibly bad.
#BuffPig.
Stats please. And it is not sufficent to point at a person just selfcaring and say "there, bad". More like check how many people with selfcare escape compared to how many die with Selfcare. Or who gets the most points. Or points on average of Selfcare vs non-Selfcare people.
But I'm pretty sure you didn't do that type of evaluation, more relying on a gut feeling, that totally doesn't care or notice when Selfcare user play well.
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have you noted how many games you had with at least one DS and how many with none?
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1594495#Comment_1594495
There are such things as trees and rocks and wall tiles on outdoor maps that aid in being unnoticed. I did say "potentially viable". So don't be too strict with examples where it doesn't work, since there are many strict examples where it does. (Corn maps like Thompson House and Rotten Fields are great for Vanity since you can heavily pretend you're just a basic Myers, and get them to try and evade you in Corn and they never will be able to.
STBFL so you aren't hurt too much by the hit speed boost midgame onward. I'm All Ears so you don't need to bother using stalk in big tiles that are heavily jukable. TR perks are useful in situations where you're vsing aura perks like OoO, Alert, Dark Sense, Kindred. Meaning you aren't at a heavy disadvantage.
Like I said, Vanity is a gameplay alteration add-on. It allows the players to experience a different approach to a Myers match. Incredibely stealth heavy and bonus bp for your efforts too. When playing as Vanity Myers, you haven't got to play it so it's blantantly obvious you're using it. There are ways to convince survivors to keep breaking los thinking you have infinite
Still not convinced... The perk descriptions all target chase, which is still the point you have not adressed yet. And as I said before, you give examples to lower the disatvantages rather than focussing on advantages. That is normally a bad approach
Holding W is still the best counter to him, the bigger the map, the better the "outplay". And roughly experienced survivors will notice the difference between 107% and 115%
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1592852#Comment_1592852
I'm not saying you use it be 'viable'. Scratched Mirror is only potentially viable on Indoor Maps. Vanity does have potential to be viable on any map, with the right build to compliment it. Paired with either Mirror Shard or Jewelry Box; along with perks such as Whispers, Tinkerer, Enduring, Brutal Strength, Bamboozle/Fire Up, Nemesis, PWYF, STBFL, Dark Devotion, M&A, I'm All Ears, Surge, Ruin, Corrupt Intervention.
The reason why Pig and Wraith have access to their powers with their Letter and All Seeing add-on is because their powers have audio cues before they can attack. Plus their's is 12m. 16m for a killer that can attack whenever he wants is strong in it's own right.
I think it is not viable on any open map because a 107% killer without any power rather than low TR + minor aura reading will struggle hard on any medium size map or bigger. It still stands and you did not argue against that: He cannot chase, he needs surprise attacks. So he relies heavily on LOS blockers and map size, while any other than indoor maps has a massive amount of save healing spots. Not to mention "open field" as you simply start running once he approaches you to counter him.
Therefore I also just can say nice list of perks, but I don't see any of them helping Myers to get kills rather than Whispers to make sure you don't waste time stalking in clean areas. The TR perks are in my opinion all trumped by M&A combined with Dead Rabbit. STBFL? This is to get into chase quick again. Chase sucks with Vanity Mirror. All Ears? Aura Reading? Why? Bamboozle/Fire Up? to compensate his weaknesses? Why not strengthen his strength?
And Pig as well as Wraith have a dash after the audio cue, Pig can even simply choose to uncrouch which is in many cases better than dashing to get a free hit. Also GF in comparison is better with his power if we want to extend the list.
Sorry, but I am still not convinced by anything you say, you might need to explain clear situations on how to play it "right" or show a video against not total potatoes to show how this should work.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1594115#Comment_1594115
The killer lock was implemented with the mid-chapter, which was quite some time ago. That's not wrong, it's just you thinking that over a month ago is a small amount of time.
Well, midchapter patch is less than 6 weeks then, which is definitely not "ages". "Ages" is more like the Wraith Lightburn bug that was in the game for more than 6 months. Not sure if it is worth discussiong about that...
EDIT: and pretty sure that it is not just me thinking this way
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1591706#Comment_1591706
Once a day. That's how often I see it. And even then, even if it's a super rare problem... It has a very simple and, honestly, very fair solution. Lock the survivors.
Can't spend BP on alt characters any more? Guess what, killers haven't been able to do that in ages. They even took away an in-game, extremely deliberate advantage: the ability to prepare for the 4v1 by choosing a killer appropriate to your situation.
If you regard that as heavy unfairness... I really don't care for example what or who I'm running against. If your main problem is last second switch I would rather unequip items by default on character switching.
Btw "killers haven't been able to do that in ages" is wrong, this was introduced with MMR and is like some weeks old
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I think No Mither is not "necessary". I like to run it with a medkit with many healing charges or sometimes combined with Botany Knowledge to get one more heal from the medkit with the right addons. Then healing 99% (with Botany really quickly) and keep the injured status for the next gen. And just tap yourself when the killer approaches.
Also Spinechill is nice on this build to have 15% increased vault speed when injured.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1591706#Comment_1591706
https://forum.deadbydaylight.com/en/discussion/comment/1591871#Comment_1591871
Since survivors are just skins, you can have up to 22 different builds saved and can swap at a moments notice. That does not include items, such as keys, BNPs, or Syringes.
And the killer can do nothing.
Of course, you cant see builds, but you can guess based on how they look. Really bloody or neon? Probably a sweaty build. New player? Probably only has new perks. But last min swaps throw that all out the window.
So why would the survivor do that? Where does he get the information to know "dude, I need Head On right now!" ?
It makes no sense. Unlike the killer who sees items and possible SWF. If you swap survivors or not, you could already start with your P3 character and have the best build possible. And "you can guess based on how they look"? Are you serious? Like Neas always play toxic? Or Dwights and Janes always run Head On? Are you serious? Come on...
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@YungCloutking1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1593438#Comment_1593438
But when i play games i still get bloodpoints? Could it be a bug??
@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1593460#Comment_1593460
If you're over one million Bloodpoints, you cannot gain any from games anymore.
your normal BP account could be 900k and you got 150k from a redeemed code, making it 1.050.000 BP
Meaning you have another 100k "space" you can get in games, and your BP will go up to a maximum of 1.150.000 BP
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The spotlight trailer didn't even show any numbers, so I don't get what you mean with "i didn't see any changes". I think PTB to live never had changes that are a complete overhaul of the current version, the spotlight trailer can't show you at all what will change to live version.
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@GoodLookinCookin said:
Ive been playing with my friends who recently got the game (about a month ago) and im not trying to play to win, more so to have fun and I can say getting stomped by a "entitled" or "sweat" killer is really frequent and kinda kills the vibe
So to have fun basically means "escapes by walking by and only half focussing on the game" or what does it mean?
I don't even think 25% is that easy and fast to reach as it is requiring 3 non-obsession hooks, which is maybe 30-40% of the game done already, and having all 4 survivors injured is also a hard thing to achieve. In my games, 2-3 is realistic, unless you play Legion or Plague where people on purpose don't heal. And I barely see killer games reaching 8 stacks of DL before it gets nullified by killing the obsession. So the average of these perks
@GoodLookinCookin said:
https://forum.deadbydaylight.com/en/discussion/comment/1593624#Comment_1593624
i meant like stacking dying light thana with the pink and purple add on, im also not saying it unbeatable or anything, just saying its very hard to go against when you and your friends are just having fun
Well, the pink and puprle addon combined is even less of a slowdown, being at 8% max and at the beginning, while Thana and Dying Light are at 0%. You have more slowdown by using Sloppy Butcher rather than using a very rare and ultra rae addon.
And if you say dying light and Thana is the problem, why do you want the addons changed? Why not ask for the perks to change?
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1591543#Comment_1591543
Bigger Lunge already more than makes up for it.
Mirror Shard and Jewelry Box work with it too. Grabs aren't guarenteed on Scratched tbh, his breathing is loud enough to alert any decent survivor before getting close enough for a grab.
Scratched Mirror isn't vulnerable to auras. Vanity Mirror is, however, builds compliment that add-on very well too. But people always ignore that aspect of it.
Yep, I played with it quite a lot. Myers was my main when he came out for a long while. The add-on really is fun to use even with it's current drawback.
Don't forget that bigger lunge means "default lunge" in this case. He still is a 107% killer without any chase tool rather than surprise attacks. As I said, a pile of crates is enough to loop the killer for 20 seconds, no pallets or windows needed. And after the hit? Catch up with 107% speed? Chasing is NOT an option for Vanity Mirror, and 16m Aura Reading doesn't make up for that either. Wraith and Pig have 12m aura reading addons while being 115% killers and keeping their powers. Just as comparison
Grabs don't work in most cases because many gens have enough free sight to see Myers coming. Once the gen is progressed like 30-50% the gen is pretty much overlaying the breathing sound.
Ok so being vulnerable to auras is another drawback for vanity mirror. Isn't that an argument against the viability of this addon then?
And which builds do compliment to the Vanity Mirror that don't also work with Scratched Mirror? I dont think that is an argument that makes Vanity Mirror stronger.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1591706#Comment_1591706
Someone brought up a good case before:
There are people who will spend bloodpoints solely on one or two characters, then enter the Q with their low levels. now, officially mmr isn't active, but there still seems to be something in effect that will pair low levels with lower ranks (judging by observation).
so, effectively you will have a 'fitting match' (low level surv, thus few perks and low addons VS low rank killer) that turns into an unfair one by suddenly having a survivor who should go up against a high rank killer.
Never heard that one. I think matchmaking was never based on the character level, only emblem ranks. Also MMR has nothing to do with character level, the MMR is, as the emblem ranking, adjusted independent on which survivor you play.
@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1591871#Comment_1591871
Wait, do you assume everyone has all their survivors on p3 50 with the same builds put on? (this isn't snarky, I just feel that some of you think that that's the actual general case)
What does P3-50 have to do with character switching? Also you cannot see if a character is P3 unless he wears the prestice cosmetics. So what would it change? You still have not come up with an explanation of what the survivors' advantage would be to be able to switch characters. Other than last second switch to a flashlight/key to hide items. But this is an item thing, not a character/perks thing.
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That totally makes no sense. Noone would bring Franklins or Lightborn by default for example, that is lobby depending.
And switching from a "low level" to a P3 pretty much means in most cases that the guy was spending bloodpoints. At least that is what happened when I switch during the last 15 seconds. It is also irrelevant because you can have every survivor set up with a build you want to play, doesn't make sense to lock that to a specific one. Also MMR will not be affected by the build you play.
And last second switch to key/flashlight is something I see currently like once per week at most. That was maybe common like 2 years ago but not anymore.
I don't see how this is a problem at all
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1591184#Comment_1591184
let's say 'regular' in the sense of 'being happy you got them unlocked'
Then I can just speak for myself. They are both not the best addons in the game but also not the most useless ones like Onis Iridiscent Family Crest.
Aura reading is always a good thing, it helps you find nearby survivors trying to flashlight save, if you run Discordance you just need to hit one of them and probably find the other crouching somewhere waiting for you to chase the other guy and jump on the gen again. You can find survivors you were not aware of. It does not trigger like 10 times per game but it can surely help you find some survivors and spread damage, which is one of the necessary pressure tools for Slinger. I wouldn't rate it A tier as you are quite limited with your FOV while spearing a survivor, not worth being an ultra rare but it is definitely not a bad addon.
The Insta down addon is a bit strange as it is too hard to estimate the range of 15-18m and too rare to get a clear shot at that range. There are too many maps where this is not even possible, like every indoor map or also Haddonfield in 90% of the cases. But I think this addon would be fine if you just reduce the minimum distance to 12m. Currently I used it for several games and got some nice ranged shots on Father Campbell Chapel (out of the chapel) and some on Cornfields (using nurses to spear the healthy one) but also some horrible games on too LOS blocking maps and simply too rare situations to make use of it or just shooting at 14 or 19m targets. Again not worth being ultra rare, weaker than the aura reading, but as his base power is already pretty strong and he is not really addon dependent, I like playing this addon from time to time
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1591141#Comment_1591141
Except Myers has add-ons that combo well with Vanity Mirror. And using loops as an issue with a stealth build makes no sense since it's an alternate version of Scratched. And being vulnerable to aura readings is counterable by perks. So i'd say Vanity is fine with the speed decrease
Not sure what you mean. At first, "alternate" yes, but in a way of "the same, but everything is massively weaker". The 2% speed increase doesn't really help that much, chasing is still not really the choice, you still need surprise hits. The only thing that is noticably better is his lunge. At the cost of having TR and half the aura reading.
The only combo that works well is I think the dead rabbit, that's it. But with that you still have a TR big enough to prevent grabs
What do you mean with "being vulnerable to aura readings is counterable by perks"? That counts for both mirrors and is a heavier downside for Vanity mirror, because survivors can get away from you before you even "see" them.
Have you even played Vanity Mirror yet? I think the only thing less viable in this game to play is BK Myers
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@Raz_ said:
Well let me explain you my friend.
Spirit is a 110% speed killer in her ability her speed increases to 176%, she can use her ability around every 15 seconds with addons around 10.
After hitting a survivor she just need to use her ability what does make her stronger she also can hear footsteps, see grass moving, hear the moaning of survivors, see scratchmark % blood. the only thing she cant see is the survivor.
now imagine legion could down people while in his ability instead of giving them the mend effect, that is what spirit is. and it doesnt matter if you can see the survivor in her phasing or not because she has multiple feautres what work in her favor as i mentioned above.
now survivors were smart and decided to use iron will to get atleast the grunt and moaning sounds to 0% but spirits realized that and started using stridor to make the counter play pretty much = 0%
i always say that, i like to play against spirits without stridor and doesnt matter if i have iron will or not, but playing against a stridor spirit (and im talking about a good spirit not a unexperienced one, because everyone can beat a unexperienced killer) is the most annoying and boring thing.
belive it or not, i used to be a spirit main and back then i bought so many outfits of her and wasted money because i love her BUT after realizing how BS actually her mechanic is i stopped playing with her. This killer or the design doesnt belong to dbd, i said the same about legion when he came the first time out.
this game isnt just about "SWF" or "balance" its also about fun, and i care about the fun of both sides.
i also dont understand how people can have fun playing spirit what has pretty much the most boring chase interactions.
most Killer mains or Spirit mains wont ever say she is BS because they get their 4K every match, ofc they wont say she is broken because most people are "MAINS" and would never admit it, like most survivors mains who never admit something what is in their favor.
but i had this discussions so many times about spirit and that is probably the last time. its getting exhausting to speak about this.
where exactl did you discuss about that so many times? with 8 posts total? Secondary account?
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Cannot confirm that. I play since end of 2017 and never got stuck on a hill until a few weeks ago
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I think it is safe to say that NOONE regularly uses ultra rares. I mean, they are ultra rare. I know that you can possibly never run out of them if you invest all your BP on the same killer, but most people don't do that. And most people don't just play with all their ultra rares. 90% of all games (rough guess) don't contain ultra rare killer addons
But I guess your main aim is to talk about that you are not happy with his addons, rather than knowing who runs them, right?
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1590345#Comment_1590345
Well, imagine Myers having an 8m TR (with M&A), wallhacks for 16m and moving at 4.6m/s. You're telling me that'd be fine to go against?
Regarding the fact that he is always visible, has a TR and nothing else to compensate for loops... compared to Wraith's base power... yeah, I think that would be fine.
I mean, think about a Huntress addon "lose all your hatchets but have temporarily 16m Wallhacks". Doesn't sound that great tbh. The surprise thing is the only thing you can rely on. Wallhugging is already enough to waste time of a 4.4 m/s killer that can't use his power. I have seen Puppers run 5(!) laps around the crates in the coal tower upper floor against a Huntress out of hatchets. No pallets, no windows, just a pile of crates, wasting like 20 seconds of the killer. So, a basically powerless Myers with 4.6 m/s would be fine, if 16m wallhack and low TR is his only ability
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I guess not before christmas :P
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Btw if you have DS and it is active, you can try to bait grabs to trigger DS. By sticking on gens for example. Some killers can read that, some don't and sometimes they accidentially grab, especially when trying to prevent unhooks it can happen accidentially. And of course jumping into lockers. Here also, some killers just ignore you then, some think "alright, I get rid of DS now" but might also cause getting tunneled as they know you are without defense now
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You also don't have to waste pallets. Just loop them and when you think "1 more would be possible" then just camp the pallet and eat the hit.
Not sure if flashlight saves count, but Wraith Lightburns should. But I prefered to run a yellow medkit with +12 charges and Styptic, so you get 2 heals and have enough left to use the styptic. Gives you another possible pallet stun while injured.
You just have to hope that you run against the correct killer. Even if they respect pallets, offering the free hits by camping at the pallet will most likely force them to eat the pallet. Just doesn't work against nurse, slinger, Phead and huntress. Well, and instadown killers ^_^' quite a list though...
It can happen (or most likely will happen) that the killer reaches your side after the pallet stun because you wait pretty long to not drop the pallet too early and the lunge speed is very fast. You can run Lithe for that. Get the stun, vault, get the speed boost and the killer is on the wrong side. So you don't get downed too quickly by offering those free hits
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1588358#Comment_1588358
Grinding before a new patch comes would be much more profitable if there was no limit, as getting all the new perks would be easy. That limit forces anyone who doesn't want to spend as much BPs as possible to wait it out, making it more tedious when the patch does drop.
I collected by daily's when I was already at 1,000,000 BPs. That's what I meant by the bug. Since it went over the limit.
Well, that would cause everyone run the PTB meta builds from day one, which would be pretty boring and imo another good reason to keep the cap. Besides that, with archives you can save up to roughly 3.5 mio BP for the chapter release, which puts both characters to level 50 on day 1. That is already boring enough to go against
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1588279#Comment_1588279
People cheating to avoid the grind sounds more like a reason as to why the BP limit shouldn't be there to begin with.
How is the BP limit affecting the grind in any way? If you are grinding, you have apparently enough targets to sink your BPs in and should not reach the cap at all
@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1588301#Comment_1588301
I know that the free BP goes over the limit and is intended. I was referring to when I claimed my daily challenges and got the extra 25,462 bloodpoints.
then you most likely collected the dailies with a regular BP account of 974.538 + 400k bonus
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I have all done and no challenge sounds impossible, nor is.
I needed 5 attempts to finish the "escape before me" challenge. First one was already 3 stacks, then I died twice before EGC and then I got 2 and 1. Could have been 4 games, but for some reason two people left and the injured guy decided to go back in to save me from the hook... Btw I always told in chat that Im doing the challenge and they can decide to leave me if Im hooked during EGC.
For the stuns: you can always chose to just take the hit, if necessary even to camp the pallet. That should be possible at least 3 times even with Mori (twice before first hook, once after unhook, unless you face a chainsaw or something like this). On top of that you can bring Head On and DS and a styptic.
For the people can always make you the obsession if you want to rely on staying the obsession. Or you take Mettle of Man or Object of Obsession to start the trial but risk to lose the obsession to a DS user. That's why I took For the People and just healed some guy off the hook. Also Object kinda causes killers to tunnel you :/ I needed 5 attempts for this but I would also not call that impossible. It is actually a challenge.
EDIT after reading the whole thread, I noticed that all of my advices already have been said ^^ except maybe the "talk to chat" one
@ZCerebrate said:
Even my fairly new friends have managed to finish all the non-perk specific challenges (Ones that require Hag to be played etc) because the single trial ones so far haven't been completely unreasonable so far in this book.
Heroic Virtue (in book 1) is 3 TOTAL survivors leave before you regardless - and can happen over multiple matches meaning it doesn't have to be in one. You also don't have to survive meaning you get credit even if you are dying on hook or letting EDC take you as your teammates all escape through the door at the last second -teabagging.
Same applies to Book 3's Heroic Virtue which is the same exact thing but 6 survivors total (notice both do not have the condition that it has to be done in a single trial).
The stun one can be hard for people who aren't used to looping - I told my buddy to just COMMIT to the stun (meaning don't get baited until he is sure it will land) and even if he wasted the pallet just slam it on the killer after the hit. Also usually not a single trial thing - if it is then just keep playing with that in mind and you'll get it eventually as long as the killer isn't like a PH, Huntress or Deathslinger (Play those like you dont even have an archive to be honest).
The obsession one - it's just going to happen eventually. Took me a three tries too because someone else would do a DS at the end while I'm running every obsession perk under the sun trying to keep it... can only control it so much
Time consuming ones for me have been things like "Hook the obsession 8 times" or "Rescue 15 survivors"...
Obsession hooks took me 2 games on my favourite Wraith build: MYC + Furtive + Nemesis. Get your obsession with Nemesis, hook, let the next guy become the obsession, exposed, oblivious and aura revealed for 4 seconds to let you know where to search.
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This is not a bug, bonus BP should not be "wasted" when you got too many already, so they are added on a separate "account" that adds up to your 1 million cap. They are also consumed first, just for info. So you cannot spend 400k now and then gather again, you need to get below the 1 million again to get new BP
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@GeordieKiller said:
you can grab them off window and pallets its just more tricky to do then gen grabbing and even then gen grabbing is diffcult due to dedicated servers
Nope, Helathy grabs is only possible on gens and lockers. For vaulting they need to be injured, on windows they also have to medium or slow vault
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@RakimSockem said:
I'll address the DS + Unbreakable towards the end of the thread because I know that's what all the angry people are going to come in here ready to yell about.
edit: tl'dr I can think of multiple perks that I gain a lot from and I control when I use them versus a perk that depends on the killer tunneling me. (I know some people don't read long posts)
I'm starting by addressing the perk itself. We all know what it does because there's endless threads about it. From the time you're unhooked, if the killer picks you up again within 60 seconds, you get a chance to hit a skill check and stun the killer. Cool.
There are many perks I would and DO run over that for a number of reasons. DS depends on the playstyle of the killer and only works if they choose to tunnel you instead of going after the 3 other people on the map. And I don't want to hear about "Well, they're just trying to be efficient and tunneling is a good strategy" because I'm not arguing against that. They're fine strategies (despite being boring for the survivor), but I'm just stating facts. I play killer and I know exactly who was just pulled off a hook recently, how many times each person has been hooked, who is on death hook, who I've never seen. Every killer knows that so when someone chooses to go after the same person again, they know what they're doing and we're just going to call it what it is.
Now that being said, here's perks that are better (imo) that DS because YOU control when you use them.
Borrowed Time - BT has its own set of weaknesses but it can get people out of a LOT of bad situations if you play it correctly. You control when it gets used, not the killer.
Kindred - Damn near indispensable in solo Q. Anytime someone gets hooked, you have knowledge of where your team is and what they are doing, and possibly where the killer is located based on hook is running. If you are on the hook, your team gets that knowledge
We'll Make It - Quick heals off of the hook. Both players are back to what they need to do in what... 8 seconds? Idk the exact time but I know it's short.
Inner Strength - Encourages players to take care of totems which helps prevent NOED and works as a pocket save
For the People - A pretty good anti tunnel perk when you pull someone off a hook and instantly use it. The killer either has to make the choice of commiting to the tunnel which would take 2 hits and possibly a long chase, or going after a fresh target. And most people don't expect it so they usually commit to who freshly unhooked person expecting an easy kill.
Saboteur - Map wide hook knowledge, lets you see where hook deadzones are so you can make sabo plays. My SWF friends consistently see me pull these off at least once or twice every game.
Lithe - If window hitboxes ever get fixed, this allows for a pretty good extended chase that a killer might not be expecting and can extend loops
Hell as much as I think it's trash, I might even run Dead Hard for the same reason as Lithe. Only reason I don't use it is because it fails more often than it works
You give a list of other perks... but that is your personal tier list. I would rather go by the number of DS you see in games to determine it DS is a top 5 perk.
Besides that, you leave out the possibilities to aggreeeively make use of DS. The way DS is designed, you can actively force it to trigger, it is not simply a passive perk. Also, not every killer has 4 hour glasses ready to track every hook on every survivor. And efficient killers can easily stumble across an active DS by accident, after hooking 2 other persons, especially when there is a party of 4 equal/similar looking survivors.
Btw Saboteur is not mapwide, it is basically the range that a killer can travel (without Agitation/Iron Grasp) while carrying a survivor.
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Half of it I'm not fine with. It does not counter DS, you still have to wait up to a minute to take advantage. Also does just barely counter Inner Strength. I played several games with Inner Strength against Iron Maiden and never got downed. It restricts you a bit in not leaving the locker too early, but that's it. Locker jumps mid chase are normally a death sentence anyway. Either by grabbing or interrupting
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Iri Huntress. Unless she is really bad, she has the least chance of getting at least one or two survivors out
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/186960/gamescom-cologne
We'll get a teaser for the chapter after blight at the game awards. Unless covid has disrupted the dev cycle too much.
If you expect that... k. I would ask for a stage, crowd events, merchandise, twitch guests and the stuff that makes these events great, not for a 1-person booth.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1580597#Comment_1580597
Hence why all I'm saying is once the egc starts it activates so people have a chance to still counter it but the killer can also control it against them
What exactly would the killer control about it? NOED is rn useless enough in at least 50% of the matches. Either cleansed during the trial already or you just get a single down with it. The other 50% is just as said before because of altruism, mostly. A typical scene is one guy hooked benath the NOED totem. I'd say, poor guy, leave him and 3 escape. But narp, 9/10 games people just try and grant the 4k
And that is not the fault of the OP perk, sometimes people just need to learn. But expect "I should be able to get the 4 escape in any case!" and sacrifice the team for it, rather than a single person...
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The perk is fine...
it has an easy counter during the game as well as when it is active and it has no effect for 90% of the game. It needs to be strong for how little impact it can have. I'd say Pop has a higher chance of turning a 1k into a 4k, you just can't see the difference that clearly, as the impact spreads over the whole trial
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@Veen said:
Gamescom already is an embarassement as a event don't bring BHVR into this, two and a half hours of trailers everyone have seen already.
and a quarter hour of an interview for a VR version of medal of honor. I mean. seriously.
So your two main interests have been disappointing, and is reason enough for you to blame the whole convention? I'd rather say the Blizzard corner is already worth the 100+ PCs they bring for their 3-5 games.
But hey, I guess your bad experience is enough to call out a death sentence to the biggest PC gaming convention, same like all the death sentences called out on DBD already, confirmed by the average player count, that has risen from 23k to 40k over the last 6 month
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Cant wait to smack killers with those broken keys XD
They should bring this feature with the Scooby Doo chapter
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1579213#Comment_1579213
You offered nothing constructive yet you expect this of others.
I did, you just didn't like it
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1578225#Comment_1578225
Didn’t say you asked. You just need some hugs
Alright. So no constructive anything, just to be ignored, gotcha
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@sad_killer_main said:
You should watch videos of tru3 playing wraith. He is good at him.
If you like stealth killers like me, you can enjoy playing him.
He mostly plays with Silent Bell (ultra rare) which makes Wraith pretty strong. Don't know of any other samples where he does very well with Wraith.
I also mostly play silent or random bell (bone clapper) or double uncloak speed. Or the combo with purple speed kicking/vaulting combined with the brown auto uncloak addon, which is a great pallet counter (you can also add Brutal Strength). But that's it. If you play green addons at best, I also dislike most of my Wraith games.
There is one build that works well (maybe combine green and yellow uncloak speed): Make Your Choice, Nemesis and Furtive Chase. Nemesis for two things: first is to get your obsession on first chase by getting stunned. From then on when you hook your obsession, the unhooker will become the new obsession by Furtive Chase, become exposed by MYC and will be oblivious by Nemesis (as he became the obsession) and also Nemesis showing you the aura for 4 seconds, telling you where your exposed target is heading to. Then find him to instadown.
I run this with Pop, just to have a reason to leave the hook and have something to do until the unhook happens.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1578225#Comment_1578225
Uh... Dark Souls? Huh? That would imply that it was ever fair, wouldn't it? Either way, I don't rember the last time a boss watched me fail a tech and stood there shaking their head. Or pulled off the instaheal tech and t-bagged her healthstate away. Or just ran around the same pallet getting hit even though there were a dozen more to play.
DBD, even a year ago, was way more chill than it is now. In fact, I'd say it's probably harder these days: killers ran out of mercy, and survivors ran out of patience.
Fair and balanced is something that never fully applied to DBD and probably never will, this was just a comparison...
And I remember BNPs insta finishing gens, Moris without hook requirement, Sabo destroying hooks permanently and killer shack with one door and 2 windows. So yea, I think if you don't measure in memes I would say the beginning of DBD was harder
EDIT: not saying that everything was better, some things needed to be adressed, currently there are also thing that need to be adressed, there are enough things where 95% of the players agree on. But this here is a request that surely sounds like "I want my meal warm, not hot. And sweet desserts please. Don't let me wait too long"
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There are some serious balance and "unfun" issues in this game and it is good to express. The problem is, that the majority just flails over the table to yell out on everything. Not everything needs counterplay, not every "unfun" scenario needs to be ironed out (you will nbever be able to reach such a point where 'everything' is fun anyway).
But the few things that 95% of all players agree to need to be heard and are a good change, if it simply helps 95% of the playerbase to have significantly more fun. Therefore it is good to talk about it. It is just that typical "us vs them" "entitlement" etc accuses and the vanilla baby mode requests that makes many conversations useless.
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@Godot said:
This is actually a nice and harmless idea. Doubt people can say "no" to extra BP, lmao.
People DC with 3 gateaus in play.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1578090#Comment_1578090
Somebody needs more hugs. Entitlement idea? Participation certificate? Yikes
What exactly is your point pls?
This game started as a "Dark Souls" and turns into a "Super Mario". Don't hit ruin skillchecks, nerf. Doc is annoying, rework. Legion is weak but I can't escape a chase, rework. Most of the changes cater to laziness. Free BP for getting mori'd? It's not me who is asking for hugs.
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Just a minor correction: 38.7% is the chance that AT LEAST one survivor kobes. 38.7% also contains the cases where 2-4 survivors kobe.
Adding the following: you said 0-2 hooks. So the 38.7% is only valid for the 0 hook cases. You need to recalculate for the 1-2 hook cases, as only 3 or 2 survivors are able to kobe, reducing the chances pretty noticeable to 30.7% or 21.7%. Which means it happens every third to fifth game.
Besides that, if I stomp a team that hard, I'm happy about a kobe to get more action and more BP, also the survivors normally have a bit more fun and a bit more BP. So not everyone thinks like you. Additional, there wouldn't be scenarios possible like the "Legend of the Feng". Reason enough to keep it.
https://clips.twitch.tv/EnchantingObedientMetalHoneyBadger@HectorBrando said:
A 39% chance of 1 person escaping the hook at the cost of bypassing a thid of your objectives since the ones who dont get kobe will go into struggle stage directly.
You are trying to sell the self unhook mechanic as something that hurts Killers when 61% of the times it actually helps them.
Actually more than 61% helpful. Because not all kobe. There maybe one or multiple kobe, but still also people going to struggle for free.
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1578067#Comment_1578067
Well what I more mean by that is because it's so easy to undo, having it regress at 4x slower speed seems really punishing with how the kick currently works. Wouldn't be so bad if we had this little skillcheck thing, but something like ruin for example just auto-applies to gens, a kick is a very dedicated and intentional use of a killer's time, so having it actually be weaker than passive (albeit cleanse-able) perks like Ruin strikes me as a bit odd. It's not like a killer auto-kicks every gen they come across like ruin does.
Sure. All fine about the gen kicking issue. I was focussing on "for some reason the gen takes like 4x longer to regress". The reason is that faster regression would be too powerful as you can see on Ruin, which is a Hex perk for a reason. If Ruin would just save you the time to kick gens, it would be way less valuable and not worth being a Hex perk. That's why you (at least I) almost never see tier 1 or tier 2 Ruin.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1578074#Comment_1578074
Only it was never intended to be a 15% regression as that forced skill check is it's own separate entity a special "overcharge" skill check that doesn't give any progression on the generator either if the survivor passes it unlike a normal skill check. If they fail this "tremendously hard" skill check its a 5% regression, the customary 3 seconds of paused progression and an explosion of noise. Then you can go about doing the gen and if you fail the first normal skill check you get a 10% regression, 3 second pause etc if the survivor manages to fail that one too.
Edit: And as a survivor who has watched survivors fail the unnerving pressence + overcharge combo multiple times, I know for a fact that it does at least regress 5% on that fail as the bar moves backwards. But if this is a very recent bug as of the latest patch that that's news to me. That perk needs to get fixed anyway because it's such a waste of perk space atm
Normal skillchecks don't give you progress either, not sure what you are talking about. And what should "additional" mean if not 15%? If it doesn't add up to something, it wouldn't be additional. If this should be a "separate" skillcheck, it would be a 5% regression as you said, but it is in fact a 10% regression. (as I said: tested with screenshots)
Additional note: If you combine Overcharge with Lullaby, the regression is stacked to 16%, so Overcharge seems like it is regarded as regular skillcheck.
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To me this just sounds like a typical entitlement idea. Like everyone should get a "participant certificate".
There is so much complaining about minor issues for quite some months... How about "accepting the challenge" to just show the killer "hah! outplayed your ez mode"? All the DCs and self kills are increasing, all the energyless ez mode expectations, all the "nurse=DC" "spirit=DC" "mori=DC" bullsheet...
If you don't take the challenge, you don't get better. And trust me, nothing feels better than outplaying a Iri Head Huntress, an Infinite Myers, basement Bubba or a hatch-deny-slugging! I wouldn't be playing this game anymore if every match was just a fluffy daily routine or killer-got-stomped match.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1578060#Comment_1578060
"Overcharge the Doctor's Perk -You are fuelled by your hate for progress.
by performing the Damage Generator action.
The next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check
Failing the Skill Check results in an additional 3/4/5 % Regression penalty. Succeeding the Skill Check grants no progress, but prevents the Generator Explosion." If they fail that check the extra regression on the generator happens but people just straight up don't fail the overcharge check. If you meant the kick needs to be more powerful then run Pop goes the Weasel it's a Clown perk that's pretty meta
I mean it's really easy to hit that skill check over and over again if anything the only way to make this a hard check would be to randomize the the speed of the needle from any other skill check and make the success zone smaller - making it an actually difficult skillcheck. Also prevent you from hitting the check while running away after tapping the gen but make it an auto fail if they let go - just like a normal skill check.
The 5% extra regression is not applied. It should increase the failed skillcheck regression from 10% (regular fail) to 15% (Overcharge fail) and this is not happening. I'm not talking about killer perception, I tested this with screenshots as survivor and saw the regression is the same.